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2013-10-25 15:54:40 +00:00
< a href = "Phaser.Point.html" > Point< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Pointer.html" > Pointer< / a >
< / li >
2015-10-15 11:06:38 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.PointerMode.html" > PointerMode< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-07 06:10:15 +00:00
< a href = "Phaser.Polygon.html" > Polygon< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.QuadTree.html" > QuadTree< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RandomDataGenerator.html" > RandomDataGenerator< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Rectangle.html" > Rectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.RequestAnimationFrame.html" > RequestAnimationFrame< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.RetroFont.html" > RetroFont< / a >
< / li >
2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
2015-07-22 14:31:30 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.Video.html" > Video< / a >
2013-10-25 15:54:40 +00:00
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "Phaser.World.html" > World< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
2015-07-22 14:31:30 +00:00
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
2014-11-15 20:01:46 +00:00
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
2015-08-24 14:43:45 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasPool.html" > CanvasPool< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< 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 >
< 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
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 >
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 >
< 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 >
< 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 >
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#EMITTER" > EMITTER< / 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#GAMES" > GAMES< / a >
2014-11-15 20:01:46 +00:00
< / li >
2015-03-23 23:46:30 +00:00
< li class = "class-depth-0" >
2015-07-22 14:31:30 +00:00
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
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#GROUP" > GROUP< / 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#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< 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 >
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RETROFONT" > RETROFONT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
< 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 >
< 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 >
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 >
2013-10-25 15:54:40 +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 >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< 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 = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/irc" > IRC< / 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: BitmapText</h1> -->
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< section >
< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
BitmapText
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
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id="BitmapText">< span class = "type-signature" > < / span > new BitmapText< span class = "signature" > (game, x, y, font, < span class = "optional" > text< / span > , < span class = "optional" > size< / span > , < span class = "optional" > align< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
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It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to
match the font structure.< / p >
< p > BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
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to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by
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processing the font texture in an image editor, applying fills and any other effects required.< / p >
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< p > To create multi-line text insert \r, \n or \r\n escape codes into the text string.< / p >
< p > If you are having performance issues due to the volume of sprites being rendered, and do not require the text to be constantly
updating, you can use BitmapText.generateTexture to create a static texture from this BitmapText.< / p >
< p > To create a BitmapText data files you can use:< / p >
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< p > BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
Littera (Web-based, free): http://kvazars.com/littera/< / p >
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< p > For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of
converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson< / p >
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< p > If you were using an older version of Phaser (< 2.4) and using the DOMish parser hack, please remove this. It isn't required any longer.< / 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 >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< 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 >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > X coordinate to display the BitmapText object at.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > Y coordinate to display the BitmapText object at.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > font< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
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< td class = "description last" > < p > The key of the BitmapText as stored in Phaser.Cache.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > text< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
''
< / td >
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< td class = "description last" > < p > The text that will be rendered. This can also be set later via BitmapText.text.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > size< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
32
< / td >
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< td class = "description last" > < p > The size the font will be rendered at in pixels.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > align< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
'left'
< / td >
< td class = "description last" > < p > The alignment of multi-line text. Has no effect if there is only one line of text.< / 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_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-54" > line 54< / 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.DisplayObjectContainer.html" > PIXI.DisplayObjectContainer< / 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.AutoCull.html" > Phaser.Component.AutoCull< / a > < / li >
< li > < a href = "Phaser.Component.Bounds.html" > Phaser.Component.Bounds< / 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.InputEnabled.html" > Phaser.Component.InputEnabled< / 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.PhysicsBody.html" > Phaser.Component.PhysicsBody< / a > < / li >
< li > < a href = "Phaser.Component.Reset.html" > Phaser.Component.Reset< / 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 "
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id="align">< span class = "type-signature" > < / span > align< span class = "type-signature" > :string< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-470" > line 470< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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id="alive">< span class = "type-signature" > < / span > alive< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A useful flag to control if the Game Object is alive or dead.< / p >
< 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 >
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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.LifeSpan.html#alive" > Phaser.Component.LifeSpan#alive< / a >
< / li > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_LifeSpan.js.html" > gameobjects/components/LifeSpan.js< / a > , < a href = "src_gameobjects_components_LifeSpan.js.html#sunlight-1-line-50" > line 50< / a >
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< / dt >
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< / dl >
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< dt >
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id="alpha">< span class = "type-signature" > < / span > alpha< span class = "type-signature" > :Number< / span > < / h4 >
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< div class = "description" >
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< p > The opacity of the object.< / p >
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< / div >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObject.html#alpha" > PIXI.DisplayObject#alpha< / a >
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< / li > < / dd >
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-46" > line 46< / a >
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id="anchor">< span class = "type-signature" > < / span > anchor< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The anchor value of this BitmapText.< / p >
< / div >
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< a href = "src_gameobjects_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-92" > line 92< / a >
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id="angle">< span class = "type-signature" > < / span > angle< span class = "type-signature" > :number< / span > < / h4 >
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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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< 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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< 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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id="animations">< span class = "type-signature" > < / span > animations< span class = "type-signature" > :< a href = "Phaser.AnimationManager.html" > Phaser.AnimationManager< / a > < / span > < / h4 >
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< 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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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.Core.html#animations" > Phaser.Component.Core#animations< / 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 >
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id="autoCull">< span class = "type-signature" > < / span > autoCull< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > A Game Object with < code > autoCull< / code > set to true will check its bounds against the World Camera every frame.
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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< a href = "Phaser.Component.AutoCull.html#autoCull" > Phaser.Component.AutoCull#autoCull< / a >
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id="body">< span class = "type-signature" > < / span > body< span class = "type-signature" > :< a href = "Phaser.Physics.Arcade.Body.html" > Phaser.Physics.Arcade.Body< / a > |< a href = "Phaser.Physics.P2.Body.html" > Phaser.Physics.P2.Body< / a > |< a href = "Phaser.Physics.Ninja.Body.html" > Phaser.Physics.Ninja.Body< / a > |null< / span > < / h4 >
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< p > < code > body< / code > is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated
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 >
|
< span class = "param-type" > < a href = "Phaser.Physics.P2.Body.html" > Phaser.Physics.P2.Body< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Physics.Ninja.Body.html" > Phaser.Physics.Ninja.Body< / a > < / span >
|
< span class = "param-type" > null< / span >
< / li >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.PhysicsBody.html#body" > Phaser.Component.PhysicsBody#body< / a >
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< a href = "src_gameobjects_components_PhysicsBody.js.html" > gameobjects/components/PhysicsBody.js< / a > , < a href = "src_gameobjects_components_PhysicsBody.js.html#sunlight-1-line-91" > line 91< / a >
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id="bottom">< span class = "type-signature" > < readonly> < / 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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< a href = "Phaser.Component.Bounds.html#bottom" > Phaser.Component.Bounds#bottom< / a >
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id="cacheAsBitmap">< span class = "type-signature" > < / span > cacheAsBitmap< span class = "type-signature" > :Boolean< / span > < / h4 >
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< p > Set if this display object is cached as a bitmap.
This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects.
To remove simply set this property to 'null'< / p >
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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "PIXI.DisplayObject.html#cacheAsBitmap" > PIXI.DisplayObject#cacheAsBitmap< / 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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< 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="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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< a href = "Phaser.Component.InWorld.html#checkWorldBounds" > Phaser.Component.InWorld#checkWorldBounds< / a >
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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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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-17" > line 17< / a >
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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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< 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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< a href = "src_gameobjects_components_Core.js.html" > gameobjects/components/Core.js< / a > , < a href = "src_gameobjects_components_Core.js.html#sunlight-1-line-160" > line 160< / a >
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id="debug">< span class = "type-signature" > < / span > debug< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > A debug flag designed for use with < code > Game.enableStep< / code > .< / p >
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id="destroyPhase">< span class = "type-signature" > < readonly> < / span > destroyPhase< span class = "type-signature" > :boolean< / span > < / h4 >
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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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< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.Destroy.html#destroyPhase" > Phaser.Component.Destroy#destroyPhase< / a >
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< dt >
< 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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< / dt >
< dd >
< div class = "description" >
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< p > The dirty state of this object.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-153" > line 153< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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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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< / dt >
< dd >
< div class = "description" >
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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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< / 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#events" > Phaser.Component.Core#events< / 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-178" > line 178< / 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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< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="exists">< span class = "type-signature" > < / span > exists< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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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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< / div >
< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Core.html#exists" > Phaser.Component.Core#exists< / 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-277" > line 277< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="filterArea">< span class = "type-signature" > < / span > filterArea< span class = "type-signature" > :Rectangle< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The area the filter is applied to like the hitArea this is used as more of an optimisation
rather than figuring out the dimensions of the displayObject each frame you can set this rectangle< / 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 = "PIXI.DisplayObject.html#filterArea" > PIXI.DisplayObject#filterArea< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-164" > line 164< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="filters">< span class = "type-signature" > < / span > filters< span class = "type-signature" > :Array.< Filter>< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Sets the filters for the displayObject.
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IMPORTANT: This is a webGL only feature and will be ignored by the Canvas renderer.< / p >
< p > To remove filters simply set this property to 'null'.< / p >
< p > You cannot have a filter and a multiply blend mode active at the same time. Setting a filter will reset
this objects blend mode to NORMAL.< / p >
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< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > Array.< Filter>< / span >
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< / 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 = "PIXI.DisplayObject.html#filters" > PIXI.DisplayObject#filters< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-307" > line 307< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="fixedToCamera">< span class = "type-signature" > < / span > fixedToCamera< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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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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< / 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.FixedToCamera.html#fixedToCamera" > Phaser.Component.FixedToCamera#fixedToCamera< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
2015-03-26 02:38:46 +00:00
< a href = "src_gameobjects_components_FixedToCamera.js.html" > gameobjects/components/FixedToCamera.js< / a > , < a href = "src_gameobjects_components_FixedToCamera.js.html#sunlight-1-line-56" > line 56< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="font">< span class = "type-signature" > < / span > font< span class = "type-signature" > :string< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-514" > line 514< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="fontSize">< span class = "type-signature" > < / span > fontSize< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The size of the font in pixels.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-537" > line 537< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="fresh">< span class = "type-signature" > < readonly> < / span > fresh< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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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" >
< 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#fresh" > Phaser.Component.Core#fresh< / 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-241" > line 241< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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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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< / dt >
< dd >
< div class = "description" >
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< p > A reference to the currently running Game.< / 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#game" > Phaser.Component.Core#game< / 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-145" > line 145< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="height">< span class = "type-signature" > < / span > height< span class = "type-signature" > :Number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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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 >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#height" > PIXI.DisplayObjectContainer#height< / 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-61" > line 61< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="hitArea">< span class = "type-signature" > < / span > hitArea< span class = "type-signature" > :Rectangle|Circle|Ellipse|Polygon< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > This is the defined area that will pick up mouse / touch events. It is null by default.
Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)< / p >
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< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > Rectangle< / span >
|
< span class = "param-type" > Circle< / span >
|
< span class = "param-type" > Ellipse< / span >
|
< span class = "param-type" > Polygon< / 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 = "PIXI.DisplayObject.html#hitArea" > PIXI.DisplayObject#hitArea< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-62" > line 62< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="inCamera">< span class = "type-signature" > < readonly> < / span > inCamera< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< 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 >
< / 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.AutoCull.html#inCamera" > Phaser.Component.AutoCull#inCamera< / 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-37" > line 37< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="input">< span class = "type-signature" > < / span > input< span class = "type-signature" > :< a href = "Phaser.InputHandler.html" > Phaser.InputHandler< / a > |null< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The Input Handler for this Game Object.< / p >
< p > By default it is disabled. If you wish this Game Object to process input events you should enable it with: < code > inputEnabled = true< / code > .< / p >
< p > After you have done this, this property will be a reference to the Phaser InputHandler.< / p >
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< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > < a href = "Phaser.InputHandler.html" > Phaser.InputHandler< / a > < / span >
|
< span class = "param-type" > null< / 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 >
2015-03-23 23:46:30 +00:00
< a href = "Phaser.Component.InputEnabled.html#input" > Phaser.Component.InputEnabled#input< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
2015-03-23 23:46:30 +00:00
< a href = "src_gameobjects_components_InputEnabled.js.html" > gameobjects/components/InputEnabled.js< / a > , < a href = "src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-24" > line 24< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="inputEnabled">< span class = "type-signature" > < / span > inputEnabled< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > By default a Game Object won't process any input events. By setting < code > inputEnabled< / code > to true a Phaser.InputHandler is created
for this Game Object and it will then start to process click / touch events and more.< / p >
< p > You can then access the Input Handler via < code > this.input< / code > .< / p >
< p > Note that Input related events are dispatched from < code > this.events< / code > , i.e.: < code > events.onInputDown< / code > .< / p >
< p > If you set this property to false it will stop the Input Handler from processing any more input events.< / p >
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< / div >
< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.InputEnabled.html#inputEnabled" > Phaser.Component.InputEnabled#inputEnabled< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
2015-03-23 23:46:30 +00:00
< a href = "src_gameobjects_components_InputEnabled.js.html" > gameobjects/components/InputEnabled.js< / a > , < a href = "src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-38" > line 38< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="inWorld">< span class = "type-signature" > < readonly> < / span > inWorld< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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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" >
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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#inWorld" > Phaser.Component.InWorld#inWorld< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
2015-03-23 23:46:30 +00:00
< a href = "src_gameobjects_components_InWorld.js.html" > gameobjects/components/InWorld.js< / a > , < a href = "src_gameobjects_components_InWorld.js.html#sunlight-1-line-114" > line 114< / a >
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< / dt >
< / dl >
< / dd >
< 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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< / dt >
< dd >
< div class = "description" >
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< p > The key of the image or texture used by this Game Object during rendering.
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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.
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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.
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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 >
|
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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 >
< / 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 >
< 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-196" > line 196< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="left">< span class = "type-signature" > < readonly> < / span > left< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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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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< / 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#left" > Phaser.Component.Bounds#left< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Bounds.js.html" > gameobjects/components/Bounds.js< / a > , < a href = "src_gameobjects_components_Bounds.js.html#sunlight-1-line-59" > line 59< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="lifespan">< span class = "type-signature" > < / span > lifespan< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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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" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.LifeSpan.html#lifespan" > Phaser.Component.LifeSpan#lifespan< / a >
< / 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-65" > line 65< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="mask">< span class = "type-signature" > < / span > mask< span class = "type-signature" > :< a href = "PIXI.Graphics.html" > PIXI.Graphics< / a > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping.
To remove a mask, set this property to null.< / 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.DisplayObject.html#mask" > PIXI.DisplayObject#mask< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-282" > line 282< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="maxWidth">< span class = "type-signature" > < / span > maxWidth< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The maximum display width of this BitmapText in pixels.< / p >
< p > If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped
based on the last whitespace character found in the line.< / p >
< p > If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.< / p >
< p > Disable maxWidth by setting the value to 0. The maximum width of this BitmapText in pixels.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-583" > line 583< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="name">< span class = "type-signature" > < / span > name< span class = "type-signature" > :string< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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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 >
< 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#name" > Phaser.Component.Core#name< / 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-153" > line 153< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="offsetX">< span class = "type-signature" > < readonly> < / span > offsetX< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The amount the Game Object is visually offset from its 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 >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Bounds.html#offsetX" > Phaser.Component.Bounds#offsetX< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Bounds.js.html" > gameobjects/components/Bounds.js< / a > , < a href = "src_gameobjects_components_Bounds.js.html#sunlight-1-line-24" > line 24< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="offsetY">< span class = "type-signature" > < readonly> < / span > offsetY< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The amount the Game Object is visually offset from its y coordinate.
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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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Bounds.js.html" > gameobjects/components/Bounds.js< / a > , < a href = "src_gameobjects_components_Bounds.js.html#sunlight-1-line-42" > line 42< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="outOfBoundsKill">< span class = "type-signature" > < / span > outOfBoundsKill< 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 > 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" >
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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#outOfBoundsKill" > Phaser.Component.InWorld#outOfBoundsKill< / a >
< / li > < / dd >
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< dt class = "tag-source" > Source -
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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-100" > line 100< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="parent">< span class = "type-signature" > < readonly> < / span > parent< span class = "type-signature" > :< a href = "PIXI.DisplayObjectContainer.html" > PIXI.DisplayObjectContainer< / a > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > [read-only] The display object container that contains this display object.< / 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.DisplayObject.html#parent" > PIXI.DisplayObject#parent< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-79" > line 79< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pendingDestroy">< span class = "type-signature" > < / span > pendingDestroy< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< 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 >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Core.html#pendingDestroy" > Phaser.Component.Core#pendingDestroy< / a >
< / li > < / dd >
< 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-252" > line 252< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="physicsType">< span class = "type-signature" > < readonly> < / span > physicsType< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The const physics body type of this object.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-75" > line 75< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="pivot">< span class = "type-signature" > < / span > pivot< span class = "type-signature" > :Point< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The pivot point of the displayObject that it rotates around< / 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.DisplayObject.html#pivot" > PIXI.DisplayObject#pivot< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-30" > line 30< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="position">< span class = "type-signature" > < / span > position< span class = "type-signature" > :Point< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The coordinate of the object relative to the local coordinates of the parent.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
2015-03-23 23:46:30 +00:00
< a href = "PIXI.DisplayObject.html#position" > PIXI.DisplayObject#position< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
2015-03-23 23:46:30 +00:00
< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-14" > line 14< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="previousPosition">< span class = "type-signature" > < readonly> < / span > previousPosition< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The position the Game Object was located in the previous frame.< / 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#previousPosition" > Phaser.Component.Core#previousPosition< / a >
< / 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-218" > line 218< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="previousRotation">< span class = "type-signature" > < readonly> < / span > previousRotation< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The rotation the Game Object was in set to in the previous frame. Value is in radians.< / 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#previousRotation" > Phaser.Component.Core#previousRotation< / a >
< / 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-225" > line 225< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="renderable">< span class = "type-signature" > < / span > renderable< span class = "type-signature" > :Boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Can this object be rendered< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.DisplayObject.html#renderable" > PIXI.DisplayObject#renderable< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
2015-10-15 11:06:38 +00:00
< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-71" > line 71< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="renderOrderID">< span class = "type-signature" > < readonly> < / span > renderOrderID< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The render order ID is used internally by the renderer and Input Manager and should not be modified.
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" >
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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#renderOrderID" > Phaser.Component.Core#renderOrderID< / a >
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< dt >
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id="right">< span class = "type-signature" > < readonly> < / span > right< span class = "type-signature" > :number< / span > < / h4 >
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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 >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.Bounds.html#right" > Phaser.Component.Bounds#right< / a >
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id="rotation">< span class = "type-signature" > < / span > rotation< span class = "type-signature" > :Number< / span > < / h4 >
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< p > The rotation of the object 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 = "PIXI.DisplayObject.html#rotation" > PIXI.DisplayObject#rotation< / a >
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id="scale">< span class = "type-signature" > < / span > scale< span class = "type-signature" > :Point< / span > < / h4 >
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< p > The scale factor of the object.< / 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.DisplayObject.html#scale" > PIXI.DisplayObject#scale< / a >
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id="smoothed">< span class = "type-signature" > < / span > smoothed< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
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< div class = "description" >
< p > Enable or disable texture smoothing for this BitmapText.< / p >
< p > The smoothing is applied to the BaseTexture of this font, which all letters of the text reference.< / p >
< p > Smoothing is enabled by default.< / p >
< / div >
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< a href = "src_gameobjects_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-616" > line 616< / a >
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id="stage">< span class = "type-signature" > < readonly> < / span > stage< span class = "type-signature" > :Stage< / span > < / h4 >
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< p > [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "PIXI.DisplayObject.html#stage" > PIXI.DisplayObject#stage< / a >
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id="text">< span class = "type-signature" > < / span > text< span class = "type-signature" > :string< / span > < / h4 >
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< p > The text to be displayed by this BitmapText object.< / p >
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id="textHeight">< span class = "type-signature" > < readonly> < / span > textHeight< span class = "type-signature" > :number< / span > < / h4 >
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< p > The height in pixels of the overall text area, taking into consideration multi-line text.< / p >
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< p > The width in pixels of the overall text area, taking into consideration multi-line text.< / p >
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id="tint">< span class = "type-signature" > < / span > tint< span class = "type-signature" > :number< / span > < / h4 >
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< p > The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)< / p >
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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" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "Phaser.Component.Bounds.html#top" > Phaser.Component.Bounds#top< / a >
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id="type">< span class = "type-signature" > < readonly> < / span > type< span class = "type-signature" > :number< / span > < / h4 >
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< p > The const type of this object.< / p >
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id="visible">< span class = "type-signature" > < / span > visible< span class = "type-signature" > :Boolean< / span > < / h4 >
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< p > The visibility of the object.< / p >
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< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
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< a href = "PIXI.DisplayObject.html#visible" > PIXI.DisplayObject#visible< / a >
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id="width">< span class = "type-signature" > < / span > width< span class = "type-signature" > :Number< / span > < / h4 >
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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 >
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< a href = "PIXI.DisplayObjectContainer.html#width" > PIXI.DisplayObjectContainer#width< / a >
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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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< 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" >
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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#world" > Phaser.Component.Core#world< / a >
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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-204" > line 204< / a >
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id="worldAlpha">< span class = "type-signature" > < readonly> < / span > worldAlpha< span class = "type-signature" > :Number< / span > < / h4 >
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< dd >
< div class = "description" >
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< p > [read-only] The multiplied alpha of the displayObject< / 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.DisplayObject.html#worldAlpha" > PIXI.DisplayObject#worldAlpha< / a >
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-97" > line 97< / a >
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id="worldPosition">< span class = "type-signature" > < readonly> < / span > worldPosition< span class = "type-signature" > :Point< / span > < / h4 >
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< dd >
< div class = "description" >
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< p > The position of the Display Object based on the world transform.
This value is updated at the end of updateTransform and takes all parent transforms into account.< / 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.DisplayObject.html#worldPosition" > PIXI.DisplayObject#worldPosition< / a >
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< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-116" > line 116< / a >
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id="worldRotation">< span class = "type-signature" > < readonly> < / span > worldRotation< span class = "type-signature" > :Number< / span > < / h4 >
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< dd >
< div class = "description" >
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< p > The rotation of the Display Object, in radians, based on the world transform.
This value is updated at the end of updateTransform and takes all parent transforms into account.< / 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.DisplayObject.html#worldRotation" > PIXI.DisplayObject#worldRotation< / a >
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< dt class = "tag-source" > Source -
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id="worldScale">< span class = "type-signature" > < readonly> < / span > worldScale< span class = "type-signature" > :Point< / span > < / h4 >
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< div class = "description" >
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< p > The scale of the Display Object based on the world transform.
This value is updated at the end of updateTransform and takes all parent transforms into account.< / 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.DisplayObject.html#worldScale" > PIXI.DisplayObject#worldScale< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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id="worldVisible">< span class = "type-signature" > < / span > worldVisible< span class = "type-signature" > :Boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > [read-only] Indicates if the sprite is globally visible.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.DisplayObject.html#worldVisible" > PIXI.DisplayObject#worldVisible< / a >
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< h4 class = "name "
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id="x">< span class = "type-signature" > < / span > x< span class = "type-signature" > :Number< / span > < / h4 >
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< div class = "description" >
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< p > The position of the displayObject on the x axis relative to the local coordinates of the parent.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObject.html#x" > PIXI.DisplayObject#x< / a >
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< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-719" > line 719< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="y">< span class = "type-signature" > < / span > y< span class = "type-signature" > :Number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > The position of the displayObject on the y axis relative to the local coordinates of the parent.< / p >
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< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObject.html#y" > PIXI.DisplayObject#y< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-737" > line 737< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="z">< span class = "type-signature" > < readonly> < / span > z< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
< p > The z depth of this Game Object within its parent Group.
No two objects in a Group can have the same z value.
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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 >
< a href = "Phaser.Component.Core.html#z" > Phaser.Component.Core#z< / a >
< / 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-170" > line 170< / a >
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< / dt >
< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
< h4 class = "name "
id="addChild">< span class = "type-signature" > < / span > addChild< span class = "signature" > (child)< / span > < span class = "type-signature" > → {< a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds a child to the container.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > child< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
< / td >
< td class = "description last" > < p > The DisplayObject to add to the container< / p > < / td >
< / tr >
< / tbody >
< / table >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
-
< / 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#addChild" > PIXI.DisplayObjectContainer#addChild< / 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-91" > line 91< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="addChildAt">< span class = "type-signature" > < / span > addChildAt< span class = "signature" > (child, index)< / span > < span class = "type-signature" > → {< a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > child< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
< / 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" >
< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
-
< / 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-103" > line 103< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Destroy this DisplayObject.
Removes all references to transformCallbacks, its parent, the stage, filters, bounds, mask and cached Sprites.< / p >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "PIXI.DisplayObject.html#destroy" > PIXI.DisplayObject#destroy< / a >
< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-223" > line 223< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="generateTexture">< span class = "type-signature" > < / span > generateTexture< span class = "signature" > (resolution, scaleMode, renderer)< / span > < span class = "type-signature" > → {< a href = "PIXI.Texture.html" > PIXI.Texture< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Useful function that returns a texture of the displayObject object that can then be used to create sprites
This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.< / p >
< / 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 > resolution< / 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 resolution of the texture being generated< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > scaleMode< / code > < / td >
< td class = "type" >
< span class = "param-type" > Number< / span >
< / td >
< td class = "description last" > < p > See {{#crossLink " PIXI/scaleModes:property" }}PIXI.scaleModes{{/crossLink}} for possible values< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > renderer< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "PIXI.CanvasRenderer.html" > PIXI.CanvasRenderer< / a > < / span >
|
< span class = "param-type" > < a href = "PIXI.WebGLRenderer.html" > PIXI.WebGLRenderer< / a > < / span >
< / td >
< td class = "description last" > < p > The renderer used to generate the texture.< / 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 = "PIXI.Texture.html" > PIXI.Texture< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > a texture of the graphics 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 = "PIXI.DisplayObject.html#generateTexture" > PIXI.DisplayObject#generateTexture< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-542" > line 542< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="getBounds">< span class = "type-signature" > < / span > getBounds< span class = "signature" > ()< / span > < span class = "type-signature" > → {Rectangle}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Retrieves the bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.< / p >
< / div >
< 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 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#getBounds" > PIXI.DisplayObjectContainer#getBounds< / 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-307" > line 307< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="getChildAt">< span class = "type-signature" > < / span > getChildAt< span class = "signature" > (index)< / span > < span class = "type-signature" > → {< a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > }< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Returns the child at the specified index< / 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 > index< / code > < / td >
< td class = "type" >
< span class = "param-type" > Number< / span >
< / 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" >
< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
-
< / 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-194" > line 194< / 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 >
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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 = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
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< / td >
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< td class = "description last" > < p > The DisplayObject instance to identify< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< 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 >
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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#getChildIndex" > PIXI.DisplayObjectContainer#getChildIndex< / 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-159" > line 159< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="getLocalBounds">< span class = "type-signature" > < / span > getLocalBounds< span class = "signature" > ()< / span > < span class = "type-signature" > → {Rectangle}< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Retrieves the non-global local bounds of the displayObjectContainer as a rectangle. The calculation takes all visible children into consideration.< / p >
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< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > Rectangle< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > The rectangular bounding area< / p >
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< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#getLocalBounds" > PIXI.DisplayObjectContainer#getLocalBounds< / 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-367" > line 367< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="kill">< span class = "type-signature" > < / span > kill< span class = "signature" > ()< / span > < span class = "type-signature" > → {< a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Kills a Game Object. A killed Game Object has its < code > alive< / code > , < code > exists< / code > and < code > visible< / code > properties all set to false.< / p >
< p > It will dispatch the < code > onKilled< / code > event. You can listen to < code > events.onKilled< / code > for the signal.< / p >
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< p > Note that killing a Game Object is a way for you to quickly recycle it in an object pool,
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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 >
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< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / 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="postUpdate">< span class = "type-signature" > < / span > postUpdate< 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 >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-198" > line 198< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
< h4 class = "name "
id="preUpdate">< span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Automatically called by World.preUpdate.< / p >
< / div >
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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 BitmapText was rendered, otherwise false.< / p >
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< / div >
< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-187" > line 187< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="purgeGlyphs">< span class = "type-signature" > < / span > purgeGlyphs< span class = "signature" > ()< / span > < span class = "type-signature" > → {integer}< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If a BitmapText changes from having a large number of characters to having very few characters it will cause lots of
Sprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list they
still take up memory while sat in the glyphs pool waiting to be re-used in the future.< / p >
< p > If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the pool
by calling this method.< / p >
< p > Calling this doesn't prevent you from increasing the length of the text again in the future.< / p >
< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > integer< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The amount of glyphs removed from the pool.< / p >
< / div >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-412" > line 412< / 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 = "PIXI.DisplayObject.html" > PIXI.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 >
< td class = "name" > < code > child< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
< / td >
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< td class = "description last" > < p > The DisplayObject to remove< / 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 = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > The child that was removed.< / p >
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< / div >
< / div >
< 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#removeChild" > PIXI.DisplayObjectContainer#removeChild< / 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-211" > line 211< / 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 = "PIXI.DisplayObject.html" > PIXI.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 >
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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 > index< / code > < / td >
< td class = "type" >
< span class = "param-type" > Number< / span >
< / td >
< td class = "description last" > < p > The index to get the child from< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
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-
< / div >
< div class = "returns-desc param-desc" >
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< p > The child that was removed.< / p >
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< / div >
< / div >
< dl class = "details" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#removeChildAt" > PIXI.DisplayObjectContainer#removeChildAt< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObjectContainer.js.html" > pixi/display/DisplayObjectContainer.js< / a > , < a href = "src_pixi_display_DisplayObjectContainer.js.html#sunlight-1-line-226" > line 226< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="removeChildren">< span class = "type-signature" > < / span > removeChildren< span class = "signature" > (beginIndex, endIndex)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Removes all children from this container that are within the begin and end indexes.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
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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 > beginIndex< / code > < / td >
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< td class = "type" >
< span class = "param-type" > Number< / span >
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< / td >
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< td class = "description last" > < p > The beginning position. Default value is 0.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > endIndex< / code > < / td >
< td class = "type" >
< span class = "param-type" > Number< / span >
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< / td >
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< td class = "description last" > < p > The ending position. Default value is size of the container.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "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-244" > line 244< / 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="removeStageReference">< span class = "type-signature" > < / span > removeStageReference< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< 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" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "PIXI.DisplayObjectContainer.html#removeStageReference" > PIXI.DisplayObjectContainer#removeStageReference< / 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-407" > line 407< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
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id="reset">< span class = "type-signature" > < / span > reset< span class = "signature" > (x, y, < span class = "optional" > health< / span > )< / span > < span class = "type-signature" > → {< a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > }< / span > < / h4 >
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< / dt >
< dd >
< div class = "description" >
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< p > Resets the Game Object.< / p >
< p > This moves the Game Object to the given x/y world coordinates and sets < code > fresh< / code > , < code > exists< / code > ,
< code > visible< / code > and < code > renderable< / code > to true.< / p >
< p > If this Game Object has the LifeSpan component it will also set < code > alive< / code > to true and < code > health< / code > to the given value.< / p >
< p > If this Game Object has a Physics Body it will reset the Body.< / p >
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< / div >
< 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 > x< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > The x coordinate (in world space) to position the Game Object at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > y< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > The y coordinate (in world space) to position the Game Object at.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > health< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
1
< / td >
< td class = "description last" > < p > The health to give the Game Object if it has the Health component.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
-
< / div >
< 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" >
< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
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< a href = "Phaser.Component.Reset.html#reset" > Phaser.Component.Reset#reset< / a >
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< / li > < / dd >
< dt class = "tag-source" > Source -
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< a href = "src_gameobjects_components_Reset.js.html" > gameobjects/components/Reset.js< / a > , < a href = "src_gameobjects_components_Reset.js.html#sunlight-1-line-30" > line 30< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< 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" > → {< a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > }< / span > < / h4 >
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< / dt >
< dd >
< 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 >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
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< 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" >
1
< / 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" >
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< div class = "returns-type" >
< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
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-
< / div >
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< div class = "returns-desc param-desc" >
< p > This instance.< / 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 >
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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 >
< 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 >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > child< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
< / td >
< td class = "description last" > < p > The child DisplayObject instance for which you want to change the index number< / 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 resulting index number for the child display object< / 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#setChildIndex" > PIXI.DisplayObjectContainer#setChildIndex< / 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-176" > line 176< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< 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 >
< 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" >
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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 > 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 >
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< / tbody >
< / table >
< 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-391" > line 391< / 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="setText">< span class = "type-signature" > < / span > setText< span class = "signature" > (text)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The text to be displayed by this BitmapText object.< / p >
< p > It's faster to use < code > BitmapText.text = string< / code > , but this is kept for backwards compatibility.< / 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 > text< / 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 = "description last" > < p > The text to be displayed by this BitmapText object.< / 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_BitmapText.js.html" > gameobjects/BitmapText.js< / a > , < a href = "src_gameobjects_BitmapText.js.html#sunlight-1-line-217" > line 217< / 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="swapChildren">< span class = "type-signature" > < / span > swapChildren< span class = "signature" > (child, child2)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Swaps the position of 2 Display Objects within this container.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
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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 > child< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.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 = "PIXI.DisplayObject.html" > PIXI.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-134" > line 134< / 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="toGlobal">< span class = "type-signature" > < / span > toGlobal< span class = "signature" > (position)< / span > < span class = "type-signature" > → {Point}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Calculates the global position of the display object< / 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 > position< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > Point< / span >
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< / td >
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< td class = "description last" > < p > The world origin to calculate from< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > Point< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > A point object representing the position of this object< / 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 = "PIXI.DisplayObject.html#toGlobal" > PIXI.DisplayObject#toGlobal< / 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_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-576" > line 576< / 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="toLocal">< span class = "type-signature" > < / span > toLocal< span class = "signature" > (position, < span class = "optional" > from< / span > )< / span > < span class = "type-signature" > → {Point}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Calculates the local position of the display object relative to another point< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > position< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > Point< / span >
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< / td >
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< td class = "attributes" >
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< / td >
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< td class = "description last" > < p > The world origin to calculate from< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > from< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "PIXI.DisplayObject.html" > PIXI.DisplayObject< / a > < / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > The DisplayObject to calculate the global position from< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
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< span class = "param-type" > Point< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > A point object representing the position of this object< / 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 = "PIXI.DisplayObject.html#toLocal" > PIXI.DisplayObject#toLocal< / 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_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-590" > line 590< / 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" >
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< p > Override this method in your own custom objects to handle any update requirements.
It is called immediately after < code > preUpdate< / code > and before < code > postUpdate< / code > .
Remember if this Game Object has any children you should call update on those too.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "inherited-from" > Inherited From:< / dt >
< dd class = "inherited-from" > < ul class = "dummy" > < li >
< a href = "Phaser.Component.Core.html#update" > Phaser.Component.Core#update< / 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-321" > line 321< / 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 "
id="updateCache">< span class = "type-signature" > < / span > updateCache< 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 > Generates and updates the cached sprite for this object.< / 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 = "PIXI.DisplayObject.html#updateCache" > PIXI.DisplayObject#updateCache< / a >
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< dt class = "tag-source" > Source -
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< a href = "src_pixi_display_DisplayObject.js.html" > pixi/display/DisplayObject.js< / a > , < a href = "src_pixi_display_DisplayObject.js.html#sunlight-1-line-566" > line 566< / a >
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
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< br / >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.2< / a >
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on Thu Oct 15 2015 12:04:57 GMT+0100 (GMT Daylight Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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