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# Change Log
## Version 2.6.0 - "Fal Moran" - 8th July 2016
### New Features
* The Loader has a new property `headers`. This is an object checked by XHR Requests, used to set the Request Header of certain file types. JSON and XML are pre-configured, but you can add to, or modify this property as required (thanks @stoneman1 #2585 #2485)
* Phaser now has support for Typings, the TypeScript Definition Manager. See the `typescript/readme.md` file for installation instructions (thanks @monagames #2576)
* Phaser.Utils.reverseString will take the given string, reverse it, and then return it.
* Phaser.ArrayUtils.rotateRight is the opposite of ArrayUtils.rotate. It takes an array, removes the element from the end of the array, and inserts it at the start, shifting everything else 1 space in the process.
* Phaser.ArrayUtils.rotateLeft is the new name for Phaser.ArrayUtils.rotate. The old method is now deprecated (but still available in this release)
* Phaser.Color.toABGR converts RGBA components to a 32 bit integer in AABBGGRR format.
* ArcadePhysics.Body.setCircle is a new method that allows you to define an Arcade Physics Body as being a circle instead of a rectangle. You can control the radius of the body and the offset from the parent sprite.
* ArcadePhysics.World.separateCircle is a new method that handles all circular body collisions internally within Arcade Physics (thanks @VitaZheltyakov)
* All of the Arcade Physics internal methods, such as `collideGroupVsSelf`, `collideSpriteVsSprite` and so on, have been updated to work with circular body shapes (thanks @VitaZheltyakov)
* ArcadePhysics.Body.onWorldBounds is a new Signal that is dispatched whenever the Body collides with the world bounds, something that was previously difficult to detect. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()` and it will be called when a collision happens, passing five arguments: the sprite on which it occurred, and 4 booleans mapping to up, down, left and right, indicating on which side of the world the collision occurred.
* ArcadePhysics.Body.onCollide is a new Signal that is dispatched whenever the Body collides with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onCollide = new Phaser.Signal()` and it will be called when a collision happens, passing two arguments: the sprites which collided.
* ArcadePhysics.Body.onOverlap is a new Signal that is dispatched whenever the Body overlaps with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()` and it will be called when an overlap happens, passing two arguments: the sprites which collided.
* Groups now have the following properties, which are getters and setters: `centerX`, `centerY`, `left`, `right`, `top` and `bottom`. These calculate the bounds of the Group, based on all visible children, and then allow you to apply positioning based on that. This means you can, for example, now get the horizontal center of a Group by called `Group.centerX`. These properties are also setters, so you can position the Groups, and it will take scale and rotation into consideration.
* Groups have a new method `alignIn`. It allows you to align the Group within another Game Object, or a Rectangle. You can specify one of 9 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.CENTER` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily place Groups into the corners of the screen, or game world, or align them within other Sprites, using this method.
* Groups have a new method `alignTo`. It allows you to align a Group to the side of another Game Object, or a Rectangle. You can specify one of 11 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.LEFT_BOTTOM` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily align Groups next to other Sprites using this method.
### Updates
* TypeScript definitions fixes and updates (thanks @monagames)
* Docs typo fixes (thanks @drhayes)
* The TilemapParser will now add more data when importing Image object types from Tiled. The extra data available is: image width, image height, and flags to see if the image is flipped either horizontally, vertically or diagonally (thanks @gotenxds #2564 #2554)
* TilemapLayer.renderRegion has had an assignment to the obsolete `tileColor` property removed (thanks @cryptographer #2583)
* Group.getFurthestFrom and Group.getClosestTo has a new optional argument: `callback`. This allows you to apply your own additional filtering to the distance checks, ultimately influencing the selected child (thanks @LoneStranger #2577)
* Text.setText has a new optional argument `immediate` which will re-create the texture immediately upon call, rather than wait for the next render pass to do so (thanks @Scraft #2594)
* Phaser.Utils.pad now calls `toString` on the input given, which means you can pass in common data types, such as numbers, and have them padded and returned as strings.
* The canvas created by Phaser.Debug for use when displaying debug data is no longer stored in the CanvasPool, and is instead a stand-alone canvas, free from ever being re-used by another game object.
* BitmapData has a new, optional, fifth argument: `skipPool`. By default BitmapData objects will ask for the first free canvas found in the CanvasPool, but this behavior can now be customized on a per object basis.
* Phaser.ArrayUtils.rotate is now deprecated. Please use Phaser.ArrayUtils.rotateLeft instead.
* Phaser.Text.fontPropertiesCanvas used to be taken from the CanvasPool, but as it's constantly needed it is now generated directly from the document.
* The default image texture, for when none is supplied, is now available under `Phaser.Cache.DEFAULT`.
* The missing image texture, for when an image has failed to load, is now available under `Phaser.Cache.MISSING`.
* Phaser.Cache.addImage will now check the key given, and if `__default` or `__missing` it will update the new consts `Phaser.Cache.DEFAULT` and `Phaser.Cache.MISSING` accordingly, allowing you to replace the default or missing image textures used by Phaser.
* Phaser.Cache.getPixiTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
* Phaser.Cache.getPixiBaseTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
* The second argument to Phaser.Cache.removeImage has been renamed from `removeFromPixi` to `destroyBaseTexture`, as that is fundamentally what the argument always did.
* AnimationManager.refreshFrame has been removed as it never actually did anything internally.
* Sound.stop will check to see if `gainNode` exists before trying to disconnect from it (#2597)
### Bug Fixes
* Fixed issue in Group.align where the cell wouldn't increase if `rows` was great than -1
* Sound.volume was accidentally repeated twice in the source (thanks @LoneStranger #2569)
* Animation.setFrame wouldn't work correctly if the `useLocalFrameIndex` argument was true, and the frame ID was a number (thanks @uboot #2571)
* Polygon.contains would only work with non-flattened Polygon objects. It now works with both flat and non-flat Polygons.
* Graphics objects enabled for input would fail to do anything if a Phaser Polygon was given to the Graphics object (which it was in nearly all cases), as it wouldn't detect input correctly with flattened polygons (thanks @symbiane #2591)
* P2.World.clear will now clear out the World.walls property, resetting all of the wall bounds to `null`. This allows the walls to be re-created accurately when the P2 World is reset, which happens on a State change or restart (thanks @ewpolly1 @codermua #2574)
### Pixi Updates
Please note that Phaser uses a custom build of Pixi and always has done. The following changes have been made to our custom build, not to Pixi in general.
* Removed `_renderWebGL`, `_renderCanvas`, `getLocalBounds` and `getBounds` from PIXI.DisplayObject, as they were only there to pass ancient jshint rules.
* All Pixi.Graphics methods that change the Graphics, i.e. `drawShape`, `lineTo`, `arc`, etc will now all automatically call `Graphics.updateLocalBounds`. This is so that the bounds of the Graphics object are kept updated, allowing you to scale and rotate the Graphics object and still obtain correct dimensions from it (thanks @kelu-smiley #2573)
* PIXI.CanvasPool no longer _just_ checks for `null` parent comparisons. It will check for all falsey parents, helping free-up canvases when the parent objects have been removed elsewhere.
* PIXI.CanvasPool.remove and `removeByCanvas` both now set the removed canvas width and height to 1.
* PIXI.Texture.fromImage, PIXI.BaseTexture.fromImage and PIXI.Sprite.fromImage have all been removed. They should never have actually been used, as they bypass the Phaser Loader, and don't factor in CORs or any other advanced loader settings.
* The PIXI.BaseTexture.imageUrl property has been removed, as it was never actually populated.
* The PIXI.BaseTexture._UID property has been removed, as it was never actually used internally.
* All references to PIXI.BaseTextureCache have been removed (primarily from BaseTexture.destroy and Texture.destroy), as the BaseTextureCache was never used internally by Phaser, or by our custom version of Pixi.
* PIXI.TextureCache has been removed. It was only ever used by the __default and __missing images that Phaser generates on start-up. It wasn't used internally by Phaser anywhere else, and the only references Pixi has to it have all been removed. If you need it in your own game, please refactor it to avoid it, or re-create the object on the PIXI global object.
* Canvases created by `BaseTexture.fromCanvas` no longer have the `_pixiId` property attached to them, as this was never used internally by Phaser or Pixi.
* PIXI.BaseTexture.updateSourceImage is now deprecated. Please use `Sprite.loadTexture` instead.
* The property PIXI.BaseTextureCacheIdGenerator has been removed, as it is no longer used internally by Phaser or Pixi.
* PIXI.Texture.addTextureToCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.removeTextureFromCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.fromFrame and PIXI.Sprite.fromFrame have been removed. They relied on the PIXI Texture Cache, which was never actually used by Phaser, and was never used internally by Pixi either.
* The property PIXI.TextureCacheIdGenerator has been removed, as it was not used internally.
* The property PIXI.FrameCache has been removed, as it was not used internally.
* PIXI.DisplayObjectContainer calls `updateTransform` at the start of `getBounds` to help avoid the bounds being out of date.
Thanks to Corin Wilkins at Aardman Digital, for lots of the investigation work, leading to the Pixi changes listed above.
## Version 2.5.0 - "Five Kings" - 17th June 2016
**Note:** This version was also released as 2.4.9 'Four Kings' on 16th June 2016. The 2.5.0 release marks us moving to a more strict adherence of the Semver rules, and also contains some TypeScript definitions fixes.

181
README.md
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@ -38,17 +38,17 @@ Grab the source and join in the fun!
<div align="center"><img src="http://phaser.io/images/github/news.jpg"></div>
> 17th June 2016
> 8th July 2016
Phaser 2.5.0 is the latest release of Phaser, and represents another significant milestone in the evolution of the framework in 2016. It was previously released as 2.4.9. However we appreciate that we haven't been following the [semver](http://semver.org/) code strictly enough, and that this version (and most before it!) actually contains some significant MINOR level functionality, not just PATCH level. So we've bumped the version number accordingly.
Welcome to Phaser 2.6.0. Our seventh release this year, and another leap forwards since 2.5.0 less than a month ago. This version includes the work undertaken with adding circular body support into Arcade Physics, allowing you to now define physics bodies as being circles instead of rectangles, something that was previously only available in P2 Physics.
As well as fixing a number of issues, there are some genuinely useful new features added in this release. Not least of which includes the new Weapons Plugin, making creating bullet pools a couple lines of code. Don't worry, it's also easy to exclude from custom builds too.
Keeping with Arcade Physics for a moment there are now new events you can listen for, including `Body.onWorldBounds`, `Body.onCollide` and `Body.onOverlap`. Phaser.Groups have also been given a shot in the arm. You can now position them, and all of their children, using the new bounds commands such as `left`, `centerX` and `bottom`. They've also gained the `alignTo` and `alignIn` methods from the 2.5 release.
There are also some subtle but significant updates to Groups. The `createMultiple` method has had a nice overhaul, now able to take Arrays of image keys and frames. `Group.align` allows you to align the children of a Group in a grid formation, with the dimensions and spacing of the grid under your control.
In this release we've undertaken a large amount of work refactoring Pixi. You will find lots of Pixi related methods, that were redundant, removed from the build (such as `fromImage`). All references to the Pixi Texture and Base Texture caches have also been removed, helping close-off some straggling issues, and free-up lingering resources. Please see the Pixi section of the Change Log for complete details. This will not effect you if you're just using Phaser, but if you had any Pixi specific mods or plugins, they may need checking over.
Continuing from that theme: all Game Objects (such as Sprites and Text) now have a two new methods. `alignIn` allows you to easily align Game Objects within another Game Object or Rectangle. This is a great way to easily align a Sprite into the corner of the world, or another Sprite. To go with this is `alignTo`. It works in a similar way, but lets you align Game Objects next to each other.
I've also been working hard on the documentation. Tidying-up functions that didn't have parameter descriptions, adding lots more details to areas such as the Game Object events, and starting the huge task of rewriting all of the Pixi documentation into a more friendly and comprehensive format. This is an on-going task, and will be merged into releases from here-on.
It's small changes like this that reduce the overall code of your game, and let you focus on just building it quicker. Of course there are _lots_ of other enhancements in this release, so be sure to check the [Change Log](#change-log) to see what else is in store.
Check the [Change Log](#change-log) to see the complete list of what's new in this release.
As always, keep you eyes on the Phaser web site, and subscribe to our weekly [newsletter](#newsletter). You can also follow me on [Twitter](https://twitter.com/photonstorm) or chat to me in the Phaser [Slack](http://phaser.io/community/slack) channel.
@ -76,18 +76,6 @@ If you have found Phaser useful in your development life. Or have made income as
It all helps cover our running costs, and genuinely contributes towards future development.
### Phaser Sponsors
Phaser is sponsored by the following great companies:
![qici](http://www.phaser.io/images/sponsors/qici-100.png)
QICI Engine: [A powerful one-stop integrated Phaser game editor](http://www.qiciengine.com/)
![zenva](http://www.phaser.io/images/sponsors/zenva-100.png)
Zenva Academy: [Online courses on Phaser, HTML5 and native app development](https://academy.zenva.com/?zva_src=phaserpatreon)
If you would like to sponsor Phaser then please [get in touch](mailto:support@phaser.io). We have sponsorship options available on our GitHub repo, web site, and newsletter. All of which receive tens of thousands of eyeballs per day.
![Weekly Newsletter](http://phaser.io/images/github/div-newsletter.png "Weekly Newsletter")
@ -125,15 +113,15 @@ Using Browserify? Please [read this](#browserify).
[jsDelivr](http://www.jsdelivr.com/#!phaser) is a "super-fast CDN for developers". Include the following in your html:
`<script src="//cdn.jsdelivr.net/phaser/2.5.0/phaser.js"></script>`
`<script src="//cdn.jsdelivr.net/phaser/2.6.0/phaser.js"></script>`
or the minified version:
`<script src="//cdn.jsdelivr.net/phaser/2.5.0/phaser.min.js"></script>`
`<script src="//cdn.jsdelivr.net/phaser/2.6.0/phaser.min.js"></script>`
[cdnjs.com](https://cdnjs.com/libraries/phaser) also offers a free CDN service. They have all versions of Phaser and even the custom builds:
`<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.5.0/phaser.js"></script>`
`<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.6.0/phaser.js"></script>`
### Phaser Sandbox
@ -323,88 +311,81 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
![Change Log](http://phaser.io/images/github/div-change-log.png "Change Log")
<a name="change-log"></a>
## Version 2.5.0 - "Five Kings" - 17th June 2016
**Note:** This version was also released as 2.4.9 'Four Kings' on 16th June 2016. The 2.5.0 release marks us moving to a more strict adherence of the Semver rules, and also contains some TypeScript definitions fixes.
## Version 2.6.0 - "Fal Moran" - 8th July 2016
### New Features
* Phaser.Line.intersectsRectangle checks for intersection between a Line and a Rectangle, or any Rectangle-like object such as a Sprite or Body.
* Group.getClosestTo will return the child closest to the given point (thanks @Nuuf #2504)
* Group.getFurthestFrom will return the child farthest away from the given point (thanks @Nuuf #2504)
* Animation.reverse will reverse the currently playing animation direction (thanks @gotenxds #2505)
* Animation.reverseOnce will reverse the animation direction for the current, or next animation only (thanks @gotenxds #2505)
* The way the display list updates and Camera movements are handled has been completely revamped, which should result is significantly smoother motion when the Camera is following tweened or physics controlled sprites. The `Stage.postUpdate` function is now vastly reduced in complexity. It takes control over updating the display list (calling `updateTransform` on itself), rather than letting the Canvas or WebGL renderers do this. Because of this change, the `Camera.updateTarget` function uses the Sprites `worldPosition` property instead, which is now frame accurate (thanks @whig @Upperfoot @Whoisnt @hexus #2482)
* Game Objects including Sprite, Image, Particle, TilemapLayer, Text, BitmapText and TileSprite have a new property called `data`. This is an empty Object that Phaser will never touch internally, but your own code, or Phaser Plugins, can store Game Object specific data within it. This allows you to associate data with a Game Object without having to pollute or change its class shape.
* TilemapLayers will now collide properly when they have a position that isn't set to 0x0. For example if you're stitching together several maps, one after the other, and manually adjust their `scrollX/Y` properties (thanks @Upperfoot #2522)
* There are a bunch of new Phaser consts available to help with setting the angle of a Game Object. They are `Phaser.ANGLE_UP`, `ANGLE_DOWN`, `ANGLE_LEFT`, `ANGLE_RIGHT`, `ANGLE_NORTH_EAST`, `ANGLE_NORTH_WEST`, `ANGLE_SOUTH_EAST` and `ANGLE_SOUTH_WEST`.
* Math.between will return a value between the given `min` and `max` values.
* InputHandler.dragDistanceThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a distance, in pixels, that the pointer must have moved before the drag will begin.
* InputHandler.dragTimeThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a time, in ms that the pointer must have been held down for, before the drag will begin.
* InputHandler.downPoint is a new Point object that contains the coordinates of the Pointer when it was first pressed down on the Sprite.
* There are two new Phaser consts available, for help with orientation of games or Game Objects. They are `Phaser.HORIZONTAL`, `Phaser.VERTICAL`, `Phaser.LANDSCAPE` and `Phaser.PORTRAIT`.
* InputHandler.dragStopBlocksInputUp is a boolean that allows you to control what happens with the input events. If `false` (the default) then both the `onInputUp` and `onDragStop` events will get dispatched when a Sprite stops being dragged. If `true` then only the `onDragStop` event is dispatched, and the `onInputUp` is skipped.
* Group.inputEnableChildren is a new property. If set to `true` will automatically call `inputEnabled = true` on any children _added_ to, or _created_ by, the Group.
* PIXI.DisplayObjectContainer.ignoreChildInput is a new property. If `true` then the children will _not_ be considered as valid for Input events. Because this has been applied to `DisplayObjectContainer` it means it's available in Group, Sprite and any other display level object. Using this boolean you can disable input events for all children in an entire Group, without having to iterate anything or deep-set flags.
* InputHandler._pointerOverHandler and _pointerOutHandler have new arguments `silent` - if `true` then they will not dispatch any Signals from the parent Sprite.
* Pointer.interactiveCandidates is a new Array that is erased and re-populated every time this Pointer is updated. It contains references to all of the Game Objects that were considered as being valid for processing by this Pointer, during the most recent update. To be valid they must have suitable a `priorityID`, be Input enabled, be visible and actually have the Pointer over them. You can check the contents of this array in events such as `onInputDown`, but beware: it is reset every update.
* Pointer.swapTarget allows you to change the `Pointer.targetObject` object to be the one provided. This allows you to have fine-grained control over which object the Pointer is targeting.
* Input.setInteractiveCandidateHandler allows you to add a callback that is fired every time `Pointer.processInteractiveObjects` is called. The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to interact with. It works by polling all of the valid game objects, and then slowly discounting those that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc). Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid for input and overlap with the Pointer. If you need fine-grained control over which of the items is selected then you can use this callback to do so. The callback will be sent 3 parameters: 1) A reference to the Phaser.Pointer object that is processing the Items. 2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites. 3) The current 'favorite' candidate, based on its priorityID and position in the display list. Your callback MUST return one of the candidates sent to it.
* Group.onChildInputDown is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputDown` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Group.onChildInputUp is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputUp` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Group.onChildInputOver is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOver` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Group.onChildInputOut is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOut` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Phaser.Weapon is a brand new plugin that provides the ability to easily create a bullet pool and manager. Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties. The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics. The Bullets are created inside of `Weapon.bullets`, which is a Phaser.Group instance. Anything you can usually do with a Group, such as move it around the display list, iterate it, etc can be done to the bullets Group too. Bullets can have textures and even animations. You can control the speed at which they are fired, the firing rate, the firing angle, and even set things like gravity for them. Please see the Documentation for more details, or view the [Weapon examples](https://github.com/photonstorm/phaser-examples/tree/master/examples/weapon) in the Examples repo.
* BitmapData.smoothProperty is a new property that holds the string based prefix needed to set image scaling on the BitmapData context.
* BitmapData.copyTransform allows you to draw a Game Object to the BitmapData, using its `worldTransform` property to control the location, scaling and rotation of the object. You can optionally provide
* BitmapData.drawGroup now uses the new `copyTransform` method, to provide for far more accurate results. Previously nested Game Objects wouldn't render correctly, nor would Sprites added via `addChild` to another Sprite. BitmapText objects also rendered without rotation taken into account, and the Sprites smoothing property was ignored. All of these things are now covered by the new drawGroup method, which also handles full deep iteration down the display list.
* Added the following new constants: `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.CENTER`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` and `Phaser.BOTTOM_RIGHT`.
* Rectangle.getPoint is a new method that returns a point based on the given position constant, such as `Phaser.BOTTOM_LEFT`. It returns the same result as calling `Rectangle.bottomLeft` (etc) but unlike those getters you are able to provide your own Point object.
* The Game Object Bounds component has been updated to include two new properties: `centerX` and `centerY`. This means you can, for example, now get the horizontal center of a Sprite by called `Sprite.centerX`. These properties are also setters, so you can position the Game Objects, and it will take scale and anchor into consideration.
* All Game Objects with the Bounds component; which includes Sprites, Images, Text, BitmapText, TileSprites and anything that extend these, now have the new method `alignIn`. It allows you to align the Game Object within another Game Object, or a Rectangle. You can specify one of 9 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.CENTER` (see above for the complete list). The Game Objects are positioned based on their Bounds, which takes rotation, scaling and anchor into consideration. You can easily place Sprites into the corners of the screen, or game world, or align them within other Sprites, using this method.
* All Game Objects with the Bounds component; which includes Sprites, Images, Text, BitmapText, TileSprites and anything that extend these, now have the new method `alignTo`. It allows you to align a Game Object to the side of another Game Object, or a Rectangle. You can specify one of 11 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.LEFT_BOTTOM` (see above for the complete list). The Game Objects are positioned based on their Bounds, which takes rotation, scaling and anchor into consideration. You can easily align Sprites next to other Sprites using this method.
* Group.align is a new method that allows you to layout all the children of the Group in a grid formation. You can specify the dimensions of the grid, including the width, height and cell size. You can also control where children are positioned within each grid cell. The grid width and height values can also be set to -1, making them fluid, so the grid expands until all children are aligned. Finally an optional child index argument can be set. This is a great way to quickly and comprehensively align Group children, and has lots of use cases.
* The Arcade Physics Body has two new experimental methods: `moveTo` and `moveFrom`. These allow you to move a Physics Body for a given distance, or duration, after which it will stop and emit the `onMoveComplete` Signal. It is still capable of colliding and rebounding like usual.
* The Loader has a new property `headers`. This is an object checked by XHR Requests, used to set the Request Header of certain file types. JSON and XML are pre-configured, but you can add to, or modify this property as required (thanks @stoneman1 #2585 #2485)
* Phaser now has support for Typings, the TypeScript Definition Manager. See the `typescript/readme.md` file for installation instructions (thanks @monagames #2576)
* Phaser.Utils.reverseString will take the given string, reverse it, and then return it.
* Phaser.ArrayUtils.rotateRight is the opposite of ArrayUtils.rotate. It takes an array, removes the element from the end of the array, and inserts it at the start, shifting everything else 1 space in the process.
* Phaser.ArrayUtils.rotateLeft is the new name for Phaser.ArrayUtils.rotate. The old method is now deprecated (but still available in this release)
* Phaser.Color.toABGR converts RGBA components to a 32 bit integer in AABBGGRR format.
* ArcadePhysics.Body.setCircle is a new method that allows you to define an Arcade Physics Body as being a circle instead of a rectangle. You can control the radius of the body and the offset from the parent sprite.
* ArcadePhysics.World.separateCircle is a new method that handles all circular body collisions internally within Arcade Physics (thanks @VitaZheltyakov)
* All of the Arcade Physics internal methods, such as `collideGroupVsSelf`, `collideSpriteVsSprite` and so on, have been updated to work with circular body shapes (thanks @VitaZheltyakov)
* ArcadePhysics.Body.onWorldBounds is a new Signal that is dispatched whenever the Body collides with the world bounds, something that was previously difficult to detect. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()` and it will be called when a collision happens, passing five arguments: the sprite on which it occurred, and 4 booleans mapping to up, down, left and right, indicating on which side of the world the collision occurred.
* ArcadePhysics.Body.onCollide is a new Signal that is dispatched whenever the Body collides with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onCollide = new Phaser.Signal()` and it will be called when a collision happens, passing two arguments: the sprites which collided.
* ArcadePhysics.Body.onOverlap is a new Signal that is dispatched whenever the Body overlaps with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()` and it will be called when an overlap happens, passing two arguments: the sprites which collided.
* Groups now have the following properties, which are getters and setters: `centerX`, `centerY`, `left`, `right`, `top` and `bottom`. These calculate the bounds of the Group, based on all visible children, and then allow you to apply positioning based on that. This means you can, for example, now get the horizontal center of a Group by called `Group.centerX`. These properties are also setters, so you can position the Groups, and it will take scale and rotation into consideration.
* Groups have a new method `alignIn`. It allows you to align the Group within another Game Object, or a Rectangle. You can specify one of 9 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.CENTER` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily place Groups into the corners of the screen, or game world, or align them within other Sprites, using this method.
* Groups have a new method `alignTo`. It allows you to align a Group to the side of another Game Object, or a Rectangle. You can specify one of 11 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.LEFT_BOTTOM` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily align Groups next to other Sprites using this method.
### Updates
* TypeScript definitions fixes and updates (thanks @wingyplus @monagames @marineorganism @obamor @BaroqueEngine @danzel)
* Docs typo fixes (thanks @seanirby @johnrees)
* The TypeScript defs ambient declaration has been updated to make it compatible with the SystemJS loader (thanks @monagames)
* You can no longer intersect check a Body against itself (thanks @VitaZheltyakov #2514)
* The mobile template has been updated (thanks @cryptographer #2518)
* Video.onComplete wouldn't fire on iOS if the user hit the 'Done' button before the video had finished playing. It now uses the `webkitendfullscreen` event to detect this, and dispatches the `onComplete` signal should that event fire (thanks @kelu-smiley #2498)
* Sound.addMarker now has a default value for the `duration` argument (1 second) to avoid the DOM Exception 11 error if you accidentally miss it out (thanks @mari8i #2508)
* Removed the `Stage.updateTransform` calls from the main game loop, because it happens automatically as part of `Game.updateLogic` anyway, so was duplicating the workload for no reason.
* TilemapLayer.postUpdate could potentially be called several times per frame (depending on device frame rate), which would cause multiple texture redraws, even though only the last texture is used during rendering. This has now been modified so that the local TilemapLayer canvas is only re-rendered once per frame, during the rendering phase, and not during the logic update phase.
* Group.preUpdate now iterate through the display list forwards, instead of in reverse, to match it with how `Stage.preUpdate` works.
* Stage.postUpdate is now a lot smaller, with no conditional branching if there is a Camera Target or not.
* Within RequestAnimationFrame both `updateRAF` and `updateSetTimeout` now only call `game.update` if `isRunning` is true. This should avoid asynchronous Game destroy errors under environments like Angular (thanks @flogvit #2521)
* Group.removeAll has a new argument `destroyTexture` which allows you to optionally destroy the BaseTexture of each child, as it is removed from the Group (thanks @stoneman1 #2487)
* PluginManager.remove has a new argument `destroy` (defaults to `true`) which will let you optionally called the `destroy` method of the Plugin being removed.
* Cache.getJSON used to incorrectly bring back a deep-copy of the Phaser.Utils object, instead of just a clone of the JSON object requested (thanks @drhayes #2524 #2526)
* The `DisplayObject.renderOrderID` used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a `renderOrderID` of 9, where-as the top-most sprite, rendering above all others, would have a `renderOrderID` of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and `renderOrderID`s are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is.
* `InputHandler.validForInput` and `Pointer.processInteractiveObjects` have been updated to reflect the new `renderOrderID` sequence (see above).
* Group.add has a new optional argument `index` which controls the index within the group to insert the child to. Where 0 is the bottom of the Group.
* Group.addAt has been refactored to be a simple call to `Group.add`, removing lots of duplicate code in the process.
* Group.create has a new optional argument `index` which controls the index within the group to insert the child to. Where 0 is the bottom of the Group. It also now makes proper use of `Group.add`, cutting down on more duplicate code.
* Group.createMultiple now returns an Array containing references to all of the children that the method created.
* Cache.getJSON will now return an Array if the `key` you provided points to an array instead of an Object (thanks @drhayes #2552 #2551)
* Phaser.Matrix if passed a 0 value would consider it falsy, and replace it with the default by mistake. It now checks if the arguments are `undefined` or `null` and only then sets the defaults (thanks mmcs)
* Group.createMultiple can now accept Arrays for both the `key` and `frame` arguments. This allows you to create multiple sprites using each key and/or frame in the arrays, which is a great and quick way to build diverse Groups. See the JSDocs for complete details and code examples.
* The Game Object Bounds component has been updated so that it now provides setters for all of the properties, as well as getters. Previously `Sprite.left`, `Sprite.right`, `Sprite.top` and `Sprite.bottom` were read-only, but they are now available to be set as well, and take into consideration the anchor and scale of the Game Objects.
* TypeScript definitions fixes and updates (thanks @monagames)
* Docs typo fixes (thanks @drhayes)
* The TilemapParser will now add more data when importing Image object types from Tiled. The extra data available is: image width, image height, and flags to see if the image is flipped either horizontally, vertically or diagonally (thanks @gotenxds #2564 #2554)
* TilemapLayer.renderRegion has had an assignment to the obsolete `tileColor` property removed (thanks @cryptographer #2583)
* Group.getFurthestFrom and Group.getClosestTo has a new optional argument: `callback`. This allows you to apply your own additional filtering to the distance checks, ultimately influencing the selected child (thanks @LoneStranger #2577)
* Text.setText has a new optional argument `immediate` which will re-create the texture immediately upon call, rather than wait for the next render pass to do so (thanks @Scraft #2594)
* Phaser.Utils.pad now calls `toString` on the input given, which means you can pass in common data types, such as numbers, and have them padded and returned as strings.
* The canvas created by Phaser.Debug for use when displaying debug data is no longer stored in the CanvasPool, and is instead a stand-alone canvas, free from ever being re-used by another game object.
* BitmapData has a new, optional, fifth argument: `skipPool`. By default BitmapData objects will ask for the first free canvas found in the CanvasPool, but this behavior can now be customized on a per object basis.
* Phaser.ArrayUtils.rotate is now deprecated. Please use Phaser.ArrayUtils.rotateLeft instead.
* Phaser.Text.fontPropertiesCanvas used to be taken from the CanvasPool, but as it's constantly needed it is now generated directly from the document.
* The default image texture, for when none is supplied, is now available under `Phaser.Cache.DEFAULT`.
* The missing image texture, for when an image has failed to load, is now available under `Phaser.Cache.MISSING`.
* Phaser.Cache.addImage will now check the key given, and if `__default` or `__missing` it will update the new consts `Phaser.Cache.DEFAULT` and `Phaser.Cache.MISSING` accordingly, allowing you to replace the default or missing image textures used by Phaser.
* Phaser.Cache.getPixiTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
* Phaser.Cache.getPixiBaseTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
* The second argument to Phaser.Cache.removeImage has been renamed from `removeFromPixi` to `destroyBaseTexture`, as that is fundamentally what the argument always did.
* AnimationManager.refreshFrame has been removed as it never actually did anything internally.
* Sound.stop will check to see if `gainNode` exists before trying to disconnect from it (#2597)
### Bug Fixes
* Arcade Physics Body incorrectly positioned if the Sprite had a negative scale (see http://www.html5gamedevs.com/topic/22695-247-248-body-anchoring-any-migration-tips/) (thanks @SBCGames @icameron @Nuuf @EvolViper #2488 #2490)
* InputHandler.checkPointerDown had an incorrect single pipe character |, instead of an OR check ||, and an `isDown` check, causing Button Over events to fail (thanks @pengchuan #2486)
* BitmapText objects with lines greater than `maxWidth` now handle alignment values correctly, causing them to properly center align (thanks @kevinleedrum #2499 @crippledcactus #2496)
* Text has a new private method `measureLine` which is used to calculate the final Text line length, after factoring in color stops and other style changes. This should prevent characters from becoming truncated (thanks @TadejZupancic #2519 #2512)
* Sometimes the browser would cause a race condition where any connected Game Pads were being detected before the callback had a chance to be established. Also sometimes the rawPad references would become stale, and are now checked constantly (thanks @cwleonard #2471)
* Sound.isPlaying was set to false when doing an audio loop, but never set back to true if it's a sound not using a marker (thanks @TheJasonReynolds #2529)
* Phaser.Rectangle.aabb would fail if the Rectangles used negative offsets. It now calculates the bounds accurately (thanks @fillmoreb #2545)
* The `DisplayObject.worldRotation` value didn't sign the `wt.c` value correctly, meaning the rotation would be wrong.
* The `DisplayObject.worldScale` value didn't multiply the local objects scale into the calculation, meaning the value wasn't a true representation of the objects world scale.
* Fixed issue in Group.align where the cell wouldn't increase if `rows` was great than -1
* Sound.volume was accidentally repeated twice in the source (thanks @LoneStranger #2569)
* Animation.setFrame wouldn't work correctly if the `useLocalFrameIndex` argument was true, and the frame ID was a number (thanks @uboot #2571)
* Polygon.contains would only work with non-flattened Polygon objects. It now works with both flat and non-flat Polygons.
* Graphics objects enabled for input would fail to do anything if a Phaser Polygon was given to the Graphics object (which it was in nearly all cases), as it wouldn't detect input correctly with flattened polygons (thanks @symbiane #2591)
* P2.World.clear will now clear out the World.walls property, resetting all of the wall bounds to `null`. This allows the walls to be re-created accurately when the P2 World is reset, which happens on a State change or restart (thanks @ewpolly1 @codermua #2574)
### Pixi Updates
Please note that Phaser uses a custom build of Pixi and always has done. The following changes have been made to our custom build, not to Pixi in general.
* Removed `_renderWebGL`, `_renderCanvas`, `getLocalBounds` and `getBounds` from PIXI.DisplayObject, as they were only there to pass ancient jshint rules.
* All Pixi.Graphics methods that change the Graphics, i.e. `drawShape`, `lineTo`, `arc`, etc will now all automatically call `Graphics.updateLocalBounds`. This is so that the bounds of the Graphics object are kept updated, allowing you to scale and rotate the Graphics object and still obtain correct dimensions from it (thanks @kelu-smiley #2573)
* PIXI.CanvasPool no longer _just_ checks for `null` parent comparisons. It will check for all falsey parents, helping free-up canvases when the parent objects have been removed elsewhere.
* PIXI.CanvasPool.remove and `removeByCanvas` both now set the removed canvas width and height to 1.
* PIXI.Texture.fromImage, PIXI.BaseTexture.fromImage and PIXI.Sprite.fromImage have all been removed. They should never have actually been used, as they bypass the Phaser Loader, and don't factor in CORs or any other advanced loader settings.
* The PIXI.BaseTexture.imageUrl property has been removed, as it was never actually populated.
* The PIXI.BaseTexture._UID property has been removed, as it was never actually used internally.
* All references to PIXI.BaseTextureCache have been removed (primarily from BaseTexture.destroy and Texture.destroy), as the BaseTextureCache was never used internally by Phaser, or by our custom version of Pixi.
* PIXI.TextureCache has been removed. It was only ever used by the __default and __missing images that Phaser generates on start-up. It wasn't used internally by Phaser anywhere else, and the only references Pixi has to it have all been removed. If you need it in your own game, please refactor it to avoid it, or re-create the object on the PIXI global object.
* Canvases created by `BaseTexture.fromCanvas` no longer have the `_pixiId` property attached to them, as this was never used internally by Phaser or Pixi.
* PIXI.BaseTexture.updateSourceImage is now deprecated. Please use `Sprite.loadTexture` instead.
* The property PIXI.BaseTextureCacheIdGenerator has been removed, as it is no longer used internally by Phaser or Pixi.
* PIXI.Texture.addTextureToCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.removeTextureFromCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.fromFrame and PIXI.Sprite.fromFrame have been removed. They relied on the PIXI Texture Cache, which was never actually used by Phaser, and was never used internally by Pixi either.
* The property PIXI.TextureCacheIdGenerator has been removed, as it was not used internally.
* The property PIXI.FrameCache has been removed, as it was not used internally.
* PIXI.DisplayObjectContainer calls `updateTransform` at the start of `getBounds` to help avoid the bounds being out of date.
Thanks to Corin Wilkins at Aardman Digital, for lots of the investigation work, leading to the Pixi changes listed above.
For changes in previous releases please see the extensive [Version History](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md).
@ -425,10 +406,10 @@ Written something cool in Phaser? Please tell us about it in the [forum][forum],
![Created by](http://phaser.io/images/github/div-created-by.png "Created by")
![storm](http://www.phaser.io/images/github/photonstorm-x2.png)
Phaser is a [Photon Storm](http://www.photonstorm.com) production.
![storm](http://www.phaser.io/images/github/photonstorm-x2.png)
Created by [Richard Davey](mailto:rich@photonstorm.com). Powered by coffee, anime, pixels and love.
The Phaser logo and characters are &copy; 2016 Photon Storm Limited.
@ -439,10 +420,10 @@ All rights reserved.
[![Analytics](https://ga-beacon.appspot.com/UA-44006568-2/phaser/index)](https://github.com/igrigorik/ga-beacon)
[get-js]: https://github.com/photonstorm/phaser/releases/download/v2.5.0/phaser.js
[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v2.5.0/phaser.min.js
[get-zip]: https://github.com/photonstorm/phaser/archive/v2.5.0.zip
[get-tgz]: https://github.com/photonstorm/phaser/archive/v2.5.0.tar.gz
[get-js]: https://github.com/photonstorm/phaser/releases/download/v2.6.0/phaser.js
[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v2.6.0/phaser.min.js
[get-zip]: https://github.com/photonstorm/phaser/archive/v2.6.0.zip
[get-tgz]: https://github.com/photonstorm/phaser/archive/v2.6.0.tar.gz
[clone-http]: https://github.com/photonstorm/phaser.git
[clone-ssh]: git@github.com:photonstorm/phaser.git
[clone-svn]: https://github.com/photonstorm/phaser

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@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1601,7 +1601,7 @@ If you want to make a custom filter this should be your base class.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:45 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

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@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1290,6 +1290,9 @@
<span class="param-type">String</span>
|
<span class="param-type">Canvas</span>
@ -1355,7 +1358,7 @@
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-9">line 9</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-5">line 5</a>
</dt>
@ -1435,7 +1438,7 @@
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-55">line 55</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-51">line 51</a>
</dt>
@ -1491,59 +1494,7 @@
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-37">line 37</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="imageUrl"><span class="type-signature"></span>imageUrl<span class="type-signature"> :String</span></h4>
</dt>
<dd>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-132">line 132</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-33">line 33</a>
</dt>
@ -1600,7 +1551,7 @@ Also the texture must be a power of two size to work</p>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-92">line 92</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-86">line 86</a>
</dt>
@ -1659,7 +1610,7 @@ Also the texture must be a power of two size to work</p>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-74">line 74</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-68">line 68</a>
</dt>
@ -1715,7 +1666,7 @@ Also the texture must be a power of two size to work</p>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-20">line 20</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-16">line 16</a>
</dt>
@ -1774,7 +1725,7 @@ Also the texture must be a power of two size to work</p>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-46">line 46</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-42">line 42</a>
</dt>
@ -1832,7 +1783,7 @@ that has children that you do want to render, without causing a batch flush in t
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-121">line 121</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-115">line 115</a>
</dt>
@ -1888,7 +1839,7 @@ that has children that you do want to render, without causing a batch flush in t
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-64">line 64</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-60">line 60</a>
</dt>
@ -1944,7 +1895,7 @@ that has children that you do want to render, without causing a batch flush in t
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-28">line 28</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-24">line 24</a>
</dt>
@ -2104,193 +2055,7 @@ that has children that you do want to render, without causing a batch flush in t
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-295">line 295</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".fromImage"><span class="type-signature">&lt;static> </span>fromImage<span class="signature">(imageUrl, crossorigin, scaleMode)</span><span class="type-signature"> &rarr; {<a href="PIXI.BaseTexture.html">PIXI.BaseTexture</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Helper function that creates a base texture from the given image url.
If the image is not in the base texture cache it will be created and loaded.</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>imageUrl</code></td>
<td class="type">
<span class="param-type">String</span>
</td>
<td class="description last"><p>The image url of the texture</p></td>
</tr>
<tr>
<td class="name"><code>crossorigin</code></td>
<td class="type">
<span class="param-type">Boolean</span>
</td>
<td class="description last"><p>-</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 &quot;PIXI/scaleModes:property&quot;}}PIXI.scaleModes{{/crossLink}} for possible values</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.BaseTexture.html">PIXI.BaseTexture</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-252">line 252</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-224">line 224</a>
</dt>
@ -2360,7 +2125,7 @@ If the image is not in the base texture cache it will be created and loaded.</p>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-167">line 167</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-154">line 154</a>
</dt>
@ -2430,7 +2195,7 @@ If the image is not in the base texture cache it will be created and loaded.</p>
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-211">line 211</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-183">line 183</a>
</dt>
@ -2578,7 +2343,7 @@ Important for when you don't want to modify the source object by forcing in <cod
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-149">line 149</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-137">line 137</a>
</dt>
@ -2649,7 +2414,7 @@ Atexture is still 100% usable and will simply be reuploaded if there is a sprite
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-224">line 224</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-196">line 196</a>
</dt>
@ -2675,13 +2440,17 @@ Atexture is still 100% usable and will simply be reuploaded if there is a sprite
<dt>
<h4 class="name "
<h4 class="name toc-deprecated"
id="updateSourceImage"><span class="type-signature"></span>updateSourceImage<span class="signature">(newSrc)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<dt class="important deprecated-notice">
This method is <em>deprecated</em> and should not be used. It may be removed in the future.
</dt>
<div class="description">
@ -2757,6 +2526,13 @@ Atexture is still 100% usable and will simply be reuploaded if there is a sprite
<dt class="important tag-deprecated">Deprecated:</dt>
<dd class="tag-deprecated"><ul>
<li>true</li>
</ul></dd>
@ -2768,7 +2544,7 @@ Atexture is still 100% usable and will simply be reuploaded if there is a sprite
<dt class="tag-source">Source -
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-198">line 198</a>
<a href="src_pixi_textures_BaseTexture.js.html">pixi/textures/BaseTexture.js</a>, <a href="src_pixi_textures_BaseTexture.js.html#sunlight-1-line-171">line 171</a>
</dt>
@ -2817,7 +2593,7 @@ Atexture is still 100% usable and will simply be reuploaded if there is a sprite
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:45 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1862,7 +1862,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:45 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1346,7 +1346,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:45 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1611,7 +1611,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:45 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1363,7 +1363,7 @@
<dt class="tag-source">Source -
<a href="src_pixi_utils_CanvasPool.js.html">pixi/utils/CanvasPool.js</a>, <a href="src_pixi_utils_CanvasPool.js.html#sunlight-1-line-173">line 173</a>
<a href="src_pixi_utils_CanvasPool.js.html">pixi/utils/CanvasPool.js</a>, <a href="src_pixi_utils_CanvasPool.js.html#sunlight-1-line-177">line 177</a>
</dt>
@ -1721,7 +1721,7 @@
<dt class="tag-source">Source -
<a href="src_pixi_utils_CanvasPool.js.html">pixi/utils/CanvasPool.js</a>, <a href="src_pixi_utils_CanvasPool.js.html#sunlight-1-line-147">line 147</a>
<a href="src_pixi_utils_CanvasPool.js.html">pixi/utils/CanvasPool.js</a>, <a href="src_pixi_utils_CanvasPool.js.html#sunlight-1-line-151">line 151</a>
</dt>
@ -1811,7 +1811,7 @@
<dt class="tag-source">Source -
<a href="src_pixi_utils_CanvasPool.js.html">pixi/utils/CanvasPool.js</a>, <a href="src_pixi_utils_CanvasPool.js.html#sunlight-1-line-123">line 123</a>
<a href="src_pixi_utils_CanvasPool.js.html">pixi/utils/CanvasPool.js</a>, <a href="src_pixi_utils_CanvasPool.js.html#sunlight-1-line-127">line 127</a>
</dt>
@ -2044,7 +2044,7 @@
<dt class="tag-source">Source -
<a href="src_pixi_utils_CanvasPool.js.html">pixi/utils/CanvasPool.js</a>, <a href="src_pixi_utils_CanvasPool.js.html#sunlight-1-line-102">line 102</a>
<a href="src_pixi_utils_CanvasPool.js.html">pixi/utils/CanvasPool.js</a>, <a href="src_pixi_utils_CanvasPool.js.html#sunlight-1-line-104">line 104</a>
</dt>
@ -2093,7 +2093,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:45 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2593,7 +2593,7 @@ Disable this by setting this to false. For example if your game has a canvas fil
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2099,7 +2099,7 @@ This property is only applicable if using tintWithPerPixel.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1759,7 +1759,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

File diff suppressed because it is too large Load diff

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1342,7 +1342,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1819,7 +1819,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2292,7 +2292,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1958,7 +1958,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
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@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1346,7 +1346,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1317,6 +1317,20 @@
<h3 class="subsection-title">Classes</h3>
<dl>
<dt class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</dt>
<dd>
</dd>
</dl>
@ -2487,7 +2501,7 @@ this function is taken from Starling Framework as its pretty neat ;)</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1815,7 +1815,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</footer>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2083,7 +2083,7 @@ http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf<
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1422,7 +1422,7 @@ Slightly modified by Mat Groves (matgroves.com);</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1759,7 +1759,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1756,7 +1756,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-84">line 84</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-79">line 79</a>
</dt>
@ -1817,7 +1817,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-33">line 33</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-28">line 28</a>
</dt>
@ -1947,7 +1947,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-100">line 100</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-95">line 95</a>
</dt>
@ -2008,7 +2008,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-92">line 92</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-87">line 87</a>
</dt>
@ -2125,7 +2125,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-68">line 68</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-63">line 63</a>
</dt>
@ -2425,7 +2425,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-170">line 170</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-165">line 165</a>
</dt>
@ -2984,7 +2984,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-183">line 183</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-178">line 178</a>
</dt>
@ -3033,7 +3033,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:46 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
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File diff suppressed because it is too large Load diff

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@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1405,7 +1405,7 @@ And here you have a hundred sprites that will be renderer at the speed of light<
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:47 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
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File diff suppressed because it is too large Load diff

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1759,7 +1759,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:47 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1440,7 +1440,7 @@ to the display list directly. Instead use it as the texture for a PIXI.Sprite. I
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-19">line 19</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-14">line 14</a>
</dt>
@ -1520,7 +1520,7 @@ to the display list directly. Instead use it as the texture for a PIXI.Sprite. I
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-52">line 52</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-47">line 47</a>
</dt>
@ -1577,7 +1577,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-133">line 133</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-128">line 128</a>
</dt>
@ -1633,7 +1633,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-60">line 60</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-55">line 55</a>
</dt>
@ -1689,7 +1689,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-125">line 125</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-120">line 120</a>
</dt>
@ -1745,7 +1745,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-84">line 84</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-79">line 79</a>
</dt>
@ -1801,7 +1801,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-33">line 33</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-28">line 28</a>
</dt>
@ -1857,7 +1857,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-100">line 100</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-95">line 95</a>
</dt>
@ -1913,7 +1913,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-92">line 92</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-87">line 87</a>
</dt>
@ -1969,7 +1969,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-68">line 68</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-63">line 63</a>
</dt>
@ -2025,7 +2025,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-76">line 76</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-71">line 71</a>
</dt>
@ -2081,7 +2081,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-117">line 117</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-112">line 112</a>
</dt>
@ -2104,148 +2104,6 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dl>
<dt>
<h4 class="name "
id=".addTextureToCache"><span class="type-signature">&lt;static> </span>addTextureToCache<span class="signature">(texture, id)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Adds a texture to the global PIXI.TextureCache. This cache is shared across the whole PIXI object.</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>texture</code></td>
<td class="type">
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
</td>
<td class="description last"><p>The Texture to add to the cache.</p></td>
</tr>
<tr>
<td class="name"><code>id</code></td>
<td class="type">
<span class="param-type">String</span>
</td>
<td class="description last"><p>The id that the texture will be stored against.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-310">line 310</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".fromCanvas"><span class="type-signature">&lt;static> </span>fromCanvas<span class="signature">(canvas, scaleMode)</span><span class="type-signature"> &rarr; {<a href="PIXI.Texture.html">PIXI.Texture</a>}</span></h4>
@ -2383,472 +2241,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-294">line 294</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".fromFrame"><span class="type-signature">&lt;static> </span>fromFrame<span class="signature">(frameId)</span><span class="type-signature"> &rarr; {<a href="PIXI.Texture.html">PIXI.Texture</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Helper function that returns a Texture objected based on the given frame id.
If the frame id is not in the texture cache 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>frameId</code></td>
<td class="type">
<span class="param-type">String</span>
</td>
<td class="description last"><p>The frame id of the texture</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-278">line 278</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".fromImage"><span class="type-signature">&lt;static> </span>fromImage<span class="signature">(imageUrl, crossorigin, scaleMode)</span><span class="type-signature"> &rarr; {<a href="PIXI.Texture.html">PIXI.Texture</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Helper function that creates a Texture object from the given image url.
If the image is not in the texture cache it will be created and loaded.</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>imageUrl</code></td>
<td class="type">
<span class="param-type">String</span>
</td>
<td class="description last"><p>The image url of the texture</p></td>
</tr>
<tr>
<td class="name"><code>crossorigin</code></td>
<td class="type">
<span class="param-type">Boolean</span>
</td>
<td class="description last"><p>Whether requests should be treated as crossorigin</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 &quot;PIXI/scaleModes:property&quot;}}PIXI.scaleModes{{/crossLink}} for possible values</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
-
</div>
<div class="returns-desc param-desc">
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-254">line 254</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".removeTextureFromCache"><span class="type-signature">&lt;static> </span>removeTextureFromCache<span class="signature">(id)</span><span class="type-signature"> &rarr; {<a href="PIXI.Texture.html">PIXI.Texture</a>}</span></h4>
</dt>
<dd>
<div class="description">
<p>Remove a texture from the global PIXI.TextureCache.</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>id</code></td>
<td class="type">
<span class="param-type">String</span>
</td>
<td class="description last"><p>The id of the texture to be removed</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
-
</div>
<div class="returns-desc param-desc">
<p>The texture that was removed</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-323">line 323</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-249">line 249</a>
</dt>
@ -2967,7 +2360,7 @@ If the image is not in the texture cache it will be created and loaded.</p>
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-170">line 170</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-165">line 165</a>
</dt>
@ -3086,7 +2479,7 @@ If the image is not in the texture cache it will be created and loaded.</p>
<dt class="tag-source">Source -
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-183">line 183</a>
<a href="src_pixi_textures_Texture.js.html">pixi/textures/Texture.js</a>, <a href="src_pixi_textures_Texture.js.html#sunlight-1-line-178">line 178</a>
</dt>
@ -3135,7 +2528,7 @@ If the image is not in the texture cache it will be created and loaded.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:47 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
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File diff suppressed because it is too large Load diff

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1759,7 +1759,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:47 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2889,7 +2889,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:47 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2280,7 +2280,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:47 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2808,7 +2808,7 @@ Disable this by setting this to false. For example: if your game has a canvas fi
<td class="type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
<span class="param-type"><a href="global.html#DisplayObject">DisplayObject</a></span>
@ -3227,7 +3227,7 @@ Disable this by setting this to false. For example: if your game has a canvas fi
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:42 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:47 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1359,14 +1359,6 @@
</dd>
<dt class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</dt>
<dd>
</dd>
<dt class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</dt>
@ -1650,7 +1642,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:40 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:45 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -4736,7 +4736,7 @@ If <code>dispatchComplete</code> is true it will dispatch the complete events, o
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:29 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:35 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -3694,7 +3694,7 @@ The currentAnim property of the AnimationManager is automatically set to the ani
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:29 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:35 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2378,7 +2378,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:29 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:35 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2951,7 +2951,7 @@ Returns null if not found.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:30 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:35 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

File diff suppressed because it is too large Load diff

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2237,7 +2237,7 @@ The JSON follows the format of that created by https://github.com/tonistiigi/aud
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:30 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:35 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1240,7 +1240,7 @@
<dt>
<h4 class="name "
id="BitmapData"><span class="type-signature"></span>new BitmapData<span class="signature">(game, key, <span class="optional">width</span>, <span class="optional">height</span>)</span><span class="type-signature"></span></h4>
id="BitmapData"><span class="type-signature"></span>new BitmapData<span class="signature">(game, key, <span class="optional">width</span>, <span class="optional">height</span>, <span class="optional">skipPool</span>)</span><span class="type-signature"></span></h4>
</dt>
@ -1437,6 +1437,45 @@ in your State's shutdown method if you wish to free-up the resources the BitmapD
</tr>
<tr>
<td class="name"><code>skipPool</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>When this BitmapData generates its internal canvas to use for rendering, it will get the canvas from the CanvasPool if false, or create its own if true.</p></td>
</tr>
</tbody>
</table>
@ -1466,7 +1505,7 @@ in your State's shutdown method if you wish to free-up the resources the BitmapD
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-23">line 23</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-24">line 24</a>
</dt>
@ -1546,7 +1585,7 @@ in your State's shutdown method if you wish to free-up the resources the BitmapD
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-122">line 122</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-124">line 124</a>
</dt>
@ -1602,7 +1641,7 @@ in your State's shutdown method if you wish to free-up the resources the BitmapD
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-52">line 52</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-54">line 54</a>
</dt>
@ -1658,7 +1697,7 @@ in your State's shutdown method if you wish to free-up the resources the BitmapD
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-58">line 58</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-60">line 60</a>
</dt>
@ -1714,7 +1753,7 @@ in your State's shutdown method if you wish to free-up the resources the BitmapD
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-63">line 63</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-65">line 65</a>
</dt>
@ -1771,7 +1810,7 @@ Note that this is unavailable in some browsers (such as Epic Browser due to its
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-82">line 82</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-84">line 84</a>
</dt>
@ -1827,7 +1866,7 @@ Note that this is unavailable in some browsers (such as Epic Browser due to its
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-157">line 157</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-159">line 159</a>
</dt>
@ -1883,7 +1922,7 @@ Note that this is unavailable in some browsers (such as Epic Browser due to its
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-152">line 152</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-154">line 154</a>
</dt>
@ -1939,7 +1978,7 @@ Note that this is unavailable in some browsers (such as Epic Browser due to its
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-133">line 133</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-135">line 135</a>
</dt>
@ -1995,7 +2034,7 @@ Note that this is unavailable in some browsers (such as Epic Browser due to its
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-31">line 31</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-33">line 33</a>
</dt>
@ -2051,7 +2090,7 @@ Note that this is unavailable in some browsers (such as Epic Browser due to its
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-46">line 46</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-48">line 48</a>
</dt>
@ -2109,7 +2148,7 @@ This property is updated automatically after the first game loop, according to t
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-75">line 75</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-77">line 77</a>
</dt>
@ -2165,7 +2204,7 @@ This property is updated automatically after the first game loop, according to t
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-36">line 36</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-38">line 38</a>
</dt>
@ -2221,7 +2260,7 @@ This property is updated automatically after the first game loop, according to t
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-92">line 92</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-94">line 94</a>
</dt>
@ -2277,7 +2316,7 @@ This property is updated automatically after the first game loop, according to t
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-68">line 68</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-70">line 70</a>
</dt>
@ -2333,7 +2372,7 @@ This property is updated automatically after the first game loop, according to t
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-128">line 128</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-130">line 130</a>
</dt>
@ -2389,7 +2428,7 @@ This property is updated automatically after the first game loop, according to t
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-139">line 139</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-141">line 141</a>
</dt>
@ -2445,7 +2484,7 @@ This property is updated automatically after the first game loop, according to t
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-147">line 147</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-149">line 149</a>
</dt>
@ -2501,7 +2540,7 @@ This property is updated automatically after the first game loop, according to t
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-41">line 41</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-43">line 43</a>
</dt>
@ -2753,7 +2792,7 @@ This property is updated automatically after the first game loop, according to t
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2407">line 2407</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2415">line 2415</a>
</dt>
@ -2902,7 +2941,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-391">line 391</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-393">line 393</a>
</dt>
@ -3256,7 +3295,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1177">line 1177</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1179">line 1179</a>
</dt>
@ -3540,7 +3579,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1728">line 1728</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1736">line 1736</a>
</dt>
@ -3630,7 +3669,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2157">line 2157</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2165">line 2165</a>
</dt>
@ -3720,7 +3759,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2339">line 2339</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2347">line 2347</a>
</dt>
@ -3810,7 +3849,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2248">line 2248</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2256">line 2256</a>
</dt>
@ -3900,7 +3939,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2235">line 2235</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2243">line 2243</a>
</dt>
@ -3990,7 +4029,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2209">line 2209</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2217">line 2217</a>
</dt>
@ -4080,7 +4119,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2131">line 2131</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2139">line 2139</a>
</dt>
@ -4170,7 +4209,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2105">line 2105</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2113">line 2113</a>
</dt>
@ -4260,7 +4299,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2118">line 2118</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2126">line 2126</a>
</dt>
@ -4350,7 +4389,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2092">line 2092</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2100">line 2100</a>
</dt>
@ -4440,7 +4479,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2287">line 2287</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2295">line 2295</a>
</dt>
@ -4530,7 +4569,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2300">line 2300</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2308">line 2308</a>
</dt>
@ -4620,7 +4659,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2261">line 2261</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2269">line 2269</a>
</dt>
@ -4710,7 +4749,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2313">line 2313</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2321">line 2321</a>
</dt>
@ -4800,7 +4839,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2222">line 2222</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2230">line 2230</a>
</dt>
@ -4890,7 +4929,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2352">line 2352</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2360">line 2360</a>
</dt>
@ -4980,7 +5019,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2170">line 2170</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2178">line 2178</a>
</dt>
@ -5070,7 +5109,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2196">line 2196</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2204">line 2204</a>
</dt>
@ -5160,7 +5199,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2027">line 2027</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2035">line 2035</a>
</dt>
@ -5250,7 +5289,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2326">line 2326</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2334">line 2334</a>
</dt>
@ -5340,7 +5379,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2183">line 2183</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2191">line 2191</a>
</dt>
@ -5430,7 +5469,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2274">line 2274</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2282">line 2282</a>
</dt>
@ -5520,7 +5559,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2079">line 2079</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2087">line 2087</a>
</dt>
@ -5610,7 +5649,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2053">line 2053</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2061">line 2061</a>
</dt>
@ -5700,7 +5739,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2066">line 2066</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2074">line 2074</a>
</dt>
@ -5790,7 +5829,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2040">line 2040</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2048">line 2048</a>
</dt>
@ -5880,7 +5919,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2144">line 2144</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2152">line 2152</a>
</dt>
@ -6124,7 +6163,7 @@ This will replace any texture they will currently have set.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1879">line 1879</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1887">line 1887</a>
</dt>
@ -6400,7 +6439,7 @@ but Phaser will not do this automatically for you.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-461">line 461</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-463">line 463</a>
</dt>
@ -6470,7 +6509,7 @@ but Phaser will not do this automatically for you.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-455">line 455</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-457">line 457</a>
</dt>
@ -7267,7 +7306,7 @@ and don't wish to translate, scale or rotate it from its original values.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1203">line 1203</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1205">line 1205</a>
</dt>
@ -7662,7 +7701,7 @@ and don't wish to translate, scale or rotate it from its original values.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1532">line 1532</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1534">line 1534</a>
</dt>
@ -7912,7 +7951,7 @@ It takes the objects tint and scale mode into consideration before drawing.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1424">line 1424</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1426">line 1426</a>
</dt>
@ -7982,7 +8021,7 @@ It takes the objects tint and scale mode into consideration before drawing.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2012">line 2012</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2020">line 2020</a>
</dt>
@ -8019,8 +8058,12 @@ It takes the objects tint and scale mode into consideration before drawing.</p>
<div class="description">
<p>Draws the given Phaser.Sprite, Phaser.Image or Phaser.Text to this BitmapData at the coordinates specified.
You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling.
When drawing it will take into account the Sprites rotation, scale and alpha values.</p>
You can use the optional width and height values to 'stretch' the sprite as it is drawn. This uses drawImage stretching, not scaling.</p>
<p>The children will be drawn at their <code>x</code> and <code>y</code> world space coordinates. If this is outside the bounds of the BitmapData they won't be visible.
When drawing it will take into account the rotation, scale, scaleMode, alpha and tint values.</p>
<p>Note: You should ensure that at least 1 full update has taken place before calling this,
otherwise the objects are likely to render incorrectly, if at all.
You can trigger an update yourself by calling <code>stage.updateTransform()</code> before calling <code>draw</code>.</p>
</div>
@ -8378,7 +8421,7 @@ When drawing it will take into account the Sprites rotation, scale and alpha val
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1551">line 1551</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1553">line 1553</a>
</dt>
@ -8635,7 +8678,7 @@ trigger an update yourself by calling <code>stage.updateTransform()</code> befor
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1640">line 1640</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1648">line 1648</a>
</dt>
@ -8678,7 +8721,7 @@ trigger an update yourself by calling <code>stage.updateTransform()</code> befor
When drawing it will take into account the rotation, scale, scaleMode, alpha and tint values.</p>
<p>Note: You should ensure that at least 1 full update has taken place before calling this,
otherwise the objects are likely to render incorrectly, if at all.
You can trigger an update yourself by calling <code>stage.updateTransform()</code> before calling <code>drawGroup</code>.</p>
You can trigger an update yourself by calling <code>stage.updateTransform()</code> before calling <code>drawGroup</code>.</p>
</div>
@ -8875,7 +8918,7 @@ You can trigger an update yourself by calling <code>stage.updateTransform()</co
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1573">line 1573</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1581">line 1581</a>
</dt>
@ -9331,7 +9374,7 @@ the color during extraction.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1762">line 1762</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1770">line 1770</a>
</dt>
@ -9595,7 +9638,7 @@ the color during extraction.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-492">line 492</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-494">line 494</a>
</dt>
@ -9743,7 +9786,7 @@ key or the texture. First call generateTexture:</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-514">line 514</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-516">line 516</a>
</dt>
@ -9895,7 +9938,7 @@ The rectangle returned will extend from the top-left of the image to the bottom-
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1149">line 1149</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1151">line 1151</a>
</dt>
@ -10060,7 +10103,7 @@ It then stops scanning and returns an object containing the color of the pixel i
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1066">line 1066</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1068">line 1068</a>
</dt>
@ -10275,7 +10318,7 @@ otherwise this may return out of date color values, or worse - throw a run-time
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-983">line 983</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-985">line 985</a>
</dt>
@ -10440,7 +10483,7 @@ Note that on little-endian systems the format is 0xAABBGGRR and on big-endian th
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1014">line 1014</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1016">line 1016</a>
</dt>
@ -10747,7 +10790,7 @@ otherwise this may return out of date color values, or worse - throw a run-time
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1034">line 1034</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1036">line 1036</a>
</dt>
@ -10886,7 +10929,7 @@ otherwise this may return out of date color values, or worse - throw a run-time
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1053">line 1053</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1055">line 1055</a>
</dt>
@ -11224,7 +11267,7 @@ otherwise this may return out of date color values, or worse - throw a run-time
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1908">line 1908</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1916">line 1916</a>
</dt>
@ -11384,7 +11427,7 @@ If a string is given it will assume it's a cache key and look in Phaser.Cache fo
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-420">line 420</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-422">line 422</a>
</dt>
@ -11614,7 +11657,7 @@ If a string is given it will assume it's a cache key and look in Phaser.Cache fo
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-238">line 238</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-240">line 240</a>
</dt>
@ -11809,7 +11852,7 @@ If a string is given it will assume it's a cache key and look in Phaser.Cache fo
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-265">line 265</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-267">line 267</a>
</dt>
@ -12004,7 +12047,7 @@ If a string is given it will assume it's a cache key and look in Phaser.Cache fo
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-328">line 328</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-330">line 330</a>
</dt>
@ -12350,7 +12393,7 @@ The callback will also be sent the pixels x and y coordinates respectively.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-698">line 698</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-700">line 700</a>
</dt>
@ -12699,7 +12742,7 @@ If a new color object is returned the pixel will be set to the r, g, b and a col
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-640">line 640</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-642">line 642</a>
</dt>
@ -12974,7 +13017,7 @@ If a new color object is returned the pixel will be set to the r, g, b and a col
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1815">line 1815</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1823">line 1823</a>
</dt>
@ -13066,7 +13109,7 @@ If you wish to suppress this functionality set BitmapData.disableTextureUpload t
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1992">line 1992</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-2000">line 2000</a>
</dt>
@ -13466,7 +13509,7 @@ An optional region parameter controls if the replacement happens in just a speci
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-752">line 752</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-754">line 754</a>
</dt>
@ -13628,7 +13671,7 @@ An optional region parameter controls if the replacement happens in just a speci
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-550">line 550</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-552">line 552</a>
</dt>
@ -13902,7 +13945,7 @@ An optional region parameter controls if the replacement happens in just a speci
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-802">line 802</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-804">line 804</a>
</dt>
@ -14236,7 +14279,7 @@ An optional region parameter controls if the replacement happens in just a speci
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-965">line 965</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-967">line 967</a>
</dt>
@ -14605,7 +14648,7 @@ An optional region parameter controls if the replacement happens in just a speci
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-926">line 926</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-928">line 928</a>
</dt>
@ -14879,7 +14922,7 @@ Note: At the time of writing (October 2014) Chrome still doesn't support shadowB
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1698">line 1698</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1706">line 1706</a>
</dt>
@ -15155,7 +15198,7 @@ The hue is wrapped to keep it within the range 0 to 1. Saturation and lightness
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-863">line 863</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-865">line 865</a>
</dt>
@ -15499,7 +15542,7 @@ If you need to do a lot of font work to this BitmapData we'd recommend implement
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1839">line 1839</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1847">line 1847</a>
</dt>
@ -15731,7 +15774,7 @@ If you need to do a lot of font work to this BitmapData we'd recommend implement
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1942">line 1942</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-1950">line 1950</a>
</dt>
@ -16010,7 +16053,7 @@ If not given the dimensions defaults to the full size of the context.</p>
<dt class="tag-source">Source -
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-594">line 594</a>
<a href="src_gameobjects_BitmapData.js.html">gameobjects/BitmapData.js</a>, <a href="src_gameobjects_BitmapData.js.html#sunlight-1-line-596">line 596</a>
</dt>
@ -16059,7 +16102,7 @@ If not given the dimensions defaults to the full size of the context.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:30 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:35 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
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@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2077,7 +2077,7 @@ at all then set this to null. The values can be anything and are in World coordi
<dt>
<h4 class="name "
id="displayObject"><span class="type-signature"></span>displayObject<span class="type-signature"> :<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span></h4>
id="displayObject"><span class="type-signature"></span>displayObject<span class="type-signature"> :PIXI.DisplayObject</span></h4>
</dt>
@ -5420,7 +5420,7 @@ of the effect, and if it should effect both axis or just one.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:30 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:36 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1535,7 +1535,7 @@ If no parent is given it will be added as a child of the document.body.</p>
<dt class="tag-source">Source -
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-116">line 116</a>
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-109">line 109</a>
</dt>
@ -1985,7 +1985,7 @@ If no parent is given it will be added as a child of the document.body.</p>
<dt class="tag-source">Source -
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-249">line 249</a>
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-242">line 242</a>
</dt>
@ -2127,7 +2127,7 @@ If no parent is given it will be added as a child of the document.body.</p>
<dt class="tag-source">Source -
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-224">line 224</a>
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-217">line 217</a>
</dt>
@ -2246,7 +2246,7 @@ If no parent is given it will be added as a child of the document.body.</p>
<dt class="tag-source">Source -
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-163">line 163</a>
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-156">line 156</a>
</dt>
@ -2440,7 +2440,7 @@ If no parent is given it will be added as a child of the document.body.</p>
<dt class="tag-source">Source -
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-54">line 54</a>
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-47">line 47</a>
</dt>
@ -2580,7 +2580,7 @@ Note that if this doesn't given the desired result then see the CanvasUtils.setS
<dt class="tag-source">Source -
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-290">line 290</a>
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-283">line 283</a>
</dt>
@ -2720,7 +2720,7 @@ Note that if this doesn't given the desired result then see the setSmoothingEnab
<dt class="tag-source">Source -
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-267">line 267</a>
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-260">line 260</a>
</dt>
@ -2886,7 +2886,7 @@ patchy on earlier browsers, especially on mobile.</p>
<dt class="tag-source">Source -
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-199">line 199</a>
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-192">line 192</a>
</dt>
@ -3068,7 +3068,7 @@ patchy on earlier browsers, especially on mobile.</p>
<dt class="tag-source">Source -
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-72">line 72</a>
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-65">line 65</a>
</dt>
@ -3345,7 +3345,7 @@ patchy on earlier browsers, especially on mobile.</p>
<dt class="tag-source">Source -
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-178">line 178</a>
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-171">line 171</a>
</dt>
@ -3527,7 +3527,7 @@ patchy on earlier browsers, especially on mobile.</p>
<dt class="tag-source">Source -
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-92">line 92</a>
<a href="src_system_Canvas.js.html">system/Canvas.js</a>, <a href="src_system_Canvas.js.html#sunlight-1-line-85">line 85</a>
</dt>
@ -3576,7 +3576,7 @@ patchy on earlier browsers, especially on mobile.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:30 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:36 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -4973,7 +4973,7 @@ This method checks the radius distances between the two Circle objects to see if
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:30 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:36 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1463,7 +1463,7 @@
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1040">line 1040</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1057">line 1057</a>
</dt>
@ -1625,7 +1625,7 @@
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1027">line 1027</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1044">line 1044</a>
</dt>
@ -1788,7 +1788,7 @@ Painting with white produces no change.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1199">line 1199</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1216">line 1216</a>
</dt>
@ -1951,7 +1951,7 @@ Painting with black produces no change.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1185">line 1185</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1202">line 1202</a>
</dt>
@ -2113,7 +2113,7 @@ Painting with black produces no change.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-998">line 998</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1015">line 1015</a>
</dt>
@ -2276,7 +2276,7 @@ Painting with black produces no change.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1066">line 1066</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1083">line 1083</a>
</dt>
@ -2439,7 +2439,7 @@ Painting with white inverts the backdrop color; painting with black produces no
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1109">line 1109</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1126">line 1126</a>
</dt>
@ -2601,7 +2601,7 @@ Painting with white inverts the backdrop color; painting with black produces no
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1313">line 1313</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1330">line 1330</a>
</dt>
@ -2770,7 +2770,7 @@ if it is equal to 0.5, the backdrop is unchanged.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1161">line 1161</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1178">line 1178</a>
</dt>
@ -2935,7 +2935,7 @@ This changes all pixels to primary additive colors (red, green, or blue), white,
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1284">line 1284</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1301">line 1301</a>
</dt>
@ -3097,7 +3097,7 @@ This changes all pixels to primary additive colors (red, green, or blue), white,
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-985">line 985</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1002">line 1002</a>
</dt>
@ -3259,7 +3259,7 @@ This changes all pixels to primary additive colors (red, green, or blue), white,
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1226">line 1226</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1243">line 1243</a>
</dt>
@ -3421,7 +3421,7 @@ This changes all pixels to primary additive colors (red, green, or blue), white,
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1213">line 1213</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1230">line 1230</a>
</dt>
@ -3585,7 +3585,7 @@ The calculation simplifies to the sum of bottom layer and twice the top layer, s
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1239">line 1239</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1256">line 1256</a>
</dt>
@ -3750,7 +3750,7 @@ multiplying with white leaves the original color unchanged.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1011">line 1011</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1028">line 1028</a>
</dt>
@ -3912,7 +3912,7 @@ multiplying with white leaves the original color unchanged.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1081">line 1081</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1098">line 1098</a>
</dt>
@ -4074,7 +4074,7 @@ multiplying with white leaves the original color unchanged.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-972">line 972</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-989">line 989</a>
</dt>
@ -4238,7 +4238,7 @@ The backdrop color is not replaced, but is mixed with the source color to reflec
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1123">line 1123</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1140">line 1140</a>
</dt>
@ -4400,7 +4400,7 @@ The backdrop color is not replaced, but is mixed with the source color to reflec
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1326">line 1326</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1343">line 1343</a>
</dt>
@ -4563,7 +4563,7 @@ If the backdrop color is darker than 50% gray, colors lighter than the blend col
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1270">line 1270</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1287">line 1287</a>
</dt>
@ -4725,7 +4725,7 @@ If the backdrop color is darker than 50% gray, colors lighter than the blend col
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1300">line 1300</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1317">line 1317</a>
</dt>
@ -4889,7 +4889,7 @@ Screening any color with white produces white; screening with black leaves the o
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1094">line 1094</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1111">line 1111</a>
</dt>
@ -5058,7 +5058,7 @@ The effect is similar to shining a diffused spotlight on the backdrop.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1138">line 1138</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1155">line 1155</a>
</dt>
@ -5220,7 +5220,7 @@ The effect is similar to shining a diffused spotlight on the backdrop.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1053">line 1053</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1070">line 1070</a>
</dt>
@ -5385,7 +5385,7 @@ layer down by twice the difference; when it is darker, the black point is moved
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1254">line 1254</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-1271">line 1271</a>
</dt>
@ -5524,7 +5524,7 @@ layer down by twice the difference; when it is darker, the black point is moved
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-677">line 677</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-694">line 694</a>
</dt>
@ -5965,7 +5965,7 @@ Any components that are not specified will default to zero.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-421">line 421</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-438">line 438</a>
</dt>
@ -6294,7 +6294,7 @@ This does not rely on endianness.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-912">line 912</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-929">line 929</a>
</dt>
@ -6433,7 +6433,7 @@ This does not rely on endianness.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-924">line 924</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-941">line 941</a>
</dt>
@ -6572,7 +6572,7 @@ This does not rely on endianness.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-960">line 960</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-977">line 977</a>
</dt>
@ -6757,7 +6757,7 @@ This does not rely on endianness.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-483">line 483</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-500">line 500</a>
</dt>
@ -6965,7 +6965,7 @@ This does not rely on endianness.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-466">line 466</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-483">line 483</a>
</dt>
@ -7104,7 +7104,7 @@ This does not rely on endianness.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-948">line 948</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-965">line 965</a>
</dt>
@ -7343,7 +7343,7 @@ Set the max value to restrict the maximum color used per channel.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-816">line 816</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-833">line 833</a>
</dt>
@ -7482,7 +7482,7 @@ Set the max value to restrict the maximum color used per channel.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-936">line 936</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-953">line 953</a>
</dt>
@ -7622,7 +7622,7 @@ Set the max value to restrict the maximum color used per channel.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-848">line 848</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-865">line 865</a>
</dt>
@ -7764,7 +7764,7 @@ Set the max value to restrict the maximum color used per channel.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-890">line 890</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-907">line 907</a>
</dt>
@ -7948,7 +7948,7 @@ Set the max value to restrict the maximum color used per channel.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-547">line 547</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-564">line 564</a>
</dt>
@ -8087,7 +8087,7 @@ Set the max value to restrict the maximum color used per channel.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-528">line 528</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-545">line 545</a>
</dt>
@ -8285,7 +8285,7 @@ Set the max value to restrict the maximum color used per channel.</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-717">line 717</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-734">line 734</a>
</dt>
@ -8532,7 +8532,7 @@ Based on code by Michael Jackson (https://github.com/mjijackson)</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-203">line 203</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-220">line 220</a>
</dt>
@ -8730,7 +8730,7 @@ Based on code by Michael Jackson (https://github.com/mjijackson)</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-692">line 692</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-709">line 709</a>
</dt>
@ -8977,7 +8977,7 @@ Based on code by Michael Jackson (https://github.com/mjijackson)</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-310">line 310</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-327">line 327</a>
</dt>
@ -9163,7 +9163,7 @@ Based on code by Michael Jackson (https://github.com/mjijackson)</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-379">line 379</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-396">line 396</a>
</dt>
@ -9394,7 +9394,7 @@ Based on code by Michael Jackson (https://github.com/mjijackson)</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-742">line 742</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-759">line 759</a>
</dt>
@ -9648,7 +9648,7 @@ Based on code by Michael Jackson (https://github.com/mjijackson)</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-768">line 768</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-785">line 785</a>
</dt>
@ -9948,7 +9948,7 @@ Based on code by Michael Jackson (https://github.com/mjijackson)</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-792">line 792</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-809">line 809</a>
</dt>
@ -10411,7 +10411,7 @@ Based on code by Michael Jackson (https://github.com/mjijackson)</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-144">line 144</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-161">line 161</a>
</dt>
@ -10658,7 +10658,7 @@ Based on code by Michael Jackson (https://github.com/mjijackson)</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-254">line 254</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-271">line 271</a>
</dt>
@ -10962,7 +10962,215 @@ If prefix was '#' it will be in the format <code>#RRGGBB</code> otherwise <code>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-499">line 499</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-516">line 516</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id=".toABGR"><span class="type-signature">&lt;static> </span>toABGR<span class="signature">(r, g, b, a)</span><span class="type-signature"> &rarr; {number}</span></h4>
</dt>
<dd>
<div class="description">
<p>Converts RGBA components to a 32 bit integer in AABBGGRR format.</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>r</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The red color component, in the range 0 - 255.</p></td>
</tr>
<tr>
<td class="name"><code>g</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The green color component, in the range 0 - 255.</p></td>
</tr>
<tr>
<td class="name"><code>b</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The blue color component, in the range 0 - 255.</p></td>
</tr>
<tr>
<td class="name"><code>a</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The alpha color component, in the range 0 - 255.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">number</span>
-
</div>
<div class="returns-desc param-desc">
<p>A RGBA-packed 32 bit integer</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-144">line 144</a>
</dt>
@ -11599,7 +11807,7 @@ endian-independent method, use fromRGBA(rgba) and toRGBA(r, g, b, a).</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-448">line 448</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-465">line 465</a>
</dt>
@ -11786,7 +11994,7 @@ endian-independent method, use fromRGBA(rgba) and toRGBA(r, g, b, a).</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-624">line 624</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-641">line 641</a>
</dt>
@ -11969,7 +12177,7 @@ endian-independent method, use fromRGBA(rgba) and toRGBA(r, g, b, a).</p>
<dt class="tag-source">Source -
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-591">line 591</a>
<a href="src_utils_Color.js.html">utils/Color.js</a>, <a href="src_utils_Color.js.html#sunlight-1-line-608">line 608</a>
</dt>
@ -12018,7 +12226,7 @@ endian-independent method, use fromRGBA(rgba) and toRGBA(r, g, b, a).</p>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1411,7 +1411,7 @@ Working in radians is slightly faster as it doesn't have to perform any calculat
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1625,7 +1625,7 @@ If you need to reset an already running animation do so directly on the Animatio
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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View file

@ -708,10 +708,6 @@
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</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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1468,7 +1468,7 @@ Returns <code>true</code> if they do, otherwise <code>false</code> if fully outs
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2437,7 +2437,7 @@ one expands it.</p>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1328,7 +1328,7 @@
<dt>
<h4 class="name "
id="bringToTop"><span class="type-signature"></span>bringToTop<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
id="bringToTop"><span class="type-signature"></span>bringToTop<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
@ -1358,7 +1358,7 @@ because the World is the root Group from which all Game Objects descend.</p>
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
@ -1421,7 +1421,7 @@ because the World is the root Group from which all Game Objects descend.</p>
<dt>
<h4 class="name "
id="moveDown"><span class="type-signature"></span>moveDown<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
id="moveDown"><span class="type-signature"></span>moveDown<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
@ -1451,7 +1451,7 @@ because the World is the root Group from which all Game Objects descend.</p>
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
@ -1514,7 +1514,7 @@ because the World is the root Group from which all Game Objects descend.</p>
<dt>
<h4 class="name "
id="moveUp"><span class="type-signature"></span>moveUp<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
id="moveUp"><span class="type-signature"></span>moveUp<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
@ -1544,7 +1544,7 @@ because the World is the root Group from which all Game Objects descend.</p>
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
@ -1607,7 +1607,7 @@ because the World is the root Group from which all Game Objects descend.</p>
<dt>
<h4 class="name "
id="sendToBack"><span class="type-signature"></span>sendToBack<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
id="sendToBack"><span class="type-signature"></span>sendToBack<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
@ -1637,7 +1637,7 @@ because the World is the root Group from which all Game Objects descend.</p>
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
@ -1722,7 +1722,7 @@ because the World is the root Group from which all Game Objects descend.</p>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2626,7 +2626,7 @@ Remember if this Game Object has any children you should call update on those to
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1665,7 +1665,7 @@ or the rectangle it references, then you need to update the crop frame by callin
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1520,7 +1520,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1593,7 +1593,7 @@ more than one Game Object sharing the same BaseTexture.</p>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1546,7 +1546,7 @@ Called automatically by the Game Object.</p>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1642,7 +1642,7 @@ Will never exceed the <code>maxHealth</code> value.</p>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1408,7 +1408,7 @@
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1658,7 +1658,7 @@ Called automatically by the Game Object.</p>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1411,6 +1411,9 @@ for this Game Object and it will then start to process click / touch events and
<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>
<p>If you want to <em>temporarily</em> disable input for a Game Object, then it's better to set
<code>input.enabled = false</code>, as it won't reset any of the Input Handlers internal properties.
You can then toggle this back on as needed.</p>
</div>
@ -1438,7 +1441,7 @@ for this Game Object and it will then start to process click / touch events and
<dt class="tag-source">Source -
<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>
<a href="src_gameobjects_components_InputEnabled.js.html">gameobjects/components/InputEnabled.js</a>, <a href="src_gameobjects_components_InputEnabled.js.html#sunlight-1-line-42">line 42</a>
</dt>
@ -1481,7 +1484,7 @@ for this Game Object and it will then start to process click / touch events and
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1526,7 +1526,7 @@ Called automatically by the Game Object.</p>
<dt>
<h4 class="name "
id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"> &rarr; {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
id="kill"><span class="type-signature"></span>kill<span class="signature">()</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
@ -1557,7 +1557,7 @@ it doesn't destroy the object or free it up from memory.</p>
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
@ -1620,7 +1620,7 @@ it doesn't destroy the object or free it up from memory.</p>
<dt>
<h4 class="name "
id="revive"><span class="type-signature"></span>revive<span class="signature">(<span class="optional">health</span>)</span><span class="type-signature"> &rarr; {<a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a>}</span></h4>
id="revive"><span class="type-signature"></span>revive<span class="signature">(<span class="optional">health</span>)</span><span class="type-signature"> &rarr; {PIXI.DisplayObject}</span></h4>
</dt>
@ -1718,7 +1718,7 @@ it doesn't destroy the object or free it up from memory.</p>
<div class="returns-type">
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
<span class="param-type">PIXI.DisplayObject</span>
-
</div>
@ -1803,7 +1803,7 @@ it doesn't destroy the object or free it up from memory.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:31 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:37 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -2068,7 +2068,7 @@ it can be useful to adjust the dimensions directly in this way.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:31 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:37 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1393,7 +1393,7 @@ It should be fine for low-volume testing where physics isn't required.</p>
<span class="param-type"><a href="Phaser.Button.html">Phaser.Button</a></span>
|
<span class="param-type"><a href="PIXI.DisplayObject.html">PIXI.DisplayObject</a></span>
<span class="param-type">PIXI.DisplayObject</span>
@ -1505,7 +1505,7 @@ It should be fine for low-volume testing where physics isn't required.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:31 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:37 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -708,10 +708,6 @@
<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>
@ -744,6 +740,10 @@
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-2">
<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
@ -1692,7 +1692,7 @@ Called automatically by the Game Object.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
on Fri Jun 17 2016 12:45:31 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jul 08 2016 15:42:37 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

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