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< li class = "class-depth-3" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
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2014-03-14 06:36:05 +00:00
< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / 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.RevoluteConstraint.html" > RevoluteConstraint< / a >
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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
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +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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2013-10-02 14:05:55 +00:00
< a href = "Phaser.PluginManager.html" > PluginManager< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
< a href = "Phaser.Point.html" > Point< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-02 14:05:55 +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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2013-11-07 06:10:15 +00:00
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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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2014-04-10 22:13:43 +00:00
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2013-10-02 14:05:55 +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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2013-10-02 11:11:22 +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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2013-10-03 00:21:08 +00:00
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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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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
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
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2014-04-11 12:09:28 +00:00
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< 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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2013-10-03 00:21:08 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 00:21:08 +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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2014-02-18 03:01:51 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-02 11:11:22 +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
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +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
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +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.TileSprite.html" > TileSprite< / a >
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +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
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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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2013-10-02 14:05:55 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-11-25 00:23:44 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2015-07-22 14:31:30 +00:00
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2013-10-02 11:11:22 +00:00
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2016-06-17 00:11:24 +00:00
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2014-11-15 20:01:46 +00:00
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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
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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
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< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
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< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
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< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
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2015-08-24 14:43:45 +00:00
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< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
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< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
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< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
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< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
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2016-02-08 17:01:36 +00:00
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2014-11-15 20:01:46 +00:00
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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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< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
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< a href = "PIXI.PIXI.html" > PIXI< / a >
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2016-07-01 15:57:13 +00:00
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< a href = "PIXI.PIXI.DisplayObject.html" > DisplayObject< / a >
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2014-11-15 20:01:46 +00:00
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< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
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< a href = "PIXI.PixiShader.html" > PixiShader< / a >
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
< a href = "PIXI.Rope.html" > Rope< / a >
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2014-11-25 00:23:44 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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2015-03-23 23:46:30 +00:00
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< li class = "class-depth-1" >
2015-03-23 23:46:30 +00:00
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< li class = "dropdown" >
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class="caret">< / b > < / a >
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2016-06-03 17:48:34 +00:00
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< a href = "global.html#ANGLE_DOWN" > ANGLE_DOWN< / a >
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< 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 >
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< 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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< 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
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2015-07-22 14:31:30 +00:00
< a href = "global.html#AUTO" > AUTO< / a >
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2015-07-22 14:31:30 +00:00
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< a href = "global.html#blendModes" > blendModes< / a >
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2016-06-17 00:11:24 +00:00
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< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
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< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
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< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
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2015-07-22 14:31:30 +00:00
< a href = "global.html#BUTTON" > BUTTON< / a >
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< a href = "global.html#CANVAS" > CANVAS< / a >
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< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
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2016-06-17 00:11:24 +00:00
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< a href = "global.html#CENTER" > CENTER< / a >
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< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
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< a href = "global.html#CREATURE" > CREATURE< / a >
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#displayList" > displayList< / a >
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< a href = "global.html#DOWN" > DOWN< / a >
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< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
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< a href = "global.html#emit" > emit< / a >
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< a href = "global.html#EMITTER" > EMITTER< / a >
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< a href = "global.html#GAMES" > GAMES< / a >
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< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
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2015-07-22 14:31:30 +00:00
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2015-07-22 14:31:30 +00:00
< a href = "global.html#HEADLESS" > HEADLESS< / a >
2014-11-15 20:01:46 +00:00
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2016-06-09 16:13:31 +00:00
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< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
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2015-07-22 14:31:30 +00:00
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2014-11-15 20:01:46 +00:00
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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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2014-11-15 20:01:46 +00:00
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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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2015-07-22 14:31:30 +00:00
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2016-08-26 00:18:47 +00:00
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< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#mixin" > mixin< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
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< 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 >
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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 >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / 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" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / 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" >
< 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 >
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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 >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
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< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: State</h1> -->
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< section >
< header >
< h2 >
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< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
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State
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="State">< span class = "type-signature" > < / span > new State< 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 > This is a base State class which can be extended if you are creating your own game.< br > It provides quick access to common functions such as the camera, cache, input, match, sound and more.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_State.js.html" > core/State.js< / a > , < a href = "src_core_State.js.html#sunlight-1-line-14" > line 14< / a >
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< / dt >
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< / dl >
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< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="add">< span class = "type-signature" > < / span > add< span class = "type-signature" > :< a href = "Phaser.GameObjectFactory.html" > Phaser.GameObjectFactory< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A reference to the GameObjectFactory which can be used to add new objects to the World.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_State.js.html" > core/State.js< / a > , < a href = "src_core_State.js.html#sunlight-1-line-29" > line 29< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="cache">< span class = "type-signature" > < / span > cache< span class = "type-signature" > :< a href = "Phaser.Cache.html" > Phaser.Cache< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A reference to the game cache which contains any loaded or generated assets, such as images, sound and more.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_State.js.html" > core/State.js< / a > , < a href = "src_core_State.js.html#sunlight-1-line-44" > line 44< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="camera">< span class = "type-signature" > < / span > camera< span class = "type-signature" > :< a href = "Phaser.Camera.html" > Phaser.Camera< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A handy reference to World.camera.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_State.js.html" > core/State.js< / a > , < a href = "src_core_State.js.html#sunlight-1-line-39" > line 39< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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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< p > This is a reference to the currently running Game.< / p >
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< p > A reference to the Input Manager.< / p >
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< p > The string based identifier given to the State when added into the State Manager.< / p >
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< p > A reference to the Loader, which you mostly use in the preload method of your state to load external assets.< / p >
< / div >
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< p > A reference to Math class with lots of helpful functions.< / p >
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< p > The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created.< / p >
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< p > A reference to the physics manager which looks after the different physics systems available within Phaser.< / p >
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< p > A reference to the seeded and repeatable random data generator.< / p >
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< p > A reference to the Scale Manager which controls the way the game scales on different displays.< / p >
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< p > A reference to the Sound Manager which can create, play and stop sounds, as well as adjust global volume.< / p >
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< p > A reference to the Stage.< / p >
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< / dl >
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< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< tr >
< td class = "name" > < code > stage< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.StateManager.html" > Phaser.StateManager< / a > < / span >
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< td class = "description last" > < p > A reference to the State Manager, which controls state changes.< / p > < / td >
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< p > A reference to the game clock and timed events system.< / p >
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< p > A reference to the tween manager.< / p >
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< p > A reference to the game world. All objects live in the Game World and its size is not bound by the display resolution.< / p >
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id="create">< span class = "type-signature" > < / span > create< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > create is called once preload has completed, this includes the loading of any assets from the Loader.< br > If you don't have a preload method then create is the first method called in your State.< / p >
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< p > init is the very first function called when your State starts up. It's called before preload, create or anything else.< br > If you need to route the game away to another State you could do so here, or if you need to prepare a set of variables< br > or objects before the preloading starts.< / p >
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< p > loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.< br > The difference between loadRender and render is that any objects you render in this method you must be sure their assets exist.< / p >
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< p > loadUpdate is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.< / p >
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< h4 class = "name "
id="paused">< span class = "type-signature" > < / span > paused< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > This method will be called if the core game loop is paused.< / p >
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< p > pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate.< / p >
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id="preload">< span class = "type-signature" > < / span > preload< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > preload is called first. Normally you'd use this to load your game assets (or those needed for the current State)< br > You shouldn't create any objects in this method that require assets that you're also loading in this method, as< br > they won't yet be available.< / p >
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< p > The preRender method is called after all Game Objects have been updated, but before any rendering takes place.< / p >
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< p > Nearly all display objects in Phaser render automatically, you don't need to tell them to render.< br > However the render method is called AFTER the game renderer and plugins have rendered, so you're able to do any< br > final post-processing style effects here. Note that this happens before plugins postRender takes place.< / p >
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< p > If your game is set to Scalemode RESIZE then each time the browser resizes it will call this function, passing in the new width and height.< / p >
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< p > This method will be called when the core game loop resumes from a paused state.< / p >
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< p > This method will be called when the State is shutdown (i.e. you switch to another state from this one).< / p >
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< p > The update method is left empty for your own use.< br > It is called during the core game loop AFTER debug, physics, plugins and the Stage have had their preUpdate methods called.< br > It is called BEFORE Stage, Tweens, Sounds, Input, Physics, Particles and Plugins have had their postUpdate methods called.< / p >
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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< br / >
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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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