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2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
2014-11-15 20:01:46 +00:00
</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
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<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Strip.html">Strip</a>
2014-11-15 20:01:46 +00:00
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<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.StripShader.html">StripShader</a>
2014-11-15 20:01:46 +00:00
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<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Texture.html">Texture</a>
2014-11-15 20:01:46 +00:00
</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>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
2014-11-25 00:23:44 +00:00
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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<ul class="dropdown-menu ">
2016-06-03 17:48:34 +00:00
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
</li>
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#AUTO">AUTO</a>
2014-11-15 20:01:46 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#BITMAPDATA">BITMAPDATA</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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<a href="global.html#blendModes">blendModes</a>
2014-11-15 20:01:46 +00:00
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2016-06-17 00:11:24 +00:00
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#BUTTON">BUTTON</a>
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<a href="global.html#CANVAS">CANVAS</a>
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
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2016-06-17 00:11:24 +00:00
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<a href="global.html#CENTER">CENTER</a>
</li>
2015-07-22 14:31:30 +00:00
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<a href="global.html#CIRCLE">CIRCLE</a>
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<a href="global.html#CREATURE">CREATURE</a>
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2016-06-09 16:13:31 +00:00
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<a href="global.html#displayList">displayList</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#DOWN">DOWN</a>
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<a href="global.html#ELLIPSE">ELLIPSE</a>
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2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#emit">emit</a>
</li>
2015-07-22 14:31:30 +00:00
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<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#GRAPHICS">GRAPHICS</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#GROUP">GROUP</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#HEADLESS">HEADLESS</a>
2014-11-15 20:01:46 +00:00
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2016-06-09 16:13:31 +00:00
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
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2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#IMAGE">IMAGE</a>
2014-11-15 20:01:46 +00:00
</li>
2016-06-09 16:13:31 +00:00
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#LEFT">LEFT</a>
</li>
2016-06-17 00:11:24 +00:00
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
</li>
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
</li>
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#listeners">listeners</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#mixin">mixin</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#off">off</a>
</li>
<li class="class-depth-0">
<a href="global.html#on">on</a>
</li>
<li class="class-depth-0">
<a href="global.html#once">once</a>
</li>
2016-02-08 17:01:36 +00:00
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-2">
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
2016-06-09 16:13:31 +00:00
<li class="class-depth-0">
<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#removeAllListeners">removeAllListeners</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
2016-06-17 00:11:24 +00:00
<li class="class-depth-0">
<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
2016-08-26 00:18:47 +00:00
<li class="class-depth-0">
<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
</li>
<li class="class-depth-0">
<a href="global.html#stopPropagation">stopPropagation</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#TILEMAP">TILEMAP</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
2015-07-22 14:31:30 +00:00
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
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<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
2016-06-17 00:11:24 +00:00
<li class="class-depth-0">
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
</li>
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<a href="global.html#TOP_LEFT">TOP_LEFT</a>
</li>
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<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
2016-06-09 16:13:31 +00:00
<li class="class-depth-0">
<a href="global.html#VERTICAL">VERTICAL</a>
</li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
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<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
2014-11-15 20:01:46 +00:00
</li>
</ul>
</li>
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
<li class="dropdown">
2014-11-25 00:23:44 +00:00
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
<ul class="dropdown-menu ">
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
2014-11-15 20:01:46 +00:00
<ul class="dropdown-menu ">
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
2015-07-22 14:31:30 +00:00
<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>
2014-11-15 20:01:46 +00:00
</ul>
</li>
2014-11-25 00:23:44 +00:00
<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>
2016-06-17 00:11:24 +00:00
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
2014-11-25 00:23:44 +00:00
<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>
2016-08-26 00:18:47 +00:00
<li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li>
2014-11-25 00:23:44 +00:00
<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 ">
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
2014-11-25 00:23:44 +00:00
<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>
2015-07-22 14:31:30 +00:00
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<h1 class="page-title">Source: src/plugins/path/PathFollower.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @author Pete Baron &lt;pete@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* A PathFollower is a virtual entity that follows the Path.
* It is usually linked to a game object such as a Sprite and it will control either the
* position of that object, or its velocity if it is a physics object.
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*
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* Callbacks will be triggered when certain events happen as the follower moves. These
* may be used to aid in the creation of complex behaviours for the game objects.
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*
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* @class Phaser.PathFollower
* @constructor
* @param {Phaser.Path} path - The Path object which this follower is created on.
* @param {Phaser.Sprite|object} follower - The game object which this follower controls. Requires public properties: `x`, `y` for position and `rotation` for angle control (if specified).
* @param {number} [speed=1] - The current speed of this follower in pixels per frame. This value is multiplied with the Path segment speed to give the final value used.
* @param {number} [angleOffset=null] - If `null` then the PathFollower won't rotate. Otherwise it will face in the paths direction plus this offset which is given in radians.
* @param {function} [callbackAtEnd] - A callback to be invoked when the follower reaches the end of a path.
* @param {number} [physicsAdjustTime=0] - If non-zero then the follower expects to control a physics object using "arcade.moveToObject" to control velocity.
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*/
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Phaser.PathFollower = function (path, follower, speed, rotationOffset, angularOffset, callbackAtEnd, physicsAdjustTime) {
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if (speed === undefined) { speed = 1; }
if (rotationOffset === undefined) { rotationOffset = 0; }
if (angularOffset === undefined) { angularOffset = { angle: 0, distance: 0 }; }
if (physicsAdjustTime === undefined) { physicsAdjustTime = 0; }
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Phaser.EventTarget.call(this);
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this.path = path;
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this.follower = follower;
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this._turnOffset = rotationOffset;
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this.callbackAtEnd = callbackAtEnd;
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this.physicsAdjustTime = physicsAdjustTime;
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// offset is an x,y offset from the Path unique for this PathFollower, it is added to the Path's own offset to give a final location
this.offset = new Phaser.Point(0, 0);
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if (typeof speed === 'object')
{
this.speed = Phaser.Utils.extend(true, Object.create(Phaser.PathFollower.Defaults.speed), speed);
}
else
{
this.speed = Object.create(Phaser.PathFollower.Defaults.speed);
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this.speed.min = speed;
this.speed.max = speed;
}
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// _angularOffset is an angular offset from the Path's tangent direction, using angle (radians) and distance (pixels)
this._angularOffset = { angle: 0, distance: 0 };
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this.setAngularOffset(angularOffset.angle, angularOffset.distance);
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// branchCount is used when the follower passes a counted PathPoint (see the Mummy Path example)
// it is set whenever this follower passes a counted PathPoint and the count is zero
// it decrements each time the follower passes a counted PathPoint and the count is non-zero
// when the count reaches zero it triggers EVENT_COUNT_FINISH
// NOTE: if there are multiple counted PathPoints this will not work as expected as there is only one count variable per follower!
this.branchCount = 0;
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this.branchPredicate = null;
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// distance along the current Path segment
this._currentDistance = 0;
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// PathPoint index of the start of the current Path segment
this._currentPoint = 0;
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// Hermite curve for the current Path segment
this._currentCurve = this.path.getCurve(this._currentPoint);
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// initialise the _pathSpeed by taking the speed of the first point on this Path
var pp = new Phaser.PathPoint();
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if (this.path.getPathPoint(0, pp))
{
this._pathSpeed = pp.speed;
}
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// set up a virtualParticle if this is controlling a Physics body instead of a simple graphic object
if (this.physicsAdjustTime !== 0)
{
this.virtualParticle = new Phaser.Point(pp.x, pp.y);
}
else
{
this.virtualParticle = null;
}
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// default maximum gap permitted between a physics based follower and its virtual particle, in pixels
this.maximumGap = 1000;
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// process the data for the first point on this Path
this.path.processData(this, this._currentPoint, false);
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// initialise the pause time to zero for this follower
this._pauseTime = 0;
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this._accelerationTime = 0;
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this.yoyo = false;
if (!follower.events)
{
follower.events = {};
}
follower.events.onPathPointReached = new Phaser.Signal(); // "follower has reached a PathPoint on the path"
follower.events.onPathBranchReached = new Phaser.Signal(); // "follower has reached a branch and must choose a direction" (stay on this path or changePath to the branch)
/* TODO: */
follower.events.onCountFinished = new Phaser.Signal(); // "follower passed a counted point the specified number of times" */
follower.events.onPathStart = new Phaser.Signal(); // NOTE: not "follower started a path" but "follower moved backwards to the start of the path"
follower.events.onPathYoyo = new Phaser.Signal(); // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
follower.events.onPathEnd = new Phaser.Signal(); // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
follower.events.onPathLoop = new Phaser.Signal(); // "follower reached the end of a looped path and has started at the beginning again"
follower.followerPathName = this.path.name;
Object.defineProperty(this.speed, 'avg', {
get: function() {
return (this.min + this.max) / 2;
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}
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});
};
// events for PathFollower
Phaser.PathFollower.EVENT_REACHED_POINT = "event_reached_point"; // "follower has reached a PathPoint on the path"
Phaser.PathFollower.EVENT_BRANCH_CHOICE = "event_branch_choice"; // "follower has reached a branch and must choose a direction" (stay on this path or changePath to the branch)
Phaser.PathFollower.EVENT_COUNT_FINISH = "event_count_finish"; // "follower passed a counted point the specified number of times"
Phaser.PathFollower.EVENT_PATH_START = "event_path_start"; // NOTE: "a path started" but "follower moved backwards to the start of the path"
Phaser.PathFollower.EVENT_PATH_END = "event_path_end"; // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
Phaser.PathFollower.EVENT_PATH_LOOPED = "event_path_looped"; // "follower reached the end of a looped path and has started at the beginning again"
// reduce dynamic object allocations by using this temporary Point wherever possible
Phaser.PathFollower.tempPoint = new Phaser.Point();
Phaser.PathFollower.Defaults = {
speed: {
min: 1,
max: 1,
theta: null,
lambda: null,
_target: null,
_elapsed: 0,
_current: null,
_previous: null
}
};
// remove all event listeners when this PathFollower is destroyed
Phaser.PathFollower.prototype.destroy = function () {
this.follower.events.onPathPointReached.removeAll();
this.follower.events.onPathBranchReached.removeAll();
this.follower.events.onCountFinished.removeAll();
this.follower.events.onPathStart.removeAll();
this.follower.events.onPathEnd.removeAll();
this.follower.events.onPathLoop.removeAll();
};
// update this PathFollower and move the attached graphic or physics object
// @return: false if this PathFollower should be removed from the Path's list of followers
Phaser.PathFollower.prototype.update = function () {
// exit immediately if _pauseTime is non-zero and it's not that time yet
if (this._pauseTime != 0)
{
if (game.time.now &lt; this._pauseTime)
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{
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return true;
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}
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this._pauseTime = 0;
if (this.follower.animations !== undefined)
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{
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// Phaser.AnimationManager doesn't check for a currentAnim before trying to set it's paused value, so I have to do it here
if (this.follower.animations.currentAnim)
{
this.follower.animations.paused = false;
}
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}
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}
// if the follower is a physics object following a virtual particle
var waitForFollower = false;
if (this.physicsAdjustTime &amp;&amp; this.virtualParticle)
{
// if the distance is too great, make the virtual particle wait for the follower to catch up
if (game.physics.arcade.distanceBetween(this.follower, this.virtualParticle) >= this.maximumGap)
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{
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waitForFollower = true;
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}
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}
// advance along the path unless we're waiting for the follower to catch up
if (!waitForFollower)
{
this._currentDistance += this._calculateDistance();
}
// are we moving forwards or backwards?
var direction = (this.speed.avg * this._pathSpeed) >= 0 ? 1 : -1;
// while we're past either end of the current curve
while ((direction == 1 &amp;&amp; this._currentDistance >= this._currentCurve.length) || (direction == -1 &amp;&amp; this._currentDistance &lt; 0))
{
var memCurveLength = this._currentCurve.length;
// backwards...
if (direction == -1)
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{
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var branchTaken = false;
// passed a point going backwards, process the data for it
var point = this.path.processData(this, this._currentPoint, true);
this.follower.events.onPathPointReached.dispatch(this.follower, point);
this.takeBranchIfAvailable();
this._currentPoint--;
// reached the start of the path moving backwards
if (this._currentPoint &lt; 0)
{
if (this.path.loops)
{
this.follower.events.onPathLoop.dispatch(point);
this._currentPoint = this.path.numPoints() - 1;
}
else
{
if (!this.yoyo)
{
this.follower.events.onPathEnd.dispatch();
}
else
{
this.follower.events.onPathYoyo.dispatch();
var speed = {min: this.speed.min, max: this.speed.max};
this.speed.min = -speed.max;
this.speed.max = -speed.min;
this._currentPoint = 0;
this._currentCurve = this.path.getCurve(this._currentPoint);
this._currentDistance = 0;
return true;
}
}
}
if (!branchTaken)
{
// get the curve for this new point
this._currentCurve = this.path.getCurve(this._currentPoint);
// there isn't one, take a branch if there's one attached here
if (!this._currentCurve)
{
return this.takeBranchIfAvailable();
}
// move backwards to the end of the previous curve in the path
this._currentDistance += this._currentCurve.length;
}
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}
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else // forwards...
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{
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this._currentPoint++;
// reached the end of the path moving forwards
if (this.path.atEnd(this._currentPoint))
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{
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if (this.path.loops)
{
// the path loops
this.follower.events.onPathLoop.dispatch();
this._currentPoint = 0;
}
else
{
// if the path doesn't loop
if (!this.takeBranchIfAvailable())
{
if (!this.yoyo)
{
this.follower.events.onPathEnd.dispatch();
}
else
{
this.follower.events.onPathYoyo.dispatch();
var speed = {min: this.speed.min, max: this.speed.max};
this.speed.min = -speed.max;
this.speed.max = -speed.min;
this._currentPoint = this.path.length - 2;
this._currentCurve = this.path.getCurve(this._currentPoint);
this._currentDistance = this._currentCurve.length;
return true;
}
}
}
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}
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// passed a point going forwards, process the data for the next one
point = this.path.processData(this, this._currentPoint, false);
this.follower.events.onPathPointReached.dispatch(this.follower, point);
this.takeBranchIfAvailable();
// move forwards to the start of the next curve in the path
this._currentDistance -= memCurveLength;
// get the curve for this new point
this._currentCurve = this.path.getCurve(this._currentPoint);
// there isn't one, take a branch if there's one attached here
if (!this._currentCurve)
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{
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return this.takeBranchIfAvailable();
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}
}
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// update the path speed while we have a reference to the PathPoint handy
this._pathSpeed = point.speed;
}
return this.setPosition();
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};
Phaser.PathFollower.prototype._calculateDistance = function () {
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if (this.speed.min === this.speed.max)
{
return game.time.elapsed * this.speed.avg * this._pathSpeed;
}
else
{
this.speed._elapsed += game.time.elapsed;
this.speed._current = this.speed.current || this.speed.avg;
if (this.speed._elapsed >= this.speed.theta)
{
this.speed._current = this.speed._target;
this.speed._target = null;
this.speed._elapsed = 0;
}
if (!this.speed._target )
{
var min = Phaser.Math.clamp(this.speed._current - (this.speed._current * this.speed.lambda), this.speed.min, this.speed.max);
var max = Phaser.Math.clamp(this.speed._current + (this.speed._current * this.speed.lambda), this.speed.min, this.speed.max);
this.speed._target = game.rnd.realInRange(min, max);
}
var step = Phaser.Math.smoothstep(this.speed._elapsed,0,this.speed.theta);
return Phaser.Math.linear(this.speed._current, this.speed._target, step) * this._pathSpeed;;
}
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};
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// move the attached graphic or physics object to match this PathFollower
// @return: false if this PathFollower should be removed from the Path's list of followers
Phaser.PathFollower.prototype.setPosition = function () {
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// if the follower object has been destroyed, kill this too
if (!this.follower)
{
return false;
}
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this._currentCurve.getPointWithDistance(this._currentDistance, Phaser.PathFollower.tempPoint);
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var ox = this.offset.x;
var oy = this.offset.y;
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if (this._angularOffset.distance != 0)
{
var angle = (this.follower.rotation + this._angularOffset.angle);
ox += Math.cos(angle) * this._angularOffset.distance;
oy += Math.sin(angle) * this._angularOffset.distance;
}
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if (this.physicsAdjustTime)
{
// move the virtual particle along the path
this.virtualParticle.x = Phaser.PathFollower.tempPoint.x + ox;
this.virtualParticle.y = Phaser.PathFollower.tempPoint.y + oy;
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// move the physics body towards the virtual particle
if (this.follower.body)
{
game.physics.arcade.moveToObject(this.follower, this.virtualParticle, 100, this.physicsAdjustTime);
}
}
else
{
// move the follower along the path by directly adjusting it's x,y coordinates
this.follower.x = Phaser.PathFollower.tempPoint.x + ox;
this.follower.y = Phaser.PathFollower.tempPoint.y + oy;
}
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// if this follower should turn to follow the path, and it has a rotation member
if (this._turnOffset !== undefined &amp;&amp; this.follower.rotation !== undefined)
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{
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// turn to follow the path with a fixed offset of _turnOffset
this.follower.rotation = this._currentCurve.getAngleWithDistance(this._currentDistance) + this._turnOffset;
}
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return true;
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};
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// if we've reached the end of a path or a branch, take any branch that is available rather than die
// @return: true if successful, false if no branch is available
Phaser.PathFollower.prototype.takeBranchIfAvailable = function () {
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var p = new Phaser.PathPoint();
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if (this.path.getPathPoint(this._currentPoint, p))
{
// kill this follower if there isn't a branch for us to take
if (!p.branchPath || !this.branchPredicate || !this.branchPredicate(p, this.path))
{
return false;
}
// changePath calls back to redo this function, exit after calling it
this.changePath(p.branchPath, p.branchPointIndex);
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return true;
}
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return false;
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};
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// follow a different path
Phaser.PathFollower.prototype.changePath = function (branchPath, branchPointIndex) {
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// change to the new path
this.path = branchPath;
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// get the speed of the new path
this._pathSpeed = this.path.getPathPointReference(0).speed;
// set my position on the new path
this._currentPoint = branchPointIndex;
// update the curve if we've moved past a Path point
this._currentCurve = this.path.getCurve(this._currentPoint);
// we've finished the path
if (!this._currentCurve)
{
return this.takeBranchIfAvailable();
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}
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// move me to the correct position on the new curve
this.setPosition();
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};
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// change this follower's x,y offset values
Phaser.PathFollower.prototype.setOffset = function (x, y) {
// remove any prior offset from the follower's position
this.follower.x -= this.offset.x;
this.follower.y -= this.offset.y;
// set the new offset for this PathFollower
this.offset.x = x;
this.offset.y = y;
// add the offset into the follower's position straight away
this.follower.x += this.offset.x;
this.follower.y += this.offset.y;
};
// set this follower's angular offset values
Phaser.PathFollower.prototype.setAngularOffset = function (angle, distance) {
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this._angularOffset.angle = angle;
this._angularOffset.distance = distance;
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};
// cause this follower to pause for 'delay' milliseconds
Phaser.PathFollower.prototype.pause = function (delay) {
this._pauseTime = game.time.now + delay;
if (this.follower.animations !== undefined)
{
if (this.follower.animations.currentAnim)
{
this.follower.animations.paused = true;
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}
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}
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};
Object.defineProperty(Phaser.PathFollower.prototype, 'paused', {
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get: function() {
return !!this._pauseTime;
},
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set: function(val) {
if(!!val) {
this.pause(Number.MAX_VALUE);
} else {
this._pauseTime = game.time.now - 1;
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}
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},
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enumerable: true,
configurable: true
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});
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</pre>
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