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< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-3" >
< a href = "Phaser.Physics.P2.RotationalSpring.html" > RotationalSpring< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
2014-02-21 15:37:26 +00:00
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Plugin.html" > Plugin< / a >
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2016-08-26 00:18:47 +00:00
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< a href = "Phaser.Plugin.PathManager.html" > PathManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Point.html" > Point< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
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2015-10-15 11:06:38 +00:00
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< a href = "Phaser.PointerMode.html" > PointerMode< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
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2014-09-09 14:36:56 +00:00
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< a href = "Phaser.Rope.html" > Rope< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
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2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
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2014-04-10 22:13:43 +00:00
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2014-02-05 06:29:17 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Time.html" > Time< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
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2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-25 15:54:40 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
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2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.Video.html" > Video< / a >
2013-10-25 15:54:40 +00:00
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2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Weapon.html" > Weapon< / a >
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2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
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2015-08-24 14:43:45 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
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2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
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< 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 >
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2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
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< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
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< a href = "PIXI.Graphics.html" > Graphics< / a >
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< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PIXI.html" > PIXI< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-07-01 15:57:13 +00:00
< li class = "class-depth-2" >
< a href = "PIXI.PIXI.DisplayObject.html" > DisplayObject< / a >
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2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
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2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
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2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Sprite.html" > Sprite< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
2014-11-15 20:01:46 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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< li class = "dropdown" >
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class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2014-11-15 20:01:46 +00:00
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
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2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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< 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 >
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< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
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< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
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2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
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2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
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2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
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2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
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2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
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< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#emit" > emit< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#EMITTER" > EMITTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
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< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
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< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
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< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
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2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
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2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#LEFT" > LEFT< / a >
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2016-06-17 00:11:24 +00:00
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< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
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< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#LINE" > LINE< / a >
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2016-08-26 00:18:47 +00:00
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< a href = "global.html#listeners" > listeners< / a >
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2015-07-22 14:31:30 +00:00
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2016-08-26 00:18:47 +00:00
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#NONE" > NONE< / a >
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2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
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< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
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< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#POLYGON" > POLYGON< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RETROFONT" > RETROFONT< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#VERSION" > VERSION< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
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< / li >
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< / ul >
< / li >
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< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
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< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
2015-03-26 02:55:18 +00:00
< 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 >
2016-05-19 11:36:51 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
2015-03-26 02:55:18 +00:00
< 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 >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
2014-11-25 00:23:44 +00:00
< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
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< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: TilemapLayer</h1> -->
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< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
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TilemapLayer
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< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="TilemapLayer">< span class = "type-signature" > < / span > new TilemapLayer< span class = "signature" > (game, tilemap, index, width, height)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap.< / p >
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< p > Since a TilemapLayer is a Sprite it can be moved around the display, added to other groups or display objects, etc.< / p >
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< p > By default TilemapLayers have fixedToCamera set to < code > true< / code > . Changing this will break Camera follow and scrolling behavior.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
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< td class = "description last" > < p > Game reference to the currently running game.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > tilemap< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Tilemap.html" > Phaser.Tilemap< / a > < / span >
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< / td >
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< td class = "description last" > < p > The tilemap to which this layer belongs.< / 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" > integer< / span >
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< / td >
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< td class = "description last" > < p > The index of the TileLayer to render within the Tilemap.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > width< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > integer< / span >
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< / td >
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< td class = "description last" > < p > Width of the renderable area of the layer (in pixels).< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > height< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > integer< / span >
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< / td >
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< td class = "description last" > < p > Height of the renderable area of the layer (in pixels).< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-23" > line 23< / a >
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< / dt >
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< / dl >
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2013-10-25 15:54:40 +00:00
< / dd >
< / div >
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< h3 class = "subsection-title" > Extends< / h3 >
< ul >
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< li > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / li >
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< / ul >
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< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="alive">< span class = "type-signature" > < / span > alive< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A useful flag to control if the Game Object is alive or dead.< / p >
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< p > This is set automatically by the Health components < code > damage< / code > method should the object run out of health.< br > 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.< br > 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 >
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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.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 >
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id="anchor">< span class = "type-signature" > < / span > anchor< span class = "type-signature" > :Point< / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > The anchor sets the origin point of the texture.< br > The default is 0,0 this means the texture's origin is the top left< br > Setting than anchor to 0.5,0.5 means the textures origin is centered< br > Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner< / p >
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< / div >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "PIXI.Sprite.html#anchor" > PIXI.Sprite#anchor< / a >
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< a href = "src_pixi_display_Sprite.js.html" > pixi/display/Sprite.js< / a > , < a href = "src_pixi_display_Sprite.js.html#sunlight-1-line-17" > line 17< / a >
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< dt >
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< h4 class = "name "
id="angle">< span class = "type-signature" > < / span > angle< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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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 >
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< p > Values outside this range are added to or subtracted from 360 to obtain a value within the range.< br > 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.< br > Working in radians is slightly faster as it doesn't have to perform any calculations.< / p >
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< / div >
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< a href = "Phaser.Component.Angle.html#angle" > Phaser.Component.Angle#angle< / a >
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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 >
< h4 class = "name "
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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< 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.< br > Through it you can create, play, pause and stop animations.< / p >
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< a href = "Phaser.Component.Core.html#animations" > Phaser.Component.Core#animations< / a >
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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 >
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< ul >
< li > < a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / li >
< / ul >
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< h4 class = "name "
id="autoCull">< span class = "type-signature" > < / span > autoCull< span class = "type-signature" > :boolean< / span > < / h4 >
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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.< br > If it is not intersecting the Camera bounds at any point then it has its < code > renderable< / code > property set to < code > false< / code > .< br > 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,< br > or you have tested performance and find it acceptable.< / p >
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< / div >
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< a href = "Phaser.Component.AutoCull.html#autoCull" > Phaser.Component.AutoCull#autoCull< / a >
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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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id="blendMode">< span class = "type-signature" > < / span > blendMode< span class = "type-signature" > :Number< / span > < / h4 >
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< dd >
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< p > The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.< / p >
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< p > Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.< / p >
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< / div >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "PIXI.Sprite.html#blendMode" > PIXI.Sprite#blendMode< / a >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > PIXI.blendModes.NORMAL;< / li > < / ul > < / dd >
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id="body">< span class = "type-signature" > < / span > body< span class = "type-signature" > :< a href = "Phaser.Physics.Arcade.Body.html" > Phaser.Physics.Arcade.Body< / a > |< a href = "Phaser.Physics.P2.Body.html" > Phaser.Physics.P2.Body< / a > |< a href = "Phaser.Physics.Ninja.Body.html" > Phaser.Physics.Ninja.Body< / a > |null< / span > < / h4 >
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< p > < code > body< / code > is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated< br > properties and methods via it.< / p >
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< p > By default Game Objects won't add themselves to any physics system and their < code > body< / code > property will be < code > null< / code > .< / p >
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< p > To enable this Game Object for physics you need to call < code > game.physics.enable(object, system)< / code > where < code > object< / code > is this object< br > and < code > system< / code > is the Physics system you are using. If none is given it defaults to < code > Phaser.Physics.Arcade< / code > .< / p >
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< p > You can alternatively call < code > game.physics.arcade.enable(object)< / code > , or add this Game Object to a physics enabled Group.< / p >
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< p > Important: Enabling a Game Object for P2 or Ninja physics will automatically set its < code > anchor< / code > property to 0.5,< br > so the physics body is centered on the Game Object.< / p >
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< p > If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.< / p >
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< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > < a href = "Phaser.Physics.Arcade.Body.html" > Phaser.Physics.Arcade.Body< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Physics.P2.Body.html" > Phaser.Physics.P2.Body< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Physics.Ninja.Body.html" > Phaser.Physics.Ninja.Body< / a > < / span >
|
< span class = "param-type" > null< / span >
< / li >
< / ul >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.PhysicsBody.html#body" > Phaser.Component.PhysicsBody#body< / a >
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< a href = "src_gameobjects_components_PhysicsBody.js.html" > gameobjects/components/PhysicsBody.js< / a > , < a href = "src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-91" > line 91< / a >
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id="bottom">< span class = "type-signature" > < / span > bottom< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< p > The sum of the y and height properties.< br > This is the same as < code > y + height - offsetY< / code > .< / p >
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< / div >
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< a href = "Phaser.Component.Bounds.html#bottom" > Phaser.Component.Bounds#bottom< / a >
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< h4 class = "name "
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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< 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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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.FixedToCamera.html#cameraOffset" > Phaser.Component.FixedToCamera#cameraOffset< / a >
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< dt >
< h4 class = "name "
id="canvas">< span class = "type-signature" > < internal> < / span > canvas< span class = "type-signature" > :HTMLCanvasElement< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The canvas to which this TilemapLayer draws.< / p >
< / div >
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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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< / dl >
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id="centerX">< span class = "type-signature" > < / span > centerX< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
< div class = "description" >
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< p > The center x coordinate of the Game Object.< br > This is the same as < code > (x - offsetX) + (width / 2)< / 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 >
< a href = "Phaser.Component.Bounds.html#centerX" > Phaser.Component.Bounds#centerX< / a >
< / li > < / dd >
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< dt >
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id="centerY">< span class = "type-signature" > < / span > centerY< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > The center y coordinate of the Game Object.< br > This is the same as < code > (y - offsetY) + (height / 2)< / 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 >
< a href = "Phaser.Component.Bounds.html#centerY" > Phaser.Component.Bounds#centerY< / a >
< / li > < / dd >
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< / dt >
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< / dl >
< / dd >
< dt >
< h4 class = "name "
id="checkWorldBounds">< span class = "type-signature" > < / span > checkWorldBounds< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this is set to < code > true< / code > the Game Object checks if it is within the World bounds each frame. < / p >
< p > When it is no longer intersecting the world bounds it dispatches the < code > onOutOfBounds< / code > event.< / p >
< p > If it was < em > previously< / em > out of bounds but is now intersecting the world bounds again it dispatches the < code > onEnterBounds< / code > event.< / p >
< p > It also optionally kills the Game Object if < code > outOfBoundsKill< / code > is < code > true< / code > .< / p >
< p > When < code > checkWorldBounds< / code > is enabled it forces the Game Object to calculate its full bounds every frame.< / p >
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< 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,< br > or you have tested performance and find it acceptable.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.InWorld.html#checkWorldBounds" > Phaser.Component.InWorld#checkWorldBounds< / a >
< / li > < / dd >
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< dt >
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< 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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< dd >
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< p > [read-only] The array of children of this container.< / p >
< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
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< span class = "param-type" > Array.< < a href = "global.html#DisplayObject" > DisplayObject< / a > >< / span >
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< / li >
< / ul >
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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#children" > PIXI.DisplayObjectContainer#children< / a >
< / li > < / dd >
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< dt >
< h4 class = "name "
id="components">< span class = "type-signature" > < internal> < / span > components< span class = "type-signature" > :object< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The components this Game Object has installed.< / 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#components" > Phaser.Component.Core#components< / 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 >
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< dt >
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< h4 class = "name "
id="cropRect">< span class = "type-signature" > < / span > cropRect< span class = "type-signature" > :< a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The Rectangle used to crop the texture this Game Object uses.< br > Set this property via < code > crop< / code > .< br > If you modify this property directly you must call < code > updateCrop< / code > in order to have the change take effect.< / 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 = "Phaser.Component.Crop.html#cropRect" > Phaser.Component.Crop#cropRect< / a >
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< / li > < / dd >
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< dt >
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id="damage">< span class = "type-signature" > < / span > damage< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Damages the Game Object. This removes the given amount of health from the < code > health< / code > property.< / p >
< p > If health is taken below or is equal to zero then the < code > kill< / code > method is called.< / p >
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< / div >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Health.html#damage" > Phaser.Component.Health#damage< / a >
< / li > < / dd >
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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" >
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< p > An empty Object that belongs to this Game Object.< br > This value isn't ever used internally by Phaser, but may be used by your own code, or< br > by Phaser Plugins, to store data that needs to be associated with the Game Object,< br > without polluting the Game Object directly.< / p >
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< / 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 >
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< / dt >
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< dt >
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< 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 >
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< div class = "description" >
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< p > Enable an additional " debug rendering" pass to display collision information.< / p >
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< / div >
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< dl class = "details" >
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< dt >
< h4 class = "name "
id="debugSettings">< span class = "type-signature" > < / span > debugSettings< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Settings used for debugging and diagnostics.< / p >
< / div >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th > Argument< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > missingImageFill< / 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 = "attributes" >
< nullable>< br >
< / td >
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< td class = "description last" > < p > A tile is rendered as a rectangle using the following fill if a valid tileset/image cannot be found. A value of < code > null< / code > prevents additional rendering for tiles without a valid tileset image. < em > This takes effect even when debug rendering for the layer is not enabled.< / em > < / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > debuggedTileOverfill< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
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< / td >
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< td class = "attributes" >
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< nullable>< br >
< / td >
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< td class = "description last" > < p > If a Tile has < code > Tile#debug< / code > true then, after normal tile image rendering, a rectangle with the following fill is drawn above/over it. < em > This takes effect even when debug rendering for the layer is not enabled.< / em > < / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > forceFullRedraw< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "description last" > < p > When debug rendering (< code > debug< / code > is true), and this option is enabled, the a full redraw is forced and rendering optimization is suppressed.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > debugAlpha< / 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" >
< / td >
< td class = "description last" > < p > When debug rendering (< code > debug< / code > is true), the tileset is initially rendered with this alpha level. This can make the tile edges clearer.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > facingEdgeStroke< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< nullable>< br >
< / td >
< td class = "description last" > < p > When debug rendering (< code > debug< / code > is true), this color/stroke is used to draw " face" edges. A value of < code > null< / code > disables coloring facing edges.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > collidingTileOverfill< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
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< / td >
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< td class = "attributes" >
< nullable>< br >
< / td >
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< td class = "description last" > < p > When debug rendering (< code > debug< / code > is true), this fill is used for tiles that are collidable. A value of < code > null< / code > disables applying the additional overfill.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-source" > Source -
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-133" > line 133< / a >
< / dt >
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< dt >
< h4 class = "name "
id="deltaX">< span class = "type-signature" > < readonly> < / span > deltaX< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Returns the delta x value. The difference between world.x now and in the previous frame.< / p >
< p > The value will be positive if the Game Object has moved to the right or negative if to the left.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Delta.html#deltaX" > Phaser.Component.Delta#deltaX< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< / dl >
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< dt >
< h4 class = "name "
id="deltaY">< span class = "type-signature" > < readonly> < / span > deltaY< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Returns the delta y value. The difference between world.y now and in the previous frame.< / p >
< p > The value will be positive if the Game Object has moved down or negative if up.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Delta.html#deltaY" > Phaser.Component.Delta#deltaY< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="deltaZ">< span class = "type-signature" > < readonly> < / span > deltaZ< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Returns the delta z value. The difference between rotation now and in the previous frame. The delta value.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Delta.html#deltaZ" > Phaser.Component.Delta#deltaZ< / a >
< / li > < / dd >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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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 >
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< div class = "description" >
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< p > As a Game Object runs through its destroy method this flag is set to true,< br > and can be checked in any sub-systems or plugins it is being destroyed from.< / p >
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< / div >
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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.Destroy.html#destroyPhase" > Phaser.Component.Destroy#destroyPhase< / a >
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< 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-22" > line 22< / a >
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id="dirty">< span class = "type-signature" > < internal> < / span > dirty< span class = "type-signature" > :boolean< / span > < / h4 >
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< div class = "description" >
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< p > If true tiles will be force rendered, even if such is not believed to be required.< / p >
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< / div >
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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 >
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-167" > line 167< / a >
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id="events">< span class = "type-signature" > < / span > events< span class = "type-signature" > :< a href = "Phaser.Events.html" > Phaser.Events< / a > < / span > < / h4 >
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< dd >
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< p > All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this< br > Game Object, or any of its components.< / p >
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< / div >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.Core.html#events" > Phaser.Component.Core#events< / a >
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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-185" > line 185< / 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.Events.html" > Phaser.Events< / a > < / li >
< / ul >
< / dd >
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id="exists">< span class = "type-signature" > < / span > exists< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > Controls if the core game loop and physics update this game object or not.< / p >
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< / div >
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-115" > line 115< / a >
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id="fixedToCamera">< span class = "type-signature" > < / span > fixedToCamera< span class = "type-signature" > :boolean< / span > < / h4 >
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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 >
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< p > The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world< br > 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< br > regardless where in the world the camera is.< / p >
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< 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 >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.FixedToCamera.html#fixedToCamera" > Phaser.Component.FixedToCamera#fixedToCamera< / a >
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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 >
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id="frame">< span class = "type-signature" > < / span > frame< span class = "type-signature" > :integer< / span > < / h4 >
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< p > Gets or sets the current frame index of the texture being used to render this Game Object.< / p >
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< p > To change the frame set < code > frame< / code > to the index of the new frame in the sprite sheet you wish this Game Object to use,< br > for example: < code > player.frame = 4< / code > .< / p >
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< p > If the frame index given doesn't exist it will revert to the first frame found in the texture.< / p >
< p > If you are using a texture atlas then you should use the < code > frameName< / code > property instead.< / p >
< p > If you wish to fully replace the texture being used see < code > loadTexture< / code > .< / p >
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< / div >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.LoadTexture.html#frame" > Phaser.Component.LoadTexture#frame< / a >
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< a href = "src_gameobjects_components_LoadTexture.js.html" > gameobjects/components/LoadTexture.js< / a > , < a href = "src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-254" > line 254< / a >
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id="frameName">< span class = "type-signature" > < / span > frameName< span class = "type-signature" > :string< / span > < / h4 >
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< p > Gets or sets the current frame name of the texture being used to render this Game Object.< / p >
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< p > To change the frame set < code > frameName< / code > to the name of the new frame in the texture atlas you wish this Game Object to use,< br > for example: < code > player.frameName = " idle" < / code > .< / p >
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< p > If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.< / p >
< p > If you are using a sprite sheet then you should use the < code > frame< / code > property instead.< / p >
< p > If you wish to fully replace the texture being used see < code > loadTexture< / code > .< / p >
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< / div >
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< a href = "Phaser.Component.LoadTexture.html#frameName" > Phaser.Component.LoadTexture#frameName< / a >
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< dt >
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id="fresh">< span class = "type-signature" > < readonly> < / span > fresh< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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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.< br > 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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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.Core.html#fresh" > Phaser.Component.Core#fresh< / a >
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< dt >
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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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< dd >
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< p > A reference to the currently running Game.< / p >
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< / div >
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< a href = "Phaser.Component.Core.html#game" > Phaser.Component.Core#game< / a >
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id="heal">< span class = "type-signature" > < / span > heal< span class = "type-signature" > < / span > < / h4 >
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< p > Heal the Game Object. This adds the given amount of health to the < code > health< / code > property.< / p >
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< / div >
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< a href = "Phaser.Component.Health.html#heal" > Phaser.Component.Health#heal< / a >
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< a href = "src_gameobjects_components_Health.js.html" > gameobjects/components/Health.js< / a > , < a href = "src_gameobjects_components_Health.js.html#sunlight-1-line-90" > line 90< / a >
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id="health">< span class = "type-signature" > < / span > health< span class = "type-signature" > :number< / span > < / h4 >
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< p > The Game Objects health value. This is a handy property for setting and manipulating health on a Game Object.< / p >
< p > It can be used in combination with the < code > damage< / code > method or modified directly.< / p >
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< / div >
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< a href = "Phaser.Component.Health.html#health" > Phaser.Component.Health#health< / a >
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< / li > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
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id="height">< span class = "type-signature" > < / span > height< span class = "type-signature" > :Number< / span > < / h4 >
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< p > The height of the sprite, setting this will actually modify the scale to achieve the value set< / p >
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< / div >
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< a href = "PIXI.Sprite.html#height" > PIXI.Sprite#height< / a >
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< / li > < / dd >
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id="ignoreChildInput">< span class = "type-signature" > < / span > ignoreChildInput< span class = "type-signature" > :Boolean< / span > < / h4 >
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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 >
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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#ignoreChildInput" > PIXI.DisplayObjectContainer#ignoreChildInput< / a >
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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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id="inCamera">< span class = "type-signature" > < readonly> < / span > inCamera< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > Checks if the Game Objects bounds intersect with the Game Camera bounds.< br > 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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< 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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id="index">< span class = "type-signature" > < internal, readonly> < / span > index< span class = "type-signature" > :number< / span > < / h4 >
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< p > The index of this layer within the Tilemap.< / 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 >
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-44" > line 44< / a >
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id="input">< span class = "type-signature" > < / span > input< span class = "type-signature" > :< a href = "Phaser.InputHandler.html" > Phaser.InputHandler< / a > |null< / span > < / h4 >
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< / dt >
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< div class = "description" >
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< p > The Input Handler for this Game Object.< / p >
< p > By default it is disabled. If you wish this Game Object to process input events you should enable it with: < code > inputEnabled = true< / code > .< / p >
< p > After you have done this, this property will be a reference to the Phaser InputHandler.< / p >
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< / div >
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< h5 > Type:< / h5 >
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< span class = "param-type" > < a href = "Phaser.InputHandler.html" > Phaser.InputHandler< / a > < / span >
|
< span class = "param-type" > null< / span >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.InputEnabled.html#input" > Phaser.Component.InputEnabled#input< / a >
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< a href = "src_gameobjects_components_InputEnabled.js.html" > gameobjects/components/InputEnabled.js< / a > , < a href = "src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-24" > line 24< / a >
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id="inputEnabled">< span class = "type-signature" > < / span > inputEnabled< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > By default a Game Object won't process any input events. By setting < code > inputEnabled< / code > to true a Phaser.InputHandler is created< br > for this Game Object and it will then start to process click / touch events and more.< / p >
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< p > You can then access the Input Handler via < code > this.input< / code > .< / p >
< p > Note that Input related events are dispatched from < code > this.events< / code > , i.e.: < code > events.onInputDown< / code > .< / p >
< p > If you set this property to false it will stop the Input Handler from processing any more input events.< / p >
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< p > If you want to < em > temporarily< / em > disable input for a Game Object, then it's better to set< br > < code > input.enabled = false< / code > , as it won't reset any of the Input Handlers internal properties.< br > You can then toggle this back on as needed.< / 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.InputEnabled.html#inputEnabled" > Phaser.Component.InputEnabled#inputEnabled< / a >
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id="inWorld">< span class = "type-signature" > < readonly> < / span > inWorld< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.InWorld.html#inWorld" > Phaser.Component.InWorld#inWorld< / a >
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< h4 class = "name "
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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< p > The key of the image or texture used by this Game Object during rendering.< br > If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.< br > It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.< br > 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.< br > 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 >
< h5 > Type:< / h5 >
< ul >
< li >
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< span class = "param-type" > string< / span >
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|
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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 >
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< span class = "param-type" > < a href = "Phaser.Video.html" > Phaser.Video< / a > < / span >
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< span class = "param-type" > < a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
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< / li >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.Core.html#key" > Phaser.Component.Core#key< / a >
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id="layer">< span class = "type-signature" > < internal, readonly> < / span > layer< span class = "type-signature" > :object< / span > < / h4 >
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< div class = "description" >
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< p > The layer object within the Tilemap that this layer represents.< / 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 >
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id="left">< span class = "type-signature" > < / span > left< span class = "type-signature" > :number< / span > < / h4 >
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< p > The left coordinate of the Game Object.< br > This is the same as < code > x - offsetX< / code > .< / p >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.Bounds.html#left" > Phaser.Component.Bounds#left< / a >
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id="lifespan">< span class = "type-signature" > < / span > lifespan< span class = "type-signature" > :number< / span > < / h4 >
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< 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 >
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< p > It is automatically decremented by the millisecond equivalent of < code > game.time.physicsElapsed< / code > each frame.< br > When it reaches zero it will call the < code > kill< / code > method.< / p >
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< p > Very handy for particles, bullets, collectibles, or any other short-lived entity.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.LifeSpan.html#lifespan" > Phaser.Component.LifeSpan#lifespan< / a >
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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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id="map">< span class = "type-signature" > < internal, readonly> < / span > map< span class = "type-signature" > :< a href = "Phaser.Tilemap.html" > Phaser.Tilemap< / a > < / span > < / h4 >
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< p > The Tilemap to which this layer is bound.< / p >
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< / div >
< dl class = "details" >
< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-36" > line 36< / a >
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id="maxHealth">< span class = "type-signature" > < / span > maxHealth< span class = "type-signature" > :number< / span > < / h4 >
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< p > The Game Objects maximum health value. This works in combination with the < code > heal< / code > method to ensure< br > the health value never exceeds the maximum.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.Health.html#maxHealth" > Phaser.Component.Health#maxHealth< / 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 > 100< / li > < / ul > < / dd >
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< a href = "src_gameobjects_components_Health.js.html" > gameobjects/components/Health.js< / a > , < a href = "src_gameobjects_components_Health.js.html#sunlight-1-line-35" > line 35< / a >
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id="name">< span class = "type-signature" > < / span > name< span class = "type-signature" > :string< / span > < / h4 >
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< p > A user defined name given to this Game Object.< br > 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 >
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< a href = "Phaser.Component.Core.html#name" > Phaser.Component.Core#name< / a >
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< / dt >
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< h4 class = "name "
id="offsetX">< span class = "type-signature" > < readonly> < / span > offsetX< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > The amount the Game Object is visually offset from its x coordinate.< br > This is the same as < code > width * anchor.x< / code > .< br > It will only be > 0 if anchor.x is not equal to zero.< / 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.Bounds.html#offsetX" > Phaser.Component.Bounds#offsetX< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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< h4 class = "name "
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id="offsetY">< span class = "type-signature" > < readonly> < / span > offsetY< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The amount the Game Object is visually offset from its y coordinate.< br > This is the same as < code > height * anchor.y< / code > .< br > It will only be > 0 if anchor.y is not equal to zero.< / 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.Bounds.html#offsetY" > Phaser.Component.Bounds#offsetY< / a >
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< dt >
< h4 class = "name "
id="outOfBoundsKill">< span class = "type-signature" > < / span > outOfBoundsKill< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If this and the < code > checkWorldBounds< / code > property are both set to < code > true< / code > then the < code > kill< / code > method is called as soon as < code > inWorld< / code > returns false.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.InWorld.html#outOfBoundsKill" > Phaser.Component.InWorld#outOfBoundsKill< / a >
< / li > < / dd >
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id="outOfCameraBoundsKill">< span class = "type-signature" > < / span > outOfCameraBoundsKill< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > If this and the < code > autoCull< / code > property are both set to < code > true< / code > , then the < code > kill< / code > method< br > is called as soon as the Game Object leaves the camera 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 >
< a href = "Phaser.Component.InWorld.html#outOfCameraBoundsKill" > Phaser.Component.InWorld#outOfCameraBoundsKill< / a >
< / li > < / dd >
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< / dt >
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id="pendingDestroy">< span class = "type-signature" > < / span > pendingDestroy< span class = "type-signature" > :boolean< / span > < / h4 >
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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.< br > 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< br > such as with Buttons or other Input events.< / p >
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< / 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#pendingDestroy" > Phaser.Component.Core#pendingDestroy< / a >
< / li > < / dd >
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< / dt >
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id="physicsType">< span class = "type-signature" > < readonly> < / span > physicsType< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The const physics body type of this object.< / p >
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< / div >
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< / dt >
< / dl >
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< 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" >
< 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#previousPosition" > Phaser.Component.Core#previousPosition< / a >
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< / li > < / dd >
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id="previousRotation">< span class = "type-signature" > < readonly> < / span > previousRotation< span class = "type-signature" > :number< / span > < / h4 >
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< 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" >
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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#previousRotation" > Phaser.Component.Core#previousRotation< / a >
< / li > < / dd >
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< / dt >
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< / dl >
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< dt >
< h4 class = "name "
id="rayStepRate">< span class = "type-signature" > < / span > rayStepRate< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > 4< / li > < / ul > < / dd >
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id="renderOrderID">< span class = "type-signature" > < readonly> < / span > renderOrderID< span class = "type-signature" > :number< / span > < / h4 >
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< 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.< br > 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 >
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< / dt >
< / dl >
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< h4 class = "name "
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id="renderSettings">< span class = "type-signature" > < / span > renderSettings< span class = "type-signature" > < / span > < / h4 >
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< p > Settings that control standard (non-diagnostic) rendering.< / p >
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< / div >
< dl class = "details" >
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< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props 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 > enableScrollDelta< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
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< td class = "description last" > < p > Delta scroll rendering only draws tiles/edges as they come into view.< br > This can greatly improve scrolling rendering performance, especially when there are many small tiles.< br > It should only be disabled in rare cases.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > copyCanvas< / code > < / td >
< td class = "type" >
< span class = "param-type" > DOMCanvasElement< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< nullable>< br >
< / td >
< td class = "default" >
(auto)
< / td >
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< td class = "description last" > < p > [Internal] If set, force using a separate (shared) copy canvas.< br > Using a canvas bitblt/copy when the source and destinations region overlap produces unexpected behavior< br > in some browsers, notably Safari.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > {"enableScrollDelta":false,"overdrawRatio":0.2,"copyCanvas":null}< / li > < / ul > < / dd >
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id="right">< span class = "type-signature" > < / span > right< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
< div class = "description" >
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< p > The right coordinate of the Game Object.< br > This is the same as < code > x + width - offsetX< / code > .< / 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.Bounds.html#right" > Phaser.Component.Bounds#right< / a >
< / li > < / dd >
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< h4 class = "name "
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id="scaleMax">< span class = "type-signature" > < / span > scaleMax< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< div class = "description" >
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< p > The maximum scale this Game Object will scale up to. < / p >
< p > It allows you to prevent a parent from scaling this Game Object higher than the given value.< / p >
< p > Set it to < code > null< / code > to remove the limit.< / 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.ScaleMinMax.html#scaleMax" > Phaser.Component.ScaleMinMax#scaleMax< / a >
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< / li > < / dd >
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< a href = "src_gameobjects_components_ScaleMinMax.js.html" > gameobjects/components/ScaleMinMax.js< / a > , < a href = "src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-46" > line 46< / a >
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id="scaleMin">< span class = "type-signature" > < / span > scaleMin< 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 scale this Game Object will scale down to.< / p >
< p > It allows you to prevent a parent from scaling this Game Object lower than the given value.< / p >
< p > Set it to < code > null< / code > to remove the limit.< / 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.ScaleMinMax.html#scaleMin" > Phaser.Component.ScaleMinMax#scaleMin< / a >
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< / li > < / dd >
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< a href = "src_gameobjects_components_ScaleMinMax.js.html" > gameobjects/components/ScaleMinMax.js< / a > , < a href = "src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-36" > line 36< / a >
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< dt >
< h4 class = "name "
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id="scrollFactorX">< span class = "type-signature" > < / span > scrollFactorX< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do).< / p >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > 1< / li > < / ul > < / dd >
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id="scrollFactorY">< span class = "type-signature" > < / span > scrollFactorY< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
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< p > Speed at which this layer scrolls vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do)< / p >
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< dt class = "tag-default" > Default Value:< / dt >
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< dt >
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id="setHealth">< span class = "type-signature" > < / span > setHealth< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Sets the health property of the Game Object to the given amount.< br > Will never exceed the < code > maxHealth< / code > value.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.Health.html#setHealth" > Phaser.Component.Health#setHealth< / a >
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id="shader">< span class = "type-signature" > < / span > shader< span class = "type-signature" > :< a href = "PIXI.AbstractFilter.html" > PIXI.AbstractFilter< / a > < / span > < / h4 >
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< p > The shader that will be used to render this Sprite.< br > Set to null to remove a current shader.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "PIXI.Sprite.html#shader" > PIXI.Sprite#shader< / 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 > null< / li > < / ul > < / dd >
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< / dt >
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id="smoothed">< span class = "type-signature" > < / span > smoothed< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
< div class = "description" >
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< p > Enable or disable texture smoothing for this Game Object.< / p >
< p > It only takes effect if the Game Object is using an image based texture.< / p >
< p > Smoothing is enabled by default.< / 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.Smoothed.html#smoothed" > Phaser.Component.Smoothed#smoothed< / a >
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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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< p > The texture that the sprite is using< / 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.Sprite.html#texture" > PIXI.Sprite#texture< / a >
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id="tint">< span class = "type-signature" > < / span > tint< span class = "type-signature" > :Number< / span > < / h4 >
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< p > The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "PIXI.Sprite.html#tint" > PIXI.Sprite#tint< / 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 > 0xFFFFFF< / li > < / ul > < / dd >
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id="tintedTexture">< span class = "type-signature" > < / span > tintedTexture< span class = "type-signature" > :Canvas< / span > < / h4 >
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< dd >
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< p > A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)< / 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.Sprite.html#tintedTexture" > PIXI.Sprite#tintedTexture< / 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 > null< / li > < / ul > < / dd >
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id="top">< span class = "type-signature" > < / span > top< span class = "type-signature" > :number< / span > < / h4 >
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< p > The y coordinate of the Game Object.< br > This is the same as < code > y - offsetY< / code > .< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.Bounds.html#top" > Phaser.Component.Bounds#top< / a >
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id="transformCallback">< span class = "type-signature" > < / span > transformCallback< span class = "type-signature" > :function< / span > < / h4 >
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< p > The callback that will apply any scale limiting to the worldTransform.< / 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.ScaleMinMax.html#transformCallback" > Phaser.Component.ScaleMinMax#transformCallback< / a >
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< / li > < / dd >
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id="transformCallbackContext">< span class = "type-signature" > < / span > transformCallbackContext< span class = "type-signature" > :object< / span > < / h4 >
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< dd >
< div class = "description" >
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< p > The context under which < code > transformCallback< / code > is called.< / 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.ScaleMinMax.html#transformCallbackContext" > Phaser.Component.ScaleMinMax#transformCallbackContext< / a >
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< / li > < / dd >
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< a href = "src_gameobjects_components_ScaleMinMax.js.html" > gameobjects/components/ScaleMinMax.js< / a > , < a href = "src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-26" > line 26< / a >
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< dt >
< h4 class = "name "
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id="type">< span class = "type-signature" > < internal, 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" >
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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-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > Phaser.TILEMAPLAYER< / li > < / ul > < / dd >
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-77" > line 77< / a >
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< 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 >
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< div class = "description" >
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< p > The width of the sprite, setting this will actually modify the scale to achieve the value set< / 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 = "PIXI.Sprite.html#width" > PIXI.Sprite#width< / a >
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< / li > < / dd >
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< a href = "src_pixi_display_Sprite.js.html" > pixi/display/Sprite.js< / a > , < a href = "src_pixi_display_Sprite.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="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.< br > Depending on where in the display list this Game Object is placed this value can differ from < code > position< / code > ,< br > which contains the x/y coordinates relative to the Game Objects parent.< / 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 = "Phaser.Component.Core.html#world" > Phaser.Component.Core#world< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source -
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< / dt >
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< dt >
< h4 class = "name "
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id="x">< span class = "type-signature" > < / span > x< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
< div class = "description" >
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< p > The position of the Game Object on the x axis relative to the local coordinates of the 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.PhysicsBody.html#x" > Phaser.Component.PhysicsBody#x< / a >
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< / li > < / dd >
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< a href = "src_gameobjects_components_PhysicsBody.js.html" > gameobjects/components/PhysicsBody.js< / a > , < a href = "src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-98" > line 98< / a >
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id="y">< span class = "type-signature" > < / span > y< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< p > The position of the Game Object on the y axis relative to the local coordinates of the 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.PhysicsBody.html#y" > Phaser.Component.PhysicsBody#y< / a >
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< / li > < / dd >
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< a href = "src_gameobjects_components_PhysicsBody.js.html" > gameobjects/components/PhysicsBody.js< / a > , < a href = "src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-124" > line 124< / a >
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< 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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< dd >
< div class = "description" >
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< p > The z depth of this Game Object within its parent Group.< br > No two objects in a Group can have the same z value.< br > This value is adjusted automatically whenever the Group hierarchy changes.< br > 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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< 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 >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
< td class = "name" > < code > child< / code > < / td >
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< td class = "type" >
< 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 >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< p > The child that was added.< / p >
< / div >
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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#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-42" > line 42< / a >
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< / dt >
< / dl >
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< / 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 >
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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 >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
< td class = "name" > < code > child< / code > < / td >
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< td class = "type" >
< 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 >
< / tr >
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< tr >
< td class = "name" > < code > index< / 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 = "description last" > < p > The index to place the child in< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< p > The child that was added.< / p >
< / div >
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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 = "PIXI.DisplayObjectContainer.html#addChildAt" > PIXI.DisplayObjectContainer#addChildAt< / a >
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< / li > < / dd >
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< 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-55" > line 55< / a >
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< / dt >
< / dl >
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< / dd >
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< dt >
< h4 class = "name "
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id="alignIn">< span class = "type-signature" > < / span > alignIn< span class = "signature" > (container, < span class = "optional" > position< / span > , < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > )< / span > < span class = "type-signature" > → {Object}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Aligns this Game Object within another Game Object, or Rectangle, known as the< br > 'container', to one of 9 possible positions.< / p >
< p > The container must be a Game Object, or Phaser.Rectangle object. This can include properties< br > such as < code > World.bounds< / code > or < code > Camera.view< / code > , for aligning Game Objects within the world< br > and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,< br > TileSprites or Buttons.< / p >
< p > Please note that aligning a Sprite to another Game Object does < strong > not< / strong > make it a child of< br > the container. It simply modifies its position coordinates so it aligns with it.< / p >
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< p > The position constants you can use are:< / p >
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< p > < code > Phaser.TOP_LEFT< / code > , < code > Phaser.TOP_CENTER< / code > , < code > Phaser.TOP_RIGHT< / code > , < code > Phaser.LEFT_CENTER< / code > ,< br > < code > Phaser.CENTER< / code > , < code > Phaser.RIGHT_CENTER< / code > , < code > Phaser.BOTTOM_LEFT< / code > ,< br > < code > Phaser.BOTTOM_CENTER< / code > and < code > Phaser.BOTTOM_RIGHT< / code > .< / p >
< p > The Game Objects are placed in such a way that their < em > bounds< / em > align with the< br > container, taking into consideration rotation, scale and the anchor property.< br > This allows you to neatly align Game Objects, irrespective of their position value.< / p >
< p > The optional < code > offsetX< / code > and < code > offsetY< / code > arguments allow you to apply extra spacing to the final< br > aligned position of the Game Object. For example:< / p >
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< p > < code > sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)< / code > < / p >
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< p > Would align the < code > sprite< / code > to the bottom-right, but moved 20 pixels in from the corner.< br > Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.< br > So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive< br > one expands it.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
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< 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 > container< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.BitmapText.html" > Phaser.BitmapText< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.Button.html" > Phaser.Button< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.Graphics.html" > Phaser.Graphics< / a > < / span >
|
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< span class = "param-type" > < a href = "Phaser.TileSprite.html" > Phaser.TileSprite< / 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 >
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< td class = "description last" > < p > The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as < code > World.bounds< / code > or < code > Camera.view< / code > .< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > position< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > integer< / 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" >
< / td >
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< td class = "description last" > < p > The position constant. One of < code > Phaser.TOP_LEFT< / code > (default), < code > Phaser.TOP_CENTER< / code > , < code > Phaser.TOP_RIGHT< / code > , < code > Phaser.LEFT_CENTER< / code > , < code > Phaser.CENTER< / code > , < code > Phaser.RIGHT_CENTER< / code > , < code > Phaser.BOTTOM_LEFT< / code > , < code > Phaser.BOTTOM_CENTER< / code > or < code > Phaser.BOTTOM_RIGHT< / code > .< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > offsetX< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > integer< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
0
< / td >
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< td class = "description last" > < p > A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > offsetY< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > integer< / 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" >
0
< / td >
< td class = "description last" > < p > A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > Object< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > This Game Object.< / p >
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< / 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 >
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< a href = "Phaser.Component.Bounds.html#alignIn" > Phaser.Component.Bounds#alignIn< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Bounds.js.html" > gameobjects/components/Bounds.js< / a > , < a href = "src_gameobjects_components_Bounds.js.html#sunlight-1-line-223" > line 223< / a >
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< / dt >
< / dl >
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< / dd >
< dt >
< h4 class = "name "
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id="alignTo">< span class = "type-signature" > < / span > alignTo< span class = "signature" > (parent, < span class = "optional" > position< / span > , < span class = "optional" > offsetX< / span > , < span class = "optional" > offsetY< / span > )< / span > < span class = "type-signature" > → {Object}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Aligns this Game Object to the side of another Game Object, or Rectangle, known as the< br > 'parent', in one of 11 possible positions.< / p >
< p > The parent must be a Game Object, or Phaser.Rectangle object. This can include properties< br > such as < code > World.bounds< / code > or < code > Camera.view< / code > , for aligning Game Objects within the world< br > and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,< br > TileSprites or Buttons.< / p >
< p > Please note that aligning a Sprite to another Game Object does < strong > not< / strong > make it a child of< br > the parent. It simply modifies its position coordinates so it aligns with it.< / p >
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< p > The position constants you can use are:< / p >
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< p > < code > Phaser.TOP_LEFT< / code > (default), < code > Phaser.TOP_CENTER< / code > , < code > Phaser.TOP_RIGHT< / code > , < code > Phaser.LEFT_TOP< / code > ,< br > < code > Phaser.LEFT_CENTER< / code > , < code > Phaser.LEFT_BOTTOM< / code > , < code > Phaser.RIGHT_TOP< / code > , < code > Phaser.RIGHT_CENTER< / code > ,< br > < code > Phaser.RIGHT_BOTTOM< / code > , < code > Phaser.BOTTOM_LEFT< / code > , < code > Phaser.BOTTOM_CENTER< / code > < br > and < code > Phaser.BOTTOM_RIGHT< / code > .< / p >
< p > The Game Objects are placed in such a way that their < em > bounds< / em > align with the< br > parent, taking into consideration rotation, scale and the anchor property.< br > This allows you to neatly align Game Objects, irrespective of their position value.< / p >
< p > The optional < code > offsetX< / code > and < code > offsetY< / code > arguments allow you to apply extra spacing to the final< br > aligned position of the Game Object. For example:< / p >
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< p > < code > sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)< / code > < / p >
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< p > Would align the < code > sprite< / code > to the bottom-right, but moved 20 pixels in from the corner.< br > Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.< br > So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive< br > one expands it.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > parent< / code > < / td >
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< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Text.html" > Phaser.Text< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapText.html" > Phaser.BitmapText< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Button.html" > Phaser.Button< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Graphics.html" > Phaser.Graphics< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.TileSprite.html" > Phaser.TileSprite< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as < code > World.bounds< / code > or < code > Camera.view< / code > .< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > position< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The position constant. One of < code > Phaser.TOP_LEFT< / code > , < code > Phaser.TOP_CENTER< / code > , < code > Phaser.TOP_RIGHT< / code > , < code > Phaser.LEFT_TOP< / code > , < code > Phaser.LEFT_CENTER< / code > , < code > Phaser.LEFT_BOTTOM< / code > , < code > Phaser.RIGHT_TOP< / code > , < code > Phaser.RIGHT_CENTER< / code > , < code > Phaser.RIGHT_BOTTOM< / code > , < code > Phaser.BOTTOM_LEFT< / code > , < code > Phaser.BOTTOM_CENTER< / code > or < code > Phaser.BOTTOM_RIGHT< / code > .< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > offsetX< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > offsetY< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > Object< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > This Game Object.< / p >
< / div >
< / 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.Bounds.html#alignTo" > Phaser.Component.Bounds#alignTo< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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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.< br > 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,< br > because the World is the root Group from which all Game Objects descend.< / p >
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< / div >
< 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 >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.BringToTop.html#bringToTop" > Phaser.Component.BringToTop#bringToTop< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
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< / dd >
< dt >
< h4 class = "name "
id="contains">< span class = "type-signature" > < / span > contains< span class = "signature" > (child)< / span > < span class = "type-signature" > → {Boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.< / 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" >
< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
< / td >
< td class = "description last" > < p > -< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > Boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< / 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#contains" > PIXI.DisplayObjectContainer#contains< / a >
< / li > < / dd >
< 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-449" > line 449< / a >
< / dt >
< / dl >
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< / dd >
< dt >
< h4 class = "name "
id="crop">< span class = "type-signature" > < / span > crop< span class = "signature" > (rect, < span class = "optional" > copy< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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< p > Crop allows you to crop the texture being used to display this Game Object.< br > Setting a crop rectangle modifies the core texture frame. The Game Object width and height properties will be adjusted accordingly.< / p >
< p > Cropping takes place from the top-left and can be modified in real-time either by providing an updated rectangle object to this method,< br > or by modifying < code > cropRect< / code > property directly and then calling < code > updateCrop< / code > .< / p >
< p > The rectangle object given to this method can be either a < code > Phaser.Rectangle< / code > or any other object< br > so long as it has public < code > x< / code > , < code > y< / code > , < code > width< / code > , < code > height< / code > , < code > right< / code > and < code > bottom< / code > properties.< / p >
< p > A reference to the rectangle is stored in < code > cropRect< / code > unless the < code > copy< / code > parameter is < code > true< / code > ,< br > in which case the values are duplicated to a local object.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > rect< / code > < / td >
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< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > copy< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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false
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< / td >
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< td class = "description last" > < p > If false < code > cropRect< / code > will be stored as a reference to the given rect. If true it will copy the rect values into a local Phaser Rectangle object stored in cropRect.< / 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 = "Phaser.Component.Crop.html#crop" > Phaser.Component.Crop#crop< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
< a href = "src_gameobjects_components_Crop.js.html" > gameobjects/components/Crop.js< / a > , < a href = "src_gameobjects_components_Crop.js.html#sunlight-1-line-49" > line 49< / a >
< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > Destroys this TilemapLayer.< / p >
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< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-351" > line 351< / a >
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< / dl >
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< / dd >
< dt >
< h4 class = "name "
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id="ensureSharedCopyCanvas">< span class = "type-signature" > < internal> < / span > ensureSharedCopyCanvas< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Create if needed (and return) a shared copy canvas that is shared across all TilemapLayers.< / p >
< p > Code that uses the canvas is responsible to ensure the dimensions and save/restore state as appropriate.< / 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_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-253" > line 253< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="getBounds">< span class = "type-signature" > < / span > getBounds< span class = "signature" > (matrix)< / span > < span class = "type-signature" > → {Rectangle}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Returns the bounds of the Sprite as a rectangle.< br > The bounds calculation takes the worldTransform into account.< / p >
< p > It is important to note that the transform is not updated when you call this method.< br > So if this Sprite is the child of a Display Object which has had its transform< br > updated since the last render pass, those changes will not yet have been applied< br > to this Sprites worldTransform. If you need to ensure that all parent transforms< br > are factored into this getBounds operation then you should call < code > updateTransform< / code > < br > on the root most object in this Sprites display list first.< / 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 > matrix< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > Matrix< / span >
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< / td >
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< td class = "description last" > < p > the transformation matrix of the sprite< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > Rectangle< / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< p > the framing rectangle< / p >
< / div >
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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 = "PIXI.Sprite.html#getBounds" > PIXI.Sprite#getBounds< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_Sprite.js.html" > pixi/display/Sprite.js< / a > , < a href = "src_pixi_display_Sprite.js.html#sunlight-1-line-199" > line 199< / a >
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< / dt >
< / dl >
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< / 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" >
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< p > Returns the child at the specified index< / 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 >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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< tr >
< td class = "name" > < code > index< / 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 = "description last" > < p > The index to get the child from< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< p > The child at the given index, if any.< / p >
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< / div >
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< / div >
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< 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 >
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< 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-153" > line 153< / a >
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< / dl >
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< dt >
< h4 class = "name "
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id="getChildIndex">< span class = "type-signature" > < / span > getChildIndex< span class = "signature" > (child)< / span > < span class = "type-signature" > → {Number}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Returns the index position of a child DisplayObject instance< / 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 DisplayObject instance to identify< / p > < / td >
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< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > Number< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > The index position of the child display object to identify< / p >
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< / div >
< / 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#getChildIndex" > PIXI.DisplayObjectContainer#getChildIndex< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< dt >
< h4 class = "name "
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id="getLocalBounds">< span class = "type-signature" > < / span > getLocalBounds< span class = "signature" > ()< / span > < span class = "type-signature" > → {Rectangle}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration.< / p >
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< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > Rectangle< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > The rectangular bounding area< / p >
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< / div >
< / 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.Sprite.html#getLocalBounds" > PIXI.Sprite#getLocalBounds< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_Sprite.js.html" > pixi/display/Sprite.js< / a > , < a href = "src_pixi_display_Sprite.js.html#sunlight-1-line-315" > line 315< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="getRayCastTiles">< span class = "type-signature" > < / span > getRayCastTiles< span class = "signature" > (line, < span class = "optional" > stepRate< / span > , < span class = "optional" > collides< / span > , < span class = "optional" > interestingFace< / span > )< / span > < span class = "type-signature" > → {Array.< < a href = "Phaser.Tile.html" > Phaser.Tile< / a > >}< / span > < / h4 >
2014-11-15 20:01:46 +00:00
< / dt >
< dd >
< div class = "description" >
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< p > Gets all tiles that intersect with the given line.< / 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 >
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< tr >
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< td class = "name" > < code > line< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Line.html" > Phaser.Line< / a > < / span >
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< / td >
< 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 line used to determine which tiles to return.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > stepRate< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > integer< / span >
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< / td >
< td class = "attributes" >
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< optional>< br >
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< / td >
< td class = "default" >
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(rayStepRate)
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< / td >
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< td class = "description last" > < p > How many steps through the ray will we check? Defaults to < code > rayStepRate< / code > .< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > collides< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > If true, < em > only< / em > return tiles that collide on one or more faces.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > interestingFace< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > If true, < em > only< / em > return tiles that have interesting faces.< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > Array.< < a href = "Phaser.Tile.html" > Phaser.Tile< / a > >< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > An array of Phaser.Tiles.< / p >
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< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-07-01 15:57:13 +00:00
< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-551" > line 551< / a >
2015-03-23 23:46:30 +00:00
< / dt >
< / dl >
< / dd >
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2015-03-23 23:46:30 +00:00
< dt >
< h4 class = "name "
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id="getTiles">< span class = "type-signature" > < / span > getTiles< span class = "signature" > (x, y, width, height, < span class = "optional" > collides< / span > , < span class = "optional" > interestingFace< / span > )< / span > < span class = "type-signature" > → {array.< < a href = "Phaser.Tile.html" > Phaser.Tile< / a > >}< / span > < / h4 >
2015-03-23 23:46:30 +00:00
< / dt >
< dd >
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< div class = "description" >
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< p > Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles.< / 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 >
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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 >
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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 >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > X position of the top left corner (in pixels).< / 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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2016-07-01 15:57:13 +00:00
2014-11-15 20:01:46 +00:00
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > Y position of the top left corner (in pixels).< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > width< / 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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2014-11-15 20:01:46 +00:00
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > Width of the area to get (in pixels).< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > height< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / 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 > Height of the area to get (in pixels).< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > collides< / 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 >
< td class = "description last" > < p > If true, < em > only< / em > return tiles that collide on one or more faces.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > interestingFace< / 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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2016-07-01 15:57:13 +00:00
< td class = "default" >
false
< / td >
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< td class = "description last" > < p > If true, < em > only< / em > return tiles that have interesting faces.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
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< span class = "param-type" > array.< < a href = "Phaser.Tile.html" > Phaser.Tile< / a > >< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > An array of Tiles.< / p >
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< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-07-01 15:57:13 +00:00
< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-598" > line 598< / a >
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< / dt >
< / dl >
< / dd >
2014-11-15 20:01:46 +00:00
2015-03-23 23:46:30 +00:00
< dt >
< h4 class = "name "
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id="getTileX">< span class = "type-signature" > < / span > getTileX< span class = "signature" > (x)< / span > < span class = "type-signature" > → {integer}< / span > < / h4 >
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< / dt >
< dd >
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2015-03-23 23:46:30 +00:00
< div class = "description" >
< p > Convert a pixel value to a tile coordinate.< / 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 >
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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" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "description last" > < p > X position of the point in target tile (in pixels).< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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2015-03-23 23:46:30 +00:00
2014-11-15 20:01:46 +00:00
2015-03-23 23:46:30 +00:00
< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > integer< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > The X map location of the tile.< / p >
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< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-07-01 15:57:13 +00:00
< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-502" > line 502< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="getTileXY">< span class = "type-signature" > < / span > getTileXY< span class = "signature" > (x, y, point)< / span > < span class = "type-signature" > → {< a href = "Phaser.Point.html" > Phaser.Point< / a > |object}< / span > < / h4 >
2014-11-15 20:01:46 +00:00
< / dt >
< dd >
< div class = "description" >
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< p > Convert a pixel coordinate to a tile coordinate.< / 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 >
2016-07-01 15:57:13 +00:00
< 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 = "description last" > < p > X position of the point in target tile (in pixels).< / 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" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > Y position of the point in target tile (in pixels).< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > point< / code > < / td >
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< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
|
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< span class = "param-type" > object< / span >
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< / td >
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2016-07-01 15:57:13 +00:00
2014-11-15 20:01:46 +00:00
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< td class = "description last" > < p > The Point/object to update.< / 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" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
|
< span class = "param-type" > object< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > A Point/object with its < code > x< / code > and < code > y< / code > properties set.< / p >
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< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
2016-07-01 15:57:13 +00:00
< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-532" > line 532< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="getTileY">< span class = "type-signature" > < / span > getTileY< span class = "signature" > (y)< / span > < span class = "type-signature" > → {integer}< / span > < / h4 >
2014-11-15 20:01:46 +00:00
< / dt >
< dd >
< div class = "description" >
2016-07-01 15:57:13 +00:00
< p > Convert a pixel value to a tile coordinate.< / p >
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< / div >
2016-07-01 15:57:13 +00:00
< 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 > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Y position of the point in target tile (in pixels).< / 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" > integer< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > The Y map location of the tile.< / p >
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< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-517" > line 517< / 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" >
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< 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,< br > it doesn't destroy the object or free it up from memory.< / p >
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< p > If you don't need this Game Object any more you should call < code > destroy< / code > instead.< / p >
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< / 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" >
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< p > This instance.< / p >
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< / div >
< / 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#kill" > Phaser.Component.LifeSpan#kill< / a >
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< / li > < / dd >
< 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-113" > line 113< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="loadTexture">< span class = "type-signature" > < / span > loadTexture< span class = "signature" > (key, < span class = "optional" > frame< / span > , < span class = "optional" > stopAnimation< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.< / p >
< p > If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the < code > frame< / code > or < code > frameName< / code > properties instead.< / p >
< p > You should only use < code > loadTexture< / code > if you want to replace the base texture entirely.< / p >
< p > Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.< / p >
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< p > You can use the new const < code > Phaser.PENDING_ATLAS< / code > as the texture key for any sprite.< br > Doing this then sets the key to be the < code > frame< / code > argument (the frame is set to zero). < / p >
< p > This allows you to create sprites using < code > load.image< / code > during development, and then change them< br > to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS'< br > and swapping it to be the key of the atlas data.< / p >
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< p > Note: You cannot use a RenderTexture as a texture for a TileSprite.< / 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 > key< / code > < / td >
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< td class = "type" >
< span class = "param-type" > string< / span >
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|
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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 >
|
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< span class = "param-type" > < a href = "Phaser.Video.html" > Phaser.Video< / a > < / span >
|
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< 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" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > frame< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > If this Sprite 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.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > stopAnimation< / code > < / td >
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< td class = "type" >
< 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" >
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true
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< / td >
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< td class = "description last" > < p > If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.< / 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 = "Phaser.Component.LoadTexture.html#loadTexture" > Phaser.Component.LoadTexture#loadTexture< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_LoadTexture.js.html" > gameobjects/components/LoadTexture.js< / a > , < a href = "src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-51" > line 51< / a >
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< / 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" >
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< p > Moves this Game Object down one place in its parents display list.< br > 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,< br > 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" >
< 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.BringToTop.html#moveDown" > Phaser.Component.BringToTop#moveDown< / a >
< / 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-87" > line 87< / a >
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< / dt >
< / dl >
< / 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" >
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< p > Moves this Game Object up one place in its parents display list.< br > 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,< br > 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" >
< 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.BringToTop.html#moveUp" > Phaser.Component.BringToTop#moveUp< / a >
< / 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-66" > line 66< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="overlap">< span class = "type-signature" > < / span > overlap< span class = "signature" > (displayObject)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Checks to see if the bounds of this Game Object overlaps with the bounds of the given Display Object,< br > which can be a Sprite, Image, TileSprite or anything that extends those such as Button or provides a < code > getBounds< / code > method and result.< / p >
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< p > This check ignores the < code > hitArea< / code > property if set and runs a < code > getBounds< / code > comparison on both objects to determine the result.< / p >
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< p > Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.< br > It should be fine for low-volume testing where physics isn't required.< / p >
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< / div >
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< 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 > displayObject< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.TileSprite.html" > Phaser.TileSprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Button.html" > Phaser.Button< / a > < / span >
|
< span class = "param-type" > PIXI.DisplayObject< / span >
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< / td >
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< td class = "description last" > < p > The display object to check against.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > boolean< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > True if the bounds of this Game Object intersects at any point with the bounds of the given display object.< / p >
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< / div >
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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.Overlap.html#overlap" > Phaser.Component.Overlap#overlap< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Overlap.js.html" > gameobjects/components/Overlap.js< / a > , < a href = "src_gameobjects_components_Overlap.js.html#sunlight-1-line-29" > line 29< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="play">< span class = "type-signature" > < / span > play< span class = "signature" > (name, < span class = "optional" > frameRate< / span > , < span class = "optional" > loop< / span > , < span class = "optional" > killOnComplete< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Animation.html" > Phaser.Animation< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Plays an Animation.< / p >
< p > The animation should have previously been created via < code > animations.add< / code > .< / p >
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< p > If the animation is already playing calling this again won't do anything.< br > If you need to reset an already running animation do so directly on the Animation object itself or via < code > AnimationManager.stop< / code > .< / 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 > name< / 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 = "attributes" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > The name of the animation to be played, e.g. " fire" , " walk" , " jump" . Must have been previously created via 'AnimationManager.add'.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > frameRate< / 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 >
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< / td >
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< td class = "default" >
null
< / td >
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< td class = "description last" > < p > The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > loop< / 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" >
false
< / td >
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< td class = "description last" > < p > Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > killOnComplete< / 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 >
< td class = "description last" > < p > If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.< / 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" > < a href = "Phaser.Animation.html" > Phaser.Animation< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > A reference to playing Animation.< / 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.Animation.html#play" > Phaser.Component.Animation#play< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Animation.js.html" > gameobjects/components/Animation.js< / a > , < a href = "src_gameobjects_components_Animation.js.html#sunlight-1-line-31" > line 31< / a >
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< / dt >
< / dl >
< / dd >
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< dt >
< h4 class = "name "
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id="postUpdate">< span class = "type-signature" > < internal> < / span > postUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Automatically called by World.postUpdate. Handles cache updates.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.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="preUpdate">< span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Automatically called by World.preUpdate.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-273" > line 273< / 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" >
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< p > Removes a child from the 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 >
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< 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 remove< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
-
< / 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-171" > line 171< / a >
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< / dt >
< / dl >
< / dd >
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< dt >
< h4 class = "name "
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 >
< / dt >
< dd >
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< div class = "description" >
< p > Removes a child from the specified index position.< / p >
< / 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 >
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< 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 > 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 get the child from< / 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 removed.< / 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#removeChildAt" > PIXI.DisplayObjectContainer#removeChildAt< / 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-191" > line 191< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="removeChildren">< span class = "type-signature" > < / span > removeChildren< span class = "signature" > (beginIndex, endIndex)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Removes all children from this container that are within the begin and end indexes.< / p >
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< / div >
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< 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 > beginIndex< / code > < / td >
< td class = "type" >
< span class = "param-type" > Number< / span >
< / td >
< td class = "description last" > < p > The beginning position. Default value is 0.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > endIndex< / code > < / td >
< td class = "type" >
< span class = "param-type" > Number< / span >
< / td >
< td class = "description last" > < p > The ending position. Default value is size of the container.< / p > < / td >
< / tr >
< / 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 >
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< a href = "PIXI.DisplayObjectContainer.html#removeChildren" > PIXI.DisplayObjectContainer#removeChildren< / a >
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< / li > < / dd >
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< 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-213" > line 213< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="render">< span class = "type-signature" > < internal> < / span > render< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Renders the tiles to the layer canvas and pushes to the display.< / 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_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-1045" > line 1045< / a >
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< / dt >
< / dl >
< / dd >
< 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 >
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< p > This moves the Game Object to the given x/y world coordinates and sets < code > fresh< / code > , < code > exists< / code > ,< br > < code > visible< / code > and < code > renderable< / code > to true.< / p >
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< 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 >
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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 >
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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 >
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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" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > The x coordinate (in world space) to position the Game Object at.< / 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" >
< / 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 >
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< / tr >
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< 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" >
1
< / td >
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< td class = "description last" > < p > The health to give the Game Object if it 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 >
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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 >
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< / dl >
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< / dd >
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< dt >
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< h4 class = "name "
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id="resetFrame">< span class = "type-signature" > < / span > resetFrame< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Resets the texture frame dimensions that the Game Object uses for rendering.< / 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 >
< a href = "Phaser.Component.LoadTexture.html#resetFrame" > Phaser.Component.LoadTexture#resetFrame< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_LoadTexture.js.html" > gameobjects/components/LoadTexture.js< / a > , < a href = "src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-232" > line 232< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="resetTilesetCache">< span class = "type-signature" > < / span > resetTilesetCache< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The TilemapLayer caches tileset look-ups.< / p >
< p > Call this method of clear the cache if tilesets have been added or updated after the layer has been rendered.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-693" > line 693< / a >
< / dt >
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< / dd >
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< dt >
< h4 class = "name "
id="resize">< span class = "type-signature" > < / span > resize< span class = "signature" > (width, height)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > Resizes the internal canvas and texture frame used by this TilemapLayer.< / p >
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< p > This is an expensive call, so don't bind it to a window resize event! But instead call it at carefully< br > selected times.< / p >
< p > Be aware that no validation of the new sizes takes place and the current map scroll coordinates are not< br > modified either. You will have to handle both of these things from your game code if required.< / 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 >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > width< / 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 = "description last" > < p > The new width of the TilemapLayer< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > height< / 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 = "description last" > < p > The new height of the TilemapLayer< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dt class = "tag-source" > Source -
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-364" > line 364< / a >
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< dt >
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< h4 class = "name "
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id="resizeFrame">< span class = "type-signature" > < / span > resizeFrame< span class = "signature" > (parent, width, height)< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Resizes the Frame dimensions that the Game Object uses for rendering.< / p >
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< p > You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData< br > it can be useful to adjust the dimensions directly in this way.< / 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 > parent< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > object< / span >
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< / td >
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< td class = "description last" > < p > The parent texture object that caused the resize, i.e. a Phaser.Video object.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > width< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > integer< / span >
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< / td >
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< td class = "description last" > < p > The new width of the texture.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "description last" > < p > The new height of the texture.< / p > < / td >
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< / tr >
< / 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 >
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< a href = "Phaser.Component.LoadTexture.html#resizeFrame" > Phaser.Component.LoadTexture#resizeFrame< / 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_LoadTexture.js.html" > gameobjects/components/LoadTexture.js< / a > , < a href = "src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-220" > line 220< / a >
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< / dt >
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< dt >
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< h4 class = "name "
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id="resizeWorld">< span class = "type-signature" > < / span > resizeWorld< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Sets the world size to match the size of this layer.< / p >
< / div >
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-402" > line 402< / a >
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< dt >
< h4 class = "name "
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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< dd >
< div class = "description" >
< 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 >
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< / td >
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< td class = "default" >
100
< / td >
< 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 >
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< / 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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< 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#revive" > Phaser.Component.LifeSpan#revive< / 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_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 >
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< / dl >
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< / dd >
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< 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 >
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< div class = "description" >
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< p > Sends this Game Object to the bottom of its parents display list.< br > 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,< br > 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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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.BringToTop.html#sendToBack" > Phaser.Component.BringToTop#sendToBack< / a >
< / 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 >
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< 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 >
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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 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-132" > line 132< / a >
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< dt >
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< h4 class = "name "
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id="setFrame">< span class = "type-signature" > < / span > setFrame< span class = "signature" > (frame)< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Sets the texture frame the Game Object uses for rendering.< / p >
< p > This is primarily an internal method used by < code > loadTexture< / code > , but is exposed for the use of plugins and custom classes.< / 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 > frame< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Frame.html" > Phaser.Frame< / a > < / span >
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< / td >
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< td class = "description last" > < p > The Frame to be used by the texture.< / 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 >
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< a href = "Phaser.Component.LoadTexture.html#setFrame" > Phaser.Component.LoadTexture#setFrame< / 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_LoadTexture.js.html" > gameobjects/components/LoadTexture.js< / a > , < a href = "src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-155" > line 155< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="setScale">< span class = "type-signature" > < / span > setScale< span class = "signature" > (< span class = "optional" > xScale< / span > , < span class = "optional" > yScale< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > This method will set the scale of the tilemap as well as update the underlying block data of this layer.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
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< 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 > xScale< / 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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< optional>< br >
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< / td >
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< td class = "default" >
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1
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< / td >
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< td class = "description last" > < p > The scale factor along the X-plane< / p > < / td >
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< / tr >
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< tr >
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< td class = "name" > < code > yScale< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The scale factor along the Y-plane< / 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 = "tag-source" > Source -
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< a href = "src_tilemap_TilemapLayer.js.html" > tilemap/TilemapLayer.js< / a > , < a href = "src_tilemap_TilemapLayer.js.html#sunlight-1-line-712" > line 712< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="setScaleMinMax">< span class = "type-signature" > < / span > setScaleMinMax< span class = "signature" > (minX, minY, maxX, maxY)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Sets the scaleMin and scaleMax values. These values are used to limit how far this Game Object will scale based on its parent.< / p >
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< p > For example if this Game Object has a < code > minScale< / code > value of 1 and its parent has a < code > scale< / code > value of 0.5, the 0.5 will be ignored< br > and the scale value of 1 will be used, as the parents scale is lower than the minimum scale this Game Object should adhere to.< / p >
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< p > By setting these values you can carefully control how Game Objects deal with responsive scaling.< / p >
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< p > If only one parameter is given then that value will be used for both scaleMin and scaleMax:< br > < code > setScaleMinMax(1)< / code > = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1< / p >
< p > If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y:< br > < code > setScaleMinMax(0.5, 2)< / code > = scaleMin.x and y = 0.5 and scaleMax.x and y = 2< / p >
< p > If you wish to set < code > scaleMin< / code > with different values for x and y then either modify Game Object.scaleMin directly,< br > or pass < code > null< / code > for the < code > maxX< / code > and < code > maxY< / code > parameters.< / p >
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< p > Call < code > setScaleMinMax(null)< / code > to clear all previously set values.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > minX< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
|
< span class = "param-type" > null< / span >
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< / td >
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< td class = "description last" > < p > The minimum horizontal scale value this Game Object can scale down to.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > minY< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
|
< span class = "param-type" > null< / span >
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< / td >
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< td class = "description last" > < p > The minimum vertical scale value this Game Object can scale down to.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > maxX< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
|
< span class = "param-type" > null< / span >
< / td >
< td class = "description last" > < p > The maximum horizontal scale value this Game Object can scale up to.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > maxY< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
|
< span class = "param-type" > null< / span >
< / td >
< td class = "description last" > < p > The maximum vertical scale value this Game Object can scale up to.< / p > < / td >
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< / tr >
< / 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 >
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< a href = "Phaser.Component.ScaleMinMax.html#setScaleMinMax" > Phaser.Component.ScaleMinMax#setScaleMinMax< / 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_ScaleMinMax.js.html" > gameobjects/components/ScaleMinMax.js< / a > , < a href = "src_gameobjects_components_ScaleMinMax.js.html#sunlight-1-line-110" > line 110< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
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< h4 class = "name "
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id="setTexture">< span class = "type-signature" > < / span > setTexture< span class = "signature" > (texture, < span class = "optional" > destroy< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous< br > texture this Sprite was using.< / p >
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< / div >
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< 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 > texture< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
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< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The PIXI texture that is displayed by the sprite< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > destroy< / 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" >
false
< / td >
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< td class = "description last" > < p > Call Texture.destroy on the current texture before replacing it with the new one?< / p > < / td >
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< / tr >
< / 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 >
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< a href = "PIXI.Sprite.html#setTexture" > PIXI.Sprite#setTexture< / a >
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< / li > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_Sprite.js.html" > pixi/display/Sprite.js< / a > , < a href = "src_pixi_display_Sprite.js.html#sunlight-1-line-163" > line 163< / a >
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< / dt >
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< / dl >
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< dt >
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< 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 >
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< div class = "description" >
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< p > Swaps the position of 2 Display Objects within this container.< / p >
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< / div >
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< 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" >
< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
< / td >
< td class = "description last" > < p > -< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > child2< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
< / td >
< td class = "description last" > < p > -< / p > < / td >
< / tr >
< / 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 >
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< a href = "PIXI.DisplayObjectContainer.html#swapChildren" > PIXI.DisplayObjectContainer#swapChildren< / a >
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< / li > < / dd >
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< 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-85" > line 85< / a >
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< / dt >
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< dt >
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< h4 class = "name "
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id="update">< span class = "type-signature" > < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Override this method in your own custom objects to handle any update requirements.< br > It is called immediately after < code > preUpdate< / code > and before < code > postUpdate< / code > .< br > Remember if this Game Object has any children you should call update on those too.< / 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 = "Phaser.Component.Core.html#update" > Phaser.Component.Core#update< / 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_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 >
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< / dd >
< dt >
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< h4 class = "name "
id="updateCrop">< span class = "type-signature" > < / span > updateCrop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > If you have set a crop rectangle on this Game Object via < code > crop< / code > and since modified the < code > cropRect< / code > property,< br > or the rectangle it references, then you need to update the crop frame by calling this method.< / 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 = "Phaser.Component.Crop.html#updateCrop" > Phaser.Component.Crop#updateCrop< / 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_Crop.js.html" > gameobjects/components/Crop.js< / a > , < a href = "src_gameobjects_components_Crop.js.html#sunlight-1-line-86" > line 86< / a >
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< / article >
< / section >
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< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.4.0< / a >
on Fri Aug 26 2016 01:16:18 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< div class = "span3" >
< div id = "toc" > < / div >
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< br clear = "both" >
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< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
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< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
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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 >