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< 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" >
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 >
< / 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.PixiFastShader.html" > PixiFastShader< / 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.PixiShader.html" > PixiShader< / 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.PolyK.html" > PolyK< / 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.PrimitiveShader.html" > PrimitiveShader< / 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.RenderTexture.html" > RenderTexture< / 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.Rope.html" > Rope< / 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.Sprite.html" > Sprite< / 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.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 >
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.WebGLBlendModeManager.html" > WebGLBlendModeManager< / 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.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 " >
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 >
< / 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 >
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#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 >
< 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 >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
2016-06-03 17:48:34 +00:00
< li class = "class-depth-0" >
< a href = "global.html#intersectsRectangle" > intersectsRectangle< / a >
< / li >
2016-06-09 16:13:31 +00:00
< li class = "class-depth-0" >
< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-0" >
< 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 >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / 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 >
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 >
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#POLYGON" > POLYGON< / 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#PORTRAIT" > PORTRAIT< / 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#RECTANGLE" > RECTANGLE< / 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#RENDERTEXTURE" > RENDERTEXTURE< / 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#RETROFONT" > RETROFONT< / 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#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 >
< 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 >
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 >
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#VERSION" > VERSION< / 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#VERTICAL" > VERTICAL< / 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#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 >
2014-09-09 14:36:56 +00:00
< / 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
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
2014-11-25 00:23:44 +00:00
< 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 >
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" > 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 >
2015-07-22 14:31:30 +00:00
< 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 >
< / ul >
< / li >
< 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 >
< 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: Rope</h1> -->
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< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
Rope
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="Rope">< span class = "type-signature" > < / span > new Rope< span class = "signature" > (game, x, y, key, frame, points)< / 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 Rope is a Sprite that has a repeating texture.< / p >
< p > The texture will automatically wrap on the edges as it moves.< / p >
< p > Please note that Ropes cannot have an input handler.< / 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 >
< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > x< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The x coordinate (in world space) to position the Rope at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The y coordinate (in world space) to position the Rope at.< / p > < / td >
< / tr >
< tr >
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< td class = "name" > < code > key< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
|
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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 = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
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< / td >
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< td class = "description last" > < p > This is the image or texture used by the Rope during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.< / 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" >
< span class = "param-type" > string< / span >
|
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "description last" > < p > If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > points< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > Array< / span >
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< / td >
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< td class = "description last" > < p > An array of {Phaser.Point}.< / 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_gameobjects_Rope.js.html" > gameobjects/Rope.js< / a > , < a href = "src_gameobjects_Rope.js.html#sunlight-1-line-42" > line 42< / a >
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< / dt >
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< / dl >
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< / dd >
< / div >
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< h3 class = "subsection-title" > Extends< / h3 >
< ul >
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< li > < a href = "PIXI.Rope.html" > PIXI.Rope< / a > < / li >
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< li > < a href = "Phaser.Component.Core.html" > Phaser.Component.Core< / a > < / li >
< li > < a href = "Phaser.Component.Angle.html" > Phaser.Component.Angle< / a > < / li >
< li > < a href = "Phaser.Component.Animation.html" > Phaser.Component.Animation< / a > < / li >
< li > < a href = "Phaser.Component.AutoCull.html" > Phaser.Component.AutoCull< / a > < / li >
< li > < a href = "Phaser.Component.Bounds.html" > Phaser.Component.Bounds< / a > < / li >
< li > < a href = "Phaser.Component.BringToTop.html" > Phaser.Component.BringToTop< / a > < / li >
< li > < a href = "Phaser.Component.Crop.html" > Phaser.Component.Crop< / a > < / li >
< li > < a href = "Phaser.Component.Delta.html" > Phaser.Component.Delta< / a > < / li >
< li > < a href = "Phaser.Component.Destroy.html" > Phaser.Component.Destroy< / a > < / li >
< li > < a href = "Phaser.Component.FixedToCamera.html" > Phaser.Component.FixedToCamera< / a > < / li >
< li > < a href = "Phaser.Component.InWorld.html" > Phaser.Component.InWorld< / a > < / li >
< li > < a href = "Phaser.Component.LifeSpan.html" > Phaser.Component.LifeSpan< / a > < / li >
< li > < a href = "Phaser.Component.LoadTexture.html" > Phaser.Component.LoadTexture< / a > < / li >
< li > < a href = "Phaser.Component.Overlap.html" > Phaser.Component.Overlap< / a > < / li >
< li > < a href = "Phaser.Component.PhysicsBody.html" > Phaser.Component.PhysicsBody< / a > < / li >
< li > < a href = "Phaser.Component.Reset.html" > Phaser.Component.Reset< / a > < / li >
< li > < a href = "Phaser.Component.ScaleMinMax.html" > Phaser.Component.ScaleMinMax< / a > < / li >
< li > < a href = "Phaser.Component.Smoothed.html" > Phaser.Component.Smoothed< / a > < / li >
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< / ul >
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< h3 class = "subsection-title" > Members< / h3 >
< dl >
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< dt >
< h4 class = "name "
id="alive">< span class = "type-signature" > < / span > alive< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A useful flag to control if the Game Object is alive or dead.< / p >
< p > This is set automatically by the Health components < code > damage< / code > method should the object run out of health.
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.
However you can use < code > Group.getFirstAlive< / code > in conjunction with this property for fast object pooling and recycling.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.LifeSpan.html#alive" > Phaser.Component.LifeSpan#alive< / a >
< / li > < / dd >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
< dt class = "tag-source" > Source -
< 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 >
< / dt >
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< / dl >
< / dd >
< 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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< / dt >
< dd >
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< div class = "description" >
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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 >
< p > Values outside this range are added to or subtracted from 360 to obtain a value within the range.
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.
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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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Angle.html#angle" > Phaser.Component.Angle#angle< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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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 >
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< / dl >
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< / dd >
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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 >
< / dt >
< dd >
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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.
Through it you can create, play, pause and stop animations.< / 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.Core.html#animations" > Phaser.Component.Core#animations< / a >
< / 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-193" > line 193< / 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.AnimationManager.html" > Phaser.AnimationManager< / a > < / li >
< / ul >
< / dd >
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< / dd >
< dt >
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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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< / dt >
< dd >
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< div class = "description" >
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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.
If it is not intersecting the Camera bounds at any point then it has its < code > renderable< / code > property set to < code > false< / code > .
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,
or you have tested performance and find it acceptable.< / 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.AutoCull.html#autoCull" > Phaser.Component.AutoCull#autoCull< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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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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< / dt >
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< dt >
< h4 class = "name "
id="blendMode">< span class = "type-signature" > < / span > blendMode< span class = "type-signature" > :Number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.< / p >
< / 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 = "PIXI.Strip.html#blendMode" > PIXI.Strip#blendMode< / a >
< / li > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
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< dd class = "tag-default" > < ul class = "dummy" > < li > PIXI.blendModes.NORMAL;< / li > < / ul > < / dd >
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< a href = "src_pixi_extras_Strip.js.html" > pixi/extras/Strip.js< / a > , < a href = "src_pixi_extras_Strip.js.html#sunlight-1-line-51" > line 51< / a >
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< h4 class = "name "
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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< div class = "description" >
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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
properties and methods via it.< / p >
< 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 >
< 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
and < code > system< / code > is the Physics system you are using. If none is given it defaults to < code > Phaser.Physics.Arcade< / code > .< / p >
< p > You can alternatively call < code > game.physics.arcade.enable(object)< / code > , or add this Game Object to a physics enabled Group.< / p >
< p > Important: Enabling a Game Object for P2 or Ninja physics will automatically set its < code > anchor< / code > property to 0.5,
so the physics body is centered on the Game Object.< / p >
< 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 >
|
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< 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 >
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< / li >
< / ul >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.PhysicsBody.html#body" > Phaser.Component.PhysicsBody#body< / a >
< / 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-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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< p > The sum of the y and height properties.
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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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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< / div >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.FixedToCamera.html#cameraOffset" > Phaser.Component.FixedToCamera#cameraOffset< / 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-86" > line 86< / a >
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id="canvasPadding">< span class = "type-signature" > < / span > canvasPadding< span class = "type-signature" > :Number< / span > < / h4 >
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< p > Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.< / p >
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< / div >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "PIXI.Strip.html#canvasPadding" > PIXI.Strip#canvasPadding< / a >
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< h4 class = "name "
id="centerX">< span class = "type-signature" > < / span > centerX< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< p > The center x coordinate of the Game Object.
This is the same as < code > (x - offsetX) + (width / 2)< / code > .< / p >
< / 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 >
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< h4 class = "name "
id="centerY">< span class = "type-signature" > < / span > centerY< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The center y coordinate of the Game Object.
This is the same as < code > (y - offsetY) + (height / 2)< / code > .< / p >
< / 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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< h4 class = "name "
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id="checkWorldBounds">< span class = "type-signature" > < / span > checkWorldBounds< span class = "type-signature" > :boolean< / span > < / h4 >
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< 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 >
< 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,
or you have tested performance and find it acceptable.< / 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.InWorld.html#checkWorldBounds" > Phaser.Component.InWorld#checkWorldBounds< / a >
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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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< p > [read-only] The array of children of this container.< / p >
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< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > Array.< < a href = "global.html#DisplayObject" > DisplayObject< / a > >< / span >
< / li >
< / ul >
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< a href = "PIXI.DisplayObjectContainer.html#children" > PIXI.DisplayObjectContainer#children< / a >
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< dt >
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id="components">< span class = "type-signature" > < internal> < / span > components< span class = "type-signature" > :object< / span > < / h4 >
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< p > The components this Game Object has installed.< / 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#components" > Phaser.Component.Core#components< / a >
< / li > < / dd >
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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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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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< p > The Rectangle used to crop the texture this Game Object uses.
Set this property via < code > crop< / code > .
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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< a href = "Phaser.Component.Crop.html#cropRect" > Phaser.Component.Crop#cropRect< / a >
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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" >
< p > An empty Object that belongs to this Game Object.
This value isn't ever used internally by Phaser, but may be used by your own code, or
by Phaser Plugins, to store data that needs to be associated with the Game Object,
without polluting the Game Object directly.< / 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#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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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 > A debug flag designed for use with < code > Game.enableStep< / code > .< / 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.Core.html#debug" > Phaser.Component.Core#debug< / a >
< / li > < / dd >
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< / dt >
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< dt >
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id="deltaX">< span class = "type-signature" > < readonly> < / span > deltaX< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
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< 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 >
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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.Delta.html#deltaX" > Phaser.Component.Delta#deltaX< / a >
< / li > < / dd >
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< dt >
< h4 class = "name "
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id="deltaY">< span class = "type-signature" > < readonly> < / span > deltaY< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< div class = "description" >
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< 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 >
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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.Delta.html#deltaY" > Phaser.Component.Delta#deltaY< / a >
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< dt >
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id="deltaZ">< span class = "type-signature" > < readonly> < / span > deltaZ< span class = "type-signature" > :number< / span > < / h4 >
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< p > Returns the delta z value. The difference between rotation now and in the previous frame. The delta value.< / 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.Delta.html#deltaZ" > Phaser.Component.Delta#deltaZ< / a >
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id="destroyPhase">< span class = "type-signature" > < readonly> < / span > destroyPhase< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
< div class = "description" >
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< p > As a Game Object runs through its destroy method this flag is set to true,
and can be checked in any sub-systems or plugins it is being destroyed from.< / 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.Destroy.html#destroyPhase" > Phaser.Component.Destroy#destroyPhase< / a >
< / li > < / dd >
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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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< h4 class = "name "
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id="dirty">< span class = "type-signature" > < / span > dirty< span class = "type-signature" > :Boolean< / span > < / h4 >
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< p > Whether the strip is dirty or not< / 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 = "PIXI.Strip.html#dirty" > PIXI.Strip#dirty< / a >
< / li > < / dd >
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< a href = "src_pixi_extras_Strip.js.html" > pixi/extras/Strip.js< / a > , < a href = "src_pixi_extras_Strip.js.html#sunlight-1-line-43" > line 43< / 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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< p > All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
Game Object, or any of its components.< / p >
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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.Core.html#events" > Phaser.Component.Core#events< / 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 this Game Object is processed by the core game loop.
If this Game Object has a physics body it also controls if its physics body is updated or not.
When < code > exists< / code > is set to < code > false< / code > it will remove its physics body from the physics world if it has one.
It also toggles the < code > visible< / code > property to false as well.< / p >
< p > Setting < code > exists< / code > to true will add its physics body back in to the physics world, if it has one.
It will also set the < code > visible< / code > property to < code > true< / code > .< / p >
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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.Core.html#exists" > Phaser.Component.Core#exists< / a >
< / li > < / dd >
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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 >
< p > The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world
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
regardless where in the world the camera is.< / p >
< 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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< dd class = "inherited-from" > < ul class = "dummy" > < li >
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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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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 >
< 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,
for example: < code > player.frame = 4< / code > .< / p >
< 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 >
< 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#frame" > Phaser.Component.LoadTexture#frame< / 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 >
< 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,
for example: < code > player.frameName = " idle" < / code > .< / p >
< 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 >
< 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#frameName" > Phaser.Component.LoadTexture#frameName< / a >
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id="fresh">< span class = "type-signature" > < readonly> < / span > fresh< span class = "type-signature" > :boolean< / span > < / h4 >
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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.
This property is mostly used internally by the physics systems, but is exposed for the use of plugins.< / p >
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< / div >
< dl class = "details" >
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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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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 > A reference to the currently running Game.< / 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.Core.html#game" > Phaser.Component.Core#game< / a >
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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 displayObjectContainer, setting this will actually modify the scale to achieve the value set< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "PIXI.DisplayObjectContainer.html#height" > PIXI.DisplayObjectContainer#height< / 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-72" > line 72< / a >
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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 >
< 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#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.
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="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 >
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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.InWorld.html#inWorld" > Phaser.Component.InWorld#inWorld< / a >
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< / li > < / dd >
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< a href = "src_gameobjects_components_InWorld.js.html" > gameobjects/components/InWorld.js< / a > , < a href = "src_gameobjects_components_InWorld.js.html#sunlight-1-line-129" > line 129< / a >
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< dt >
< h4 class = "name "
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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.
If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
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.
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 >
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< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.BitmapData.html" > Phaser.BitmapData< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Video.html" > Phaser.Video< / a > < / span >
|
< span class = "param-type" > < a href = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
< / li >
< / ul >
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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.Core.html#key" > Phaser.Component.Core#key< / a >
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< / li > < / dd >
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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.
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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< a href = "src_gameobjects_components_Bounds.js.html" > gameobjects/components/Bounds.js< / a > , < a href = "src_gameobjects_components_Bounds.js.html#sunlight-1-line-102" > line 102< / 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 >
< p > It is automatically decremented by the millisecond equivalent of < code > game.time.physicsElapsed< / code > each frame.
When it reaches zero it will call the < code > kill< / code > method.< / p >
< 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="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.
This value isn't ever used internally by Phaser, it is meant as a game level property.< / p >
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< / div >
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< dl class = "details" >
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< 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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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-150" > line 150< / a >
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id="offsetX">< span class = "type-signature" > < readonly> < / span > offsetX< span class = "type-signature" > :number< / span > < / h4 >
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< p > The amount the Game Object is visually offset from its x coordinate.
This is the same as < code > width * anchor.x< / code > .
It will only be > 0 if anchor.x is not equal to zero.< / 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#offsetX" > Phaser.Component.Bounds#offsetX< / a >
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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-24" > line 24< / a >
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id="offsetY">< span class = "type-signature" > < readonly> < / span > offsetY< span class = "type-signature" > :number< / span > < / h4 >
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< p > The amount the Game Object is visually offset from its y coordinate.
This is the same as < code > height * anchor.y< / code > .
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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< a href = "src_gameobjects_components_Bounds.js.html" > gameobjects/components/Bounds.js< / a > , < a href = "src_gameobjects_components_Bounds.js.html#sunlight-1-line-42" > line 42< / a >
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id="outOfBoundsKill">< span class = "type-signature" > < / span > outOfBoundsKill< span class = "type-signature" > :boolean< / span > < / h4 >
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< div class = "description" >
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< 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 >
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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.InWorld.html#outOfBoundsKill" > Phaser.Component.InWorld#outOfBoundsKill< / a >
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< a href = "src_gameobjects_components_InWorld.js.html" > gameobjects/components/InWorld.js< / a > , < a href = "src_gameobjects_components_InWorld.js.html#sunlight-1-line-106" > line 106< / a >
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id="outOfCameraBoundsKill">< span class = "type-signature" > < / span > outOfCameraBoundsKill< span class = "type-signature" > :boolean< / span > < / h4 >
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< / 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
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 >
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< a href = "Phaser.Component.InWorld.html#outOfCameraBoundsKill" > Phaser.Component.InWorld#outOfCameraBoundsKill< / a >
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< a href = "src_gameobjects_components_InWorld.js.html" > gameobjects/components/InWorld.js< / a > , < a href = "src_gameobjects_components_InWorld.js.html#sunlight-1-line-115" > line 115< / a >
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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.
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
such as with Buttons or other Input events.< / 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.Core.html#pendingDestroy" > Phaser.Component.Core#pendingDestroy< / 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-259" > line 259< / a >
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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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< 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" >
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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#previousPosition" > Phaser.Component.Core#previousPosition< / 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-225" > line 225< / a >
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< h4 class = "name "
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id="previousRotation">< span class = "type-signature" > < readonly> < / span > previousRotation< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
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< 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" >
< 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#previousRotation" > Phaser.Component.Core#previousRotation< / a >
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< / li > < / 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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< p > The render order ID is used internally by the renderer and Input Manager and should not be modified.
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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< p > The right coordinate of the Game Object.
This is the same as < code > x + width - offsetX< / code > .< / p >
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< / div >
< dl class = "details" >
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< a href = "Phaser.Component.Bounds.html#right" > Phaser.Component.Bounds#right< / a >
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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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< 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 >
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< a href = "Phaser.Component.ScaleMinMax.html#scaleMax" > Phaser.Component.ScaleMinMax#scaleMax< / 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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< 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" >
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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#scaleMin" > Phaser.Component.ScaleMinMax#scaleMin< / a >
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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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id="segments">< span class = "type-signature" > < / span > segments< span class = "type-signature" > < / span > < / h4 >
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< p > The segments that make up the rope body as an array of Phaser.Rectangles< / 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 class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > updateAnimation< / code > < / td >
< td class = "type" >
< span class = "param-type" > Array.< Phaser.Rectangles>< / span >
< / td >
< td class = "description last" > < p > Returns an array of Phaser.Rectangles that represent the segments of the given rope< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
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id="smoothed">< span class = "type-signature" > < / span > smoothed< span class = "type-signature" > :boolean< / span > < / h4 >
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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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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< 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 of the strip< / p >
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< / div >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "PIXI.Strip.html#texture" > PIXI.Strip#texture< / a >
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< h4 class = "name "
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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.
This is the same as < code > y - offsetY< / code > .< / p >
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< / div >
< dl class = "details" >
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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 >
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< a href = "Phaser.Component.ScaleMinMax.html#transformCallback" > Phaser.Component.ScaleMinMax#transformCallback< / a >
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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-20" > line 20< / a >
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id="transformCallbackContext">< span class = "type-signature" > < / span > transformCallbackContext< span class = "type-signature" > :object< / span > < / h4 >
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< p > The context under which < code > transformCallback< / code > is called.< / p >
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< / div >
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< a href = "Phaser.Component.ScaleMinMax.html#transformCallbackContext" > Phaser.Component.ScaleMinMax#transformCallbackContext< / a >
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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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< h4 class = "name "
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id="type">< span class = "type-signature" > < readonly> < / span > type< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
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< p > The const type of this object.< / p >
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< a href = "src_gameobjects_Rope.js.html" > gameobjects/Rope.js< / a > , < a href = "src_gameobjects_Rope.js.html#sunlight-1-line-57" > line 57< / a >
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id="updateAnimation">< span class = "type-signature" > < / span > updateAnimation< span class = "type-signature" > :function< / span > < / h4 >
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< div class = "description" >
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< p > A Rope will call its updateAnimation function on each update loop if it has one. Set to a function if you'd like the rope to animate during the update phase. Set to false or null to remove it.< / p >
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< / div >
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< a href = "src_gameobjects_Rope.js.html" > gameobjects/Rope.js< / a > , < a href = "src_gameobjects_Rope.js.html#sunlight-1-line-144" > line 144< / a >
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id="width">< span class = "type-signature" > < / span > width< span class = "type-signature" > :Number< / span > < / h4 >
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< div class = "description" >
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< p > The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set< / 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.DisplayObjectContainer.html#width" > PIXI.DisplayObjectContainer#width< / 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-43" > line 43< / a >
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< 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 >
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< div class = "description" >
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< p > The world coordinates of this Game Object in pixels.
Depending on where in the display list this Game Object is placed this value can differ from < code > position< / code > ,
which contains the x/y coordinates relative to the Game Objects 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.Core.html#world" > Phaser.Component.Core#world< / a >
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id="x">< span class = "type-signature" > < / span > x< span class = "type-signature" > :number< / span > < / h4 >
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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" >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.PhysicsBody.html#x" > Phaser.Component.PhysicsBody#x< / 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-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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< 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 >
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< a href = "Phaser.Component.PhysicsBody.html#y" > Phaser.Component.PhysicsBody#y< / a >
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id="z">< span class = "type-signature" > < readonly> < / span > z< span class = "type-signature" > :number< / span > < / h4 >
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< p > The z depth of this Game Object within its parent Group.
No two objects in a Group can have the same z value.
This value is adjusted automatically whenever the Group hierarchy changes.
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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< / dt >
< 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-102" > line 102< / 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 >
< 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" >
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< span class = "param-type" > < a href = "global.html#DisplayObject" > DisplayObject< / a > < / span >
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< / td >
< td class = "description last" > < p > The child to add< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > index< / code > < / td >
< td class = "type" >
< span class = "param-type" > Number< / span >
< / td >
< td class = "description last" > < p > The index to place the child in< / p > < / td >
< / tr >
< / tbody >
< / table >
< 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" >
< p > The child that was added.< / 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#addChildAt" > PIXI.DisplayObjectContainer#addChildAt< / 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-114" > line 114< / a >
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< / dt >
< / dl >
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< / dd >
< dt >
< h4 class = "name "
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 >
< / dt >
< dd >
< div class = "description" >
< p > Aligns this Game Object within another Game Object, or Rectangle, known as the
'container', to one of 9 possible positions.< / p >
< p > The container must be a Game Object, or Phaser.Rectangle object. This can include properties
such as < code > World.bounds< / code > or < code > Camera.view< / code > , for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.< / p >
< p > Please note that aligning a Sprite to another Game Object does < strong > not< / strong > make it a child of
the container. It simply modifies its position coordinates so it aligns with it.< / p >
< p > The position constants you can use are:< / p >
< p > < code > Phaser.TOP_LEFT< / code > , < 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 > 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
container, taking into consideration rotation, scale and the anchor property.
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
aligned position of the Game Object. For example:< / p >
< p > < code > sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)< / code > < / p >
< p > Would align the < code > sprite< / code > to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.
So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive
one expands it.< / p >
< / 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 >
< td class = "name" > < code > container< / code > < / td >
< 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 >
< 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 >
< 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 >
< a href = "Phaser.Component.Bounds.html#alignIn" > Phaser.Component.Bounds#alignIn< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
< 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 >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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 >
< / dt >
< dd >
< div class = "description" >
< p > Aligns this Game Object to the side of another Game Object, or Rectangle, known as the
'parent', in one of 11 possible positions.< / p >
< p > The parent must be a Game Object, or Phaser.Rectangle object. This can include properties
such as < code > World.bounds< / code > or < code > Camera.view< / code > , for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.< / p >
< p > Please note that aligning a Sprite to another Game Object does < strong > not< / strong > make it a child of
the parent. It simply modifies its position coordinates so it aligns with it.< / p >
< p > The position constants you can use are:< / p >
< p > < code > Phaser.TOP_LEFT< / code > (default), < 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 >
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
parent, taking into consideration rotation, scale and the anchor property.
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
aligned position of the Game Object. For example:< / p >
< p > < code > sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)< / code > < / p >
< p > Would align the < code > sprite< / code > to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.
So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive
one expands it.< / p >
< / 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 >
< td class = "name" > < code > parent< / code > < / td >
< 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 >
< 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 >
< / 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 >
< a href = "Phaser.Component.Bounds.html#alignTo" > Phaser.Component.Bounds#alignTo< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
< a href = "src_gameobjects_components_Bounds.js.html" > gameobjects/components/Bounds.js< / a > , < a href = "src_gameobjects_components_Bounds.js.html#sunlight-1-line-321" > line 321< / a >
< / dt >
< / dl >
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< / dd >
< dt >
< h4 class = "name "
2016-07-01 15:57:13 +00:00
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" >
< p > Brings this Game Object to the top of its parents display list.
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,
because the World is the root Group from which all Game Objects descend.< / p >
< / 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" >
< 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 -
< a href = "src_gameobjects_components_BringToTop.js.html" > gameobjects/components/BringToTop.js< / a > , < a href = "src_gameobjects_components_BringToTop.js.html#sunlight-1-line-24" > line 24< / a >
< / dt >
< / dl >
< / 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" >
< p > Crop allows you to crop the texture being used to display this Game Object.
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,
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
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 > ,
in which case the values are duplicated to a local object.< / p >
< / 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 >
< td class = "name" > < code > rect< / code > < / td >
< 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 >
< td class = "description last" > < p > The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > copy< / 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 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 >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< 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 >
< 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 >
< / dl >
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< / dd >
< dt >
< h4 class = "name "
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id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > (< span class = "optional" > destroyChildren< / span > , < span class = "optional" > destroyTexture< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present
and nulls its reference to < code > game< / code > , freeing it up for garbage collection.< / p >
< p > If this Game Object has the Events component it will also dispatch the < code > onDestroy< / code > event.< / p >
< p > You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you've
more than one Game Object sharing the same BaseTexture.< / 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 > destroyChildren< / 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" >
true
< / td >
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< td class = "description last" > < p > Should every child of this object have its destroy method called as well?< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > destroyTexture< / 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 >
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< td class = "description last" > < p > Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.< / p > < / td >
< / tr >
< / tbody >
< / table >
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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.Destroy.html#destroy" > Phaser.Component.Destroy#destroy< / a >
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< / li > < / dd >
< 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-37" > line 37< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="getBounds">< span class = "type-signature" > < / span > getBounds< span class = "signature" > (matrix)< / span > < span class = "type-signature" > → {Rectangle}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.< / 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 > matrix< / code > < / td >
< td class = "type" >
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< span class = "param-type" > Matrix< / span >
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< / td >
< td class = "description last" > < p > the transformation matrix of the sprite< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > Rectangle< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > the framing rectangle< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.Strip.html#getBounds" > PIXI.Strip#getBounds< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_extras_Strip.js.html" > pixi/extras/Strip.js< / a > , < a href = "src_pixi_extras_Strip.js.html#sunlight-1-line-405" > line 405< / a >
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< / dt >
< / dl >
< / 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" >
< p > Returns the child at the specified index< / 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 >
< 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 >
< 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 at the given index, if any.< / 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#getChildAt" > PIXI.DisplayObjectContainer#getChildAt< / 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-205" > line 205< / a >
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< / dt >
< / dl >
< / dd >
< 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 >
< td class = "name" > < code > child< / code > < / td >
< 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 >
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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" > Number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The index position of the child display object to identify< / 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#getChildIndex" > PIXI.DisplayObjectContainer#getChildIndex< / 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-170" > line 170< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="getLocalBounds">< span class = "type-signature" > < / span > getLocalBounds< span class = "signature" > ()< / span > < span class = "type-signature" > → {Rectangle}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.< / p >
< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > Rectangle< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The rectangular bounding area< / 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#getLocalBounds" > PIXI.DisplayObjectContainer#getLocalBounds< / 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-383" > line 383< / 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="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 >
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< div class = "description" >
< 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,
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it doesn't destroy the object or free it up from memory.< / p >
< p > If you don't need this Game Object any more you should call < code > destroy< / code > instead.< / p >
< / div >
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< 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.
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
to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS'
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 >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > < a href = "Phaser.RenderTexture.html" > Phaser.RenderTexture< / a > < / span >
|
< 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 >
< / td >
< td class = "attributes" >
< / td >
< 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 >
< td class = "name" > < code > frame< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
< / td >
< 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 >
< / tr >
< tr >
< td class = "name" > < code > stopAnimation< / 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" >
true
< / 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" >
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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#loadTexture" > Phaser.Component.LoadTexture#loadTexture< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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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.
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,
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" >
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< span class = "param-type" > PIXI.DisplayObject< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > This instance.< / 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 >
< a href = "Phaser.Component.BringToTop.html#moveDown" > Phaser.Component.BringToTop#moveDown< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
< 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 >
< / dt >
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< / dl >
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< / dd >
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< 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 >
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< div class = "description" >
< p > Moves this Game Object up one place in its parents display list.
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,
because the World is the root Group from which all Game Objects descend.< / p >
< / div >
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< 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.BringToTop.html#moveUp" > Phaser.Component.BringToTop#moveUp< / a >
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< / li > < / dd >
< 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,
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 >
< 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 >
< p > Therefore it's relatively expensive to use in large quantities, i.e. with lots of Sprites at a high frequency.
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 >
|
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< 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 >
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< 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 >
< / 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.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 >
< p > If the animation is already playing calling this again won't do anything.
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" >
< / td >
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< td class = "default" >
< / td >
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< 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 >
< / tr >
< tr >
< td class = "name" > < code > frameRate< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< 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 >
< tr >
< td class = "name" > < code > loop< / 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 > Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > killOnComplete< / 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 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 >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "Phaser.Animation.html" > Phaser.Animation< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > A reference to playing Animation.< / 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.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 >
< 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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< dd >
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< div class = "description" >
< p > Internal method called by the World postUpdate cycle.< / 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 = "Phaser.Component.Core.html#postUpdate" > Phaser.Component.Core#postUpdate< / a >
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< / li > < / dd >
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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 >
< / 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_gameobjects_Rope.js.html" > gameobjects/Rope.js< / a > , < a href = "src_gameobjects_Rope.js.html#sunlight-1-line-93" > line 93< / 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 >
< 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" >
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< 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 removed.< / p >
< / div >
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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 = "PIXI.DisplayObjectContainer.html#removeChild" > PIXI.DisplayObjectContainer#removeChild< / 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-222" > line 222< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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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 >
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< / dt >
< dd >
< div class = "description" >
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< p > Removes a child from the specified index position.< / 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 > 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" >
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< 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 >
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< div class = "returns-desc param-desc" >
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< p > The child that was removed.< / p >
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< / div >
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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 = "PIXI.DisplayObjectContainer.html#removeChildAt" > PIXI.DisplayObjectContainer#removeChildAt< / 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-237" > line 237< / 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="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 >
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< 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 >
< a href = "PIXI.DisplayObjectContainer.html#removeChildren" > PIXI.DisplayObjectContainer#removeChildren< / 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-255" > line 255< / 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="removeStageReference">< span class = "type-signature" > < / span > removeStageReference< 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 > Removes the current stage reference from the container and all of its children.< / 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 = "PIXI.DisplayObjectContainer.html#removeStageReference" > PIXI.DisplayObjectContainer#removeStageReference< / 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-428" > line 428< / 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="reset">< span class = "type-signature" > < / span > reset< span class = "signature" > (x, y)< / span > < span class = "type-signature" > → {< a href = "Phaser.Rope.html" > Phaser.Rope< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Resets the Rope. This places the Rope at the given x/y world coordinates and then
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sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.
If the Rope has a physics body that too is reset.< / 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 > 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 > The x coordinate (in world space) to position the Sprite at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The y coordinate (in world space) to position the Sprite at.< / p > < / td >
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< / 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 = "Phaser.Rope.html" > Phaser.Rope< / a > < / span >
-
< / div >
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< div class = "returns-desc param-desc" >
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< p > This instance.< / p >
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< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_Rope.js.html" > gameobjects/Rope.js< / a > , < a href = "src_gameobjects_Rope.js.html#sunlight-1-line-125" > line 125< / 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="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 >
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< a href = "Phaser.Component.LoadTexture.html#resetFrame" > Phaser.Component.LoadTexture#resetFrame< / 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-232" > line 232< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="resizeFrame">< span class = "type-signature" > < / span > resizeFrame< span class = "signature" > (parent, width, height)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Resizes the Frame dimensions that the Game Object uses for rendering.< / p >
< p > You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData
it can be useful to adjust the dimensions directly in this way.< / 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 > parent< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The parent texture object that caused the resize, i.e. a Phaser.Video object.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< 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 >
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< / td >
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< td class = "description last" > < p > The new height of the texture.< / 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 = "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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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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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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< / dt >
< dd >
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< div class = "description" >
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< 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 >
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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 >
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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 >
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< 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 >
< / 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.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 >
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< 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.
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,
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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< 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.BringToTop.html#sendToBack" > Phaser.Component.BringToTop#sendToBack< / 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_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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< / dl >
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< / dd >
< 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 >
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< 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 >
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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 = "PIXI.DisplayObjectContainer.html#setChildIndex" > PIXI.DisplayObjectContainer#setChildIndex< / 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-187" > line 187< / 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="setFrame">< span class = "type-signature" > < / span > setFrame< span class = "signature" > (frame)< / 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 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 >
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< tbody >
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< 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 >
< / 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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< / 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 >
< 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
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 >
< p > By setting these values you can carefully control how Game Objects deal with responsive scaling.< / p >
< p > If only one parameter is given then that value will be used for both scaleMin and scaleMax:
< 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:
< 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,
or pass < code > null< / code > for the < code > maxX< / code > and < code > maxY< / code > parameters.< / p >
< 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" >
< 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 > 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 >
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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.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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< dt >
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< h4 class = "name "
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id="setStageReference">< span class = "type-signature" > < / span > setStageReference< span class = "signature" > (stage)< / 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 containers Stage reference. This is the Stage that this object, and all of its children, is connected to.< / 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 > stage< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > Stage< / span >
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< / td >
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< td class = "description last" > < p > the stage that the container will have as its current stage reference< / 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.DisplayObjectContainer.html#setStageReference" > PIXI.DisplayObjectContainer#setStageReference< / 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-412" > line 412< / a >
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< / dt >
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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 >
< 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 > -< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > child2< / 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 > -< / 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.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-145" > line 145< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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" >
< p > Override and use this function in your own custom objects to handle any update requirements you may have.< / 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_gameobjects_Rope.js.html" > gameobjects/Rope.js< / a > , < a href = "src_gameobjects_Rope.js.html#sunlight-1-line-110" > line 110< / a >
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< / dt >
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< / dl >
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< dt >
< h4 class = "name "
id="updateCrop">< span class = "type-signature" > < / span > updateCrop< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If you have set a crop rectangle on this Game Object via < code > crop< / code > and since modified the < code > cropRect< / code > property,
or the rectangle it references, then you need to update the crop frame by calling this method.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Crop.html#updateCrop" > Phaser.Component.Crop#updateCrop< / a >
< / li > < / dd >
< 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-86" > line 86< / a >
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< / dd >
< / dl >
< / article >
< / section >
< / div >
< 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 3.3.3< / a >
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on Mon Jul 11 2016 10:10:51 GMT+0100 (GMT Daylight Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
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 >