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< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.Video.html" > Video< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Weapon.html" > Weapon< / a >
< / li >
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
< / li >
< 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
< / li >
< 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
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
2015-08-24 14:43:45 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.EarCut.html" > EarCut< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
2016-07-01 15:57:13 +00:00
< li class = "class-depth-2" >
< a href = "PIXI.PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Sprite.html" > Sprite< / a >
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< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Strip.html" > Strip< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.StripShader.html" > StripShader< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.Texture.html" > Texture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
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< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
2014-11-25 00:23:44 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< / ul >
< / li >
< li class = "dropdown" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
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< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#emit" > emit< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
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< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#GROUP" > GROUP< / a >
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< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#HEADLESS" > HEADLESS< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#IMAGE" > IMAGE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#listeners" > listeners< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#mixin" > mixin< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
< / li >
< 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 >
2016-02-08 17:01:36 +00:00
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
2016-08-26 00:18:47 +00:00
< 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 >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
2016-08-26 00:18:47 +00:00
< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RETROFONT" > RETROFONT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
2016-08-26 00:18:47 +00:00
< 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 >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#TILEMAP" > TILEMAP< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
2016-06-17 00:11:24 +00:00
< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
2014-11-15 20:01:46 +00:00
< / li >
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
2014-11-25 00:23:44 +00:00
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
2014-12-03 10:39:11 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
2014-11-15 20:01:46 +00:00
< ul class = "dropdown-menu " >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
2015-01-06 06:57:25 +00:00
< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
2014-12-03 10:39:11 +00:00
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< h1 class = "page-title" > Source: src/plugins/path/PathFollower.js< / h1 >
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< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @author Pete Baron < pete@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* A PathFollower is a virtual entity that follows the Path.
* It is usually linked to a game object such as a Sprite and it will control either the
* position of that object, or its velocity if it is a physics object.
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*
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* Callbacks will be triggered when certain events happen as the follower moves. These
* may be used to aid in the creation of complex behaviours for the game objects.
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*
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* @class Phaser.PathFollower
* @constructor
* @param {Phaser.Path} path - The Path object which this follower is created on.
* @param {Phaser.Sprite|object} follower - The game object which this follower controls. Requires public properties: `x`, `y` for position and `rotation` for angle control (if specified).
* @param {number} [speed=1] - The current speed of this follower in pixels per frame. This value is multiplied with the Path segment speed to give the final value used.
* @param {number} [angleOffset=null] - If `null` then the PathFollower won't rotate. Otherwise it will face in the paths direction plus this offset which is given in radians.
* @param {function} [callbackAtEnd] - A callback to be invoked when the follower reaches the end of a path.
* @param {number} [physicsAdjustTime=0] - If non-zero then the follower expects to control a physics object using "arcade.moveToObject" to control velocity.
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*/
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Phaser.PathFollower = function (path, follower, speed, rotationOffset, angularOffset, callbackAtEnd, physicsAdjustTime) {
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if (speed === undefined) { speed = 1; }
if (rotationOffset === undefined) { rotationOffset = 0; }
if (angularOffset === undefined) { angularOffset = { angle: 0, distance: 0 }; }
if (physicsAdjustTime === undefined) { physicsAdjustTime = 0; }
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Phaser.EventTarget.call(this);
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this.path = path;
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this.follower = follower;
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this._turnOffset = rotationOffset;
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this.callbackAtEnd = callbackAtEnd;
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this.physicsAdjustTime = physicsAdjustTime;
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// offset is an x,y offset from the Path unique for this PathFollower, it is added to the Path's own offset to give a final location
this.offset = new Phaser.Point(0, 0);
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if (typeof speed === 'object')
{
this.speed = Phaser.Utils.extend(true, Object.create(Phaser.PathFollower.Defaults.speed), speed);
}
else
{
this.speed = Object.create(Phaser.PathFollower.Defaults.speed);
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this.speed.min = speed;
this.speed.max = speed;
}
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// _angularOffset is an angular offset from the Path's tangent direction, using angle (radians) and distance (pixels)
this._angularOffset = { angle: 0, distance: 0 };
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this.setAngularOffset(angularOffset.angle, angularOffset.distance);
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// branchCount is used when the follower passes a counted PathPoint (see the Mummy Path example)
// it is set whenever this follower passes a counted PathPoint and the count is zero
// it decrements each time the follower passes a counted PathPoint and the count is non-zero
// when the count reaches zero it triggers EVENT_COUNT_FINISH
// NOTE: if there are multiple counted PathPoints this will not work as expected as there is only one count variable per follower!
this.branchCount = 0;
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this.branchPredicate = null;
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// distance along the current Path segment
this._currentDistance = 0;
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// PathPoint index of the start of the current Path segment
this._currentPoint = 0;
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// Hermite curve for the current Path segment
this._currentCurve = this.path.getCurve(this._currentPoint);
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// initialise the _pathSpeed by taking the speed of the first point on this Path
var pp = new Phaser.PathPoint();
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if (this.path.getPathPoint(0, pp))
{
this._pathSpeed = pp.speed;
}
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// set up a virtualParticle if this is controlling a Physics body instead of a simple graphic object
if (this.physicsAdjustTime !== 0)
{
this.virtualParticle = new Phaser.Point(pp.x, pp.y);
}
else
{
this.virtualParticle = null;
}
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// default maximum gap permitted between a physics based follower and its virtual particle, in pixels
this.maximumGap = 1000;
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// process the data for the first point on this Path
this.path.processData(this, this._currentPoint, false);
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// initialise the pause time to zero for this follower
this._pauseTime = 0;
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this._accelerationTime = 0;
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this.yoyo = false;
if (!follower.events)
{
follower.events = {};
}
follower.events.onPathPointReached = new Phaser.Signal(); // "follower has reached a PathPoint on the path"
follower.events.onPathBranchReached = new Phaser.Signal(); // "follower has reached a branch and must choose a direction" (stay on this path or changePath to the branch)
/* TODO: */
follower.events.onCountFinished = new Phaser.Signal(); // "follower passed a counted point the specified number of times" */
follower.events.onPathStart = new Phaser.Signal(); // NOTE: not "follower started a path" but "follower moved backwards to the start of the path"
follower.events.onPathYoyo = new Phaser.Signal(); // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
follower.events.onPathEnd = new Phaser.Signal(); // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
follower.events.onPathLoop = new Phaser.Signal(); // "follower reached the end of a looped path and has started at the beginning again"
follower.followerPathName = this.path.name;
Object.defineProperty(this.speed, 'avg', {
get: function() {
return (this.min + this.max) / 2;
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}
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});
};
// events for PathFollower
Phaser.PathFollower.EVENT_REACHED_POINT = "event_reached_point"; // "follower has reached a PathPoint on the path"
Phaser.PathFollower.EVENT_BRANCH_CHOICE = "event_branch_choice"; // "follower has reached a branch and must choose a direction" (stay on this path or changePath to the branch)
Phaser.PathFollower.EVENT_COUNT_FINISH = "event_count_finish"; // "follower passed a counted point the specified number of times"
Phaser.PathFollower.EVENT_PATH_START = "event_path_start"; // NOTE: "a path started" but "follower moved backwards to the start of the path"
Phaser.PathFollower.EVENT_PATH_END = "event_path_end"; // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
Phaser.PathFollower.EVENT_PATH_LOOPED = "event_path_looped"; // "follower reached the end of a looped path and has started at the beginning again"
// reduce dynamic object allocations by using this temporary Point wherever possible
Phaser.PathFollower.tempPoint = new Phaser.Point();
Phaser.PathFollower.Defaults = {
speed: {
min: 1,
max: 1,
theta: null,
lambda: null,
_target: null,
_elapsed: 0,
_current: null,
_previous: null
}
};
// remove all event listeners when this PathFollower is destroyed
Phaser.PathFollower.prototype.destroy = function () {
this.follower.events.onPathPointReached.removeAll();
this.follower.events.onPathBranchReached.removeAll();
this.follower.events.onCountFinished.removeAll();
this.follower.events.onPathStart.removeAll();
this.follower.events.onPathEnd.removeAll();
this.follower.events.onPathLoop.removeAll();
};
// update this PathFollower and move the attached graphic or physics object
// @return: false if this PathFollower should be removed from the Path's list of followers
Phaser.PathFollower.prototype.update = function () {
// exit immediately if _pauseTime is non-zero and it's not that time yet
if (this._pauseTime != 0)
{
if (game.time.now < this._pauseTime)
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{
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return true;
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}
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this._pauseTime = 0;
if (this.follower.animations !== undefined)
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{
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// Phaser.AnimationManager doesn't check for a currentAnim before trying to set it's paused value, so I have to do it here
if (this.follower.animations.currentAnim)
{
this.follower.animations.paused = false;
}
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}
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}
// if the follower is a physics object following a virtual particle
var waitForFollower = false;
if (this.physicsAdjustTime & & this.virtualParticle)
{
// if the distance is too great, make the virtual particle wait for the follower to catch up
if (game.physics.arcade.distanceBetween(this.follower, this.virtualParticle) >= this.maximumGap)
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{
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waitForFollower = true;
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}
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}
// advance along the path unless we're waiting for the follower to catch up
if (!waitForFollower)
{
this._currentDistance += this._calculateDistance();
}
// are we moving forwards or backwards?
var direction = (this.speed.avg * this._pathSpeed) >= 0 ? 1 : -1;
// while we're past either end of the current curve
while ((direction == 1 & & this._currentDistance >= this._currentCurve.length) || (direction == -1 & & this._currentDistance < 0))
{
var memCurveLength = this._currentCurve.length;
// backwards...
if (direction == -1)
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{
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var branchTaken = false;
// passed a point going backwards, process the data for it
var point = this.path.processData(this, this._currentPoint, true);
this.follower.events.onPathPointReached.dispatch(this.follower, point);
this.takeBranchIfAvailable();
this._currentPoint--;
// reached the start of the path moving backwards
if (this._currentPoint < 0)
{
if (this.path.loops)
{
this.follower.events.onPathLoop.dispatch(point);
this._currentPoint = this.path.numPoints() - 1;
}
else
{
if (!this.yoyo)
{
this.follower.events.onPathEnd.dispatch();
}
else
{
this.follower.events.onPathYoyo.dispatch();
var speed = {min: this.speed.min, max: this.speed.max};
this.speed.min = -speed.max;
this.speed.max = -speed.min;
this._currentPoint = 0;
this._currentCurve = this.path.getCurve(this._currentPoint);
this._currentDistance = 0;
return true;
}
}
}
if (!branchTaken)
{
// get the curve for this new point
this._currentCurve = this.path.getCurve(this._currentPoint);
// there isn't one, take a branch if there's one attached here
if (!this._currentCurve)
{
return this.takeBranchIfAvailable();
}
// move backwards to the end of the previous curve in the path
this._currentDistance += this._currentCurve.length;
}
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}
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else // forwards...
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{
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this._currentPoint++;
// reached the end of the path moving forwards
if (this.path.atEnd(this._currentPoint))
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{
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if (this.path.loops)
{
// the path loops
this.follower.events.onPathLoop.dispatch();
this._currentPoint = 0;
}
else
{
// if the path doesn't loop
if (!this.takeBranchIfAvailable())
{
if (!this.yoyo)
{
this.follower.events.onPathEnd.dispatch();
}
else
{
this.follower.events.onPathYoyo.dispatch();
var speed = {min: this.speed.min, max: this.speed.max};
this.speed.min = -speed.max;
this.speed.max = -speed.min;
this._currentPoint = this.path.length - 2;
this._currentCurve = this.path.getCurve(this._currentPoint);
this._currentDistance = this._currentCurve.length;
return true;
}
}
}
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}
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// passed a point going forwards, process the data for the next one
point = this.path.processData(this, this._currentPoint, false);
this.follower.events.onPathPointReached.dispatch(this.follower, point);
this.takeBranchIfAvailable();
// move forwards to the start of the next curve in the path
this._currentDistance -= memCurveLength;
// get the curve for this new point
this._currentCurve = this.path.getCurve(this._currentPoint);
// there isn't one, take a branch if there's one attached here
if (!this._currentCurve)
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{
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return this.takeBranchIfAvailable();
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}
}
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// update the path speed while we have a reference to the PathPoint handy
this._pathSpeed = point.speed;
}
return this.setPosition();
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};
Phaser.PathFollower.prototype._calculateDistance = function () {
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if (this.speed.min === this.speed.max)
{
return game.time.elapsed * this.speed.avg * this._pathSpeed;
}
else
{
this.speed._elapsed += game.time.elapsed;
this.speed._current = this.speed.current || this.speed.avg;
if (this.speed._elapsed >= this.speed.theta)
{
this.speed._current = this.speed._target;
this.speed._target = null;
this.speed._elapsed = 0;
}
if (!this.speed._target )
{
var min = Phaser.Math.clamp(this.speed._current - (this.speed._current * this.speed.lambda), this.speed.min, this.speed.max);
var max = Phaser.Math.clamp(this.speed._current + (this.speed._current * this.speed.lambda), this.speed.min, this.speed.max);
this.speed._target = game.rnd.realInRange(min, max);
}
var step = Phaser.Math.smoothstep(this.speed._elapsed,0,this.speed.theta);
return Phaser.Math.linear(this.speed._current, this.speed._target, step) * this._pathSpeed;;
}
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};
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// move the attached graphic or physics object to match this PathFollower
// @return: false if this PathFollower should be removed from the Path's list of followers
Phaser.PathFollower.prototype.setPosition = function () {
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// if the follower object has been destroyed, kill this too
if (!this.follower)
{
return false;
}
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this._currentCurve.getPointWithDistance(this._currentDistance, Phaser.PathFollower.tempPoint);
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var ox = this.offset.x;
var oy = this.offset.y;
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if (this._angularOffset.distance != 0)
{
var angle = (this.follower.rotation + this._angularOffset.angle);
ox += Math.cos(angle) * this._angularOffset.distance;
oy += Math.sin(angle) * this._angularOffset.distance;
}
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if (this.physicsAdjustTime)
{
// move the virtual particle along the path
this.virtualParticle.x = Phaser.PathFollower.tempPoint.x + ox;
this.virtualParticle.y = Phaser.PathFollower.tempPoint.y + oy;
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// move the physics body towards the virtual particle
if (this.follower.body)
{
game.physics.arcade.moveToObject(this.follower, this.virtualParticle, 100, this.physicsAdjustTime);
}
}
else
{
// move the follower along the path by directly adjusting it's x,y coordinates
this.follower.x = Phaser.PathFollower.tempPoint.x + ox;
this.follower.y = Phaser.PathFollower.tempPoint.y + oy;
}
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// if this follower should turn to follow the path, and it has a rotation member
if (this._turnOffset !== undefined & & this.follower.rotation !== undefined)
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{
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// turn to follow the path with a fixed offset of _turnOffset
this.follower.rotation = this._currentCurve.getAngleWithDistance(this._currentDistance) + this._turnOffset;
}
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return true;
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};
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// if we've reached the end of a path or a branch, take any branch that is available rather than die
// @return: true if successful, false if no branch is available
Phaser.PathFollower.prototype.takeBranchIfAvailable = function () {
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var p = new Phaser.PathPoint();
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if (this.path.getPathPoint(this._currentPoint, p))
{
// kill this follower if there isn't a branch for us to take
if (!p.branchPath || !this.branchPredicate || !this.branchPredicate(p, this.path))
{
return false;
}
// changePath calls back to redo this function, exit after calling it
this.changePath(p.branchPath, p.branchPointIndex);
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return true;
}
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return false;
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};
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// follow a different path
Phaser.PathFollower.prototype.changePath = function (branchPath, branchPointIndex) {
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// change to the new path
this.path = branchPath;
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// get the speed of the new path
this._pathSpeed = this.path.getPathPointReference(0).speed;
// set my position on the new path
this._currentPoint = branchPointIndex;
// update the curve if we've moved past a Path point
this._currentCurve = this.path.getCurve(this._currentPoint);
// we've finished the path
if (!this._currentCurve)
{
return this.takeBranchIfAvailable();
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}
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// move me to the correct position on the new curve
this.setPosition();
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};
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// change this follower's x,y offset values
Phaser.PathFollower.prototype.setOffset = function (x, y) {
// remove any prior offset from the follower's position
this.follower.x -= this.offset.x;
this.follower.y -= this.offset.y;
// set the new offset for this PathFollower
this.offset.x = x;
this.offset.y = y;
// add the offset into the follower's position straight away
this.follower.x += this.offset.x;
this.follower.y += this.offset.y;
};
// set this follower's angular offset values
Phaser.PathFollower.prototype.setAngularOffset = function (angle, distance) {
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this._angularOffset.angle = angle;
this._angularOffset.distance = distance;
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};
// cause this follower to pause for 'delay' milliseconds
Phaser.PathFollower.prototype.pause = function (delay) {
this._pauseTime = game.time.now + delay;
if (this.follower.animations !== undefined)
{
if (this.follower.animations.currentAnim)
{
this.follower.animations.paused = true;
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}
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}
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};
Object.defineProperty(Phaser.PathFollower.prototype, 'paused', {
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get: function() {
return !!this._pauseTime;
},
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set: function(val) {
if(!!val) {
this.pause(Number.MAX_VALUE);
} else {
this._pauseTime = game.time.now - 1;
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}
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},
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enumerable: true,
configurable: true
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});
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< / pre >
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< / section >
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< span class = "copyright" >
2016-04-22 14:15:28 +00:00
Phaser Copyright © 2012-2016 Photon Storm Ltd.
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< 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 01:16:09 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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