mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 13:43:26 +00:00
Merge branch 'master' of https://github.com/photonstorm/phaser
This commit is contained in:
commit
ed97d1594a
4 changed files with 46 additions and 41 deletions
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@ -9,7 +9,9 @@ var Utils = require('../../renderer/webgl/Utils');
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/**
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* @classdesc
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* [description]
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* A 2D point light.
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*
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* Add these to a scene using the ForwardDiffuseLightPipeline for lighting effects, or just to represent a point light.
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*
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* @class Light
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* @memberOf Phaser.GameObjects
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@ -19,9 +21,9 @@ var Utils = require('../../renderer/webgl/Utils');
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* @param {number} x - The horizontal position of the light.
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* @param {number} y - The vertical position of the light.
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* @param {number} radius - The radius of the light.
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* @param {number} r - The red color. A value between 0 and 1.
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* @param {number} g - The green color. A value between 0 and 1.
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* @param {number} b - The blue color. A value between 0 and 1.
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* @param {number} r - The red color of the light. A value between 0 and 1.
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* @param {number} g - The green color of the light. A value between 0 and 1.
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* @param {number} b - The blue color of the light. A value between 0 and 1.
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* @param {number} intensity - The intensity of the light.
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*/
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var Light = new Class({
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@ -31,7 +33,7 @@ var Light = new Class({
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function Light (x, y, radius, r, g, b, intensity)
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{
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/**
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* [description]
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* The horizontal position of the light.
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*
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* @name Phaser.GameObjects.Light#x
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* @type {number}
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@ -40,7 +42,7 @@ var Light = new Class({
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this.x = x;
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/**
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* [description]
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* The vertical position of the light.
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*
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* @name Phaser.GameObjects.Light#y
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* @type {number}
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@ -49,7 +51,7 @@ var Light = new Class({
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this.y = y;
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/**
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* [description]
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* The radius of the light.
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*
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* @name Phaser.GameObjects.Light#radius
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* @type {number}
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@ -58,7 +60,7 @@ var Light = new Class({
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this.radius = radius;
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/**
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* [description]
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* The red color of the light. A value between 0 and 1.
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*
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* @name Phaser.GameObjects.Light#r
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* @type {number}
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@ -67,7 +69,7 @@ var Light = new Class({
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this.r = r;
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/**
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* [description]
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* The green color of the light. A value between 0 and 1.
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*
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* @name Phaser.GameObjects.Light#g
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* @type {number}
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@ -76,7 +78,7 @@ var Light = new Class({
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this.g = g;
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/**
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* [description]
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* The blue color of the light. A value between 0 and 1.
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*
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* @name Phaser.GameObjects.Light#b
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* @type {number}
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@ -85,7 +87,7 @@ var Light = new Class({
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this.b = b;
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/**
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* [description]
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* The intensity of the light.
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*
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* @name Phaser.GameObjects.Light#intensity
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* @type {number}
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@ -94,7 +96,7 @@ var Light = new Class({
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this.intensity = intensity;
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/**
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* [description]
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* The horizontal scroll factor of the light.
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*
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* @name Phaser.GameObjects.Light#scrollFactorX
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* @type {number}
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@ -103,7 +105,7 @@ var Light = new Class({
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this.scrollFactorX = 1.0;
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/**
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* [description]
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* The vertical scroll factor of the light.
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*
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* @name Phaser.GameObjects.Light#scrollFactorY
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* @type {number}
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@ -113,7 +115,10 @@ var Light = new Class({
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},
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/**
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* [description]
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* Set the properties of the light.
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*
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* Sets both horizontal and vertical scroll factor to 1. Use {@link Phaser.GameObjects.Light#setScrollFactor} to set
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* the scroll factor.
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*
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* @method Phaser.GameObjects.Light#set
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* @since 3.0.0
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@ -148,7 +153,7 @@ var Light = new Class({
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},
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/**
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* [description]
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* Set the scroll factor of the light.
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*
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* @method Phaser.GameObjects.Light#setScrollFactor
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* @since 3.0.0
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@ -170,7 +175,7 @@ var Light = new Class({
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},
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/**
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* [description]
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* Set the color of the light from a single integer RGB value.
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*
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* @method Phaser.GameObjects.Light#setColor
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* @since 3.0.0
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@ -182,21 +187,21 @@ var Light = new Class({
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setColor: function (rgb)
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{
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var color = Utils.getFloatsFromUintRGB(rgb);
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this.r = color[0];
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this.g = color[1];
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this.b = color[2];
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return this;
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},
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/**
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* [description]
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* Set the intensity of the light.
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*
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* @method Phaser.GameObjects.Light#setIntensity
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* @since 3.0.0
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*
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* @param {number} intensity - [description]
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* @param {number} intensity - The intensity of the light.
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*
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* @return {Phaser.GameObjects.Light} This Light object.
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*/
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@ -208,7 +213,7 @@ var Light = new Class({
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},
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/**
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* [description]
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* Set the position of the light.
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*
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* @method Phaser.GameObjects.Light#setPosition
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* @since 3.0.0
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@ -227,12 +232,12 @@ var Light = new Class({
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},
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/**
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* [description]
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* Set the radius of the light.
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*
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* @method Phaser.GameObjects.Light#setRadius
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* @since 3.0.0
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*
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* @param {number} radius - [description]
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* @param {number} radius - The radius of the light.
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*
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* @return {Phaser.GameObjects.Light} This Light object.
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*/
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@ -38,10 +38,10 @@ var MeshRender = require('./MeshRender');
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {float[]} vertices - An array containing the vertices data for this Mesh.
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* @param {float[]} uv - An array containing the uv data for this Mesh.
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* @param {float[]} colors - An array containing the color data for this Mesh.
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* @param {float[]} alphas - An array containing the alpha data for this Mesh.
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* @param {number[]} vertices - An array containing the vertices data for this Mesh.
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* @param {number[]} uv - An array containing the uv data for this Mesh.
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* @param {number[]} colors - An array containing the color data for this Mesh.
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* @param {number[]} alphas - An array containing the alpha data for this Mesh.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*/
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@ -115,7 +115,7 @@ var Mesh = new Class({
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}
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/**
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* [description]
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* An array containing the vertices data for this Mesh.
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*
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* @name Phaser.GameObjects.Mesh#vertices
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* @type {Float32Array}
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@ -124,7 +124,7 @@ var Mesh = new Class({
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this.vertices = new Float32Array(vertices);
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/**
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* [description]
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* An array containing the uv data for this Mesh.
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*
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* @name Phaser.GameObjects.Mesh#uv
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* @type {Float32Array}
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this.uv = new Float32Array(uv);
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/**
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* [description]
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* An array containing the color data for this Mesh.
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*
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* @name Phaser.GameObjects.Mesh#colors
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* @type {Uint32Array}
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this.colors = new Uint32Array(colors);
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/**
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* [description]
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* An array containing the alpha data for this Mesh.
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*
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* @name Phaser.GameObjects.Mesh#alphas
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* @type {Float32Array}
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@ -24,7 +24,7 @@ var Mesh = require('../mesh/Mesh');
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* @webglOnly
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - [description]
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* @param {Phaser.Scene} scene - The Scene to which this Quad belongs.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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@ -79,7 +79,7 @@ var Sprite = new Class({
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GameObject.call(this, scene, 'Sprite');
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/**
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* [description]
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* The Animation Controller of this Sprite.
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*
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* @name Phaser.GameObjects.Sprite#anims
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* @type {Phaser.GameObjects.Components.Animation}
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@ -95,14 +95,14 @@ var Sprite = new Class({
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},
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/**
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* [description]
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* Update this Sprite's animations.
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*
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* @method Phaser.GameObjects.Sprite#preUpdate
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* @protected
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* @since 3.0.0
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*
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* @param {number} time - [description]
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* @param {number} delta - [description]
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* @param {number} time - The current timestamp.
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* @param {number} delta - The delta time, in ms, elapsed since the last frame.
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*/
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preUpdate: function (time, delta)
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{
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},
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/**
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* [description]
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* Start playing the given animation.
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*
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* @method Phaser.GameObjects.Sprite#play
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* @since 3.0.0
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*
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* @param {string} key - [description]
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* @param {boolean} [ignoreIfPlaying=false] - [description]
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* @param {integer} [startFrame=0] - [description]
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* @param {string} key - The string-based key of the animation to play.
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* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
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* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
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*
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* @return {Phaser.GameObjects.Sprite} This Game Object.
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*/
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},
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/**
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* [description]
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* Build a JSON representation of this Sprite.
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*
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* @method Phaser.GameObjects.Sprite#toJSON
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* @since 3.0.0
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