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2158 lines
64 KiB
HTML
Executable file
2158 lines
64 KiB
HTML
Executable file
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>Phaser Source: src/pixi/display/DisplayObject.js</title>
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class="caret"></b></a>
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<a href="Phaser.html">Phaser</a>
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<a href="PIXI.html">PIXI</a>
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<a href="Phaser.AudioSprite.html">AudioSprite</a>
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<a href="Phaser.BitmapData.html">BitmapData</a>
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<a href="Phaser.Bullet.html">Bullet</a>
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<a href="Phaser.Button.html">Button</a>
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<a href="Phaser.Cache.html">Cache</a>
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<li class="class-depth-1">
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<a href="Phaser.Camera.html">Camera</a>
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<a href="Phaser.Canvas.html">Canvas</a>
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<li class="class-depth-1">
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<a href="Phaser.Circle.html">Circle</a>
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<a href="Phaser.Color.html">Color</a>
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<a href="Phaser.Component.Angle.html">Angle</a>
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<a href="Phaser.Component.AutoCull.html">AutoCull</a>
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</li>
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<a href="Phaser.Component.Bounds.html">Bounds</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.BringToTop.html">BringToTop</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Core.html">Core</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Crop.html">Crop</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Delta.html">Delta</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Destroy.html">Destroy</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Health.html">Health</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.InCamera.html">InCamera</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.InputEnabled.html">InputEnabled</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.InWorld.html">InWorld</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.LifeSpan.html">LifeSpan</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Overlap.html">Overlap</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Reset.html">Reset</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Smoothed.html">Smoothed</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Create.html">Create</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Creature.html">Creature</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Device.html">Device</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.DeviceButton.html">DeviceButton</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.DOM.html">DOM</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Easing.html">Easing</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Back.html">Back</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Bounce.html">Bounce</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Circular.html">Circular</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Cubic.html">Cubic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Elastic.html">Elastic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Linear.html">Linear</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quartic.html">Quartic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Ellipse.html">Ellipse</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Events.html">Events</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Filter.html">Filter</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FlexLayer.html">FlexLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Frame.html">Frame</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FrameData.html">FrameData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Game.html">Game</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Gamepad.html">Gamepad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Group.html">Group</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Hermite.html">Hermite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Image.html">Image</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ImageCollection.html">ImageCollection</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Input.html">Input</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.InputHandler.html">InputHandler</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Key.html">Key</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Keyboard.html">Keyboard</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.KeyCode.html">KeyCode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Line.html">Line</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LinkedList.html">LinkedList</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Loader.html">Loader</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Math.html">Math</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Matrix.html">Matrix</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Mouse.html">Mouse</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.MSPointer.html">MSPointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Net.html">Net</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Particle.html">Particle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Particles.html">Particles</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Path.html">Path</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PathFollower.html">PathFollower</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PathPoint.html">PathPoint</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Physics.html">Physics</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.P2.html">P2</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Plugin.PathManager.html">PathManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rope.html">Rope</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Sprite.html">Sprite</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Video.html">Video</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Weapon.html">Weapon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EarCut.html">EarCut</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-2">
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.Rope.html">Rope</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
|
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|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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|
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<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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<li class="class-depth-1">
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
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|
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<ul class="dropdown-menu ">
|
|
|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#AUTO">AUTO</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#blendModes">blendModes</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BUTTON">BUTTON</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CANVAS">CANVAS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#CENTER">CENTER</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#CIRCLE">CIRCLE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#CREATURE">CREATURE</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#displayList">displayList</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ELLIPSE">ELLIPSE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#emit">emit</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#EMITTER">EMITTER</a>
|
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</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#GAMES">GAMES</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#GRAPHICS">GRAPHICS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#GROUP">GROUP</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#HEADLESS">HEADLESS</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#IMAGE">IMAGE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT">LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LINE">LINE</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#listeners">listeners</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#MATRIX">MATRIX</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#NONE">NONE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#off">off</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#on">on</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#once">once</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
|
</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#POINT">POINT</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#POINTER">POINTER</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#POLYGON">POLYGON</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#PORTRAIT">PORTRAIT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#RECTANGLE">RECTANGLE</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#removeAllListeners">removeAllListeners</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: src/pixi/display/DisplayObject.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves http://matgroves.com @Doormat23
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* The base class for all objects that are rendered. Contains properties for position, scaling,
|
|
* rotation, masks and cache handling.
|
|
*
|
|
* This is an abstract class and should not be used on its own, rather it should be extended.
|
|
*
|
|
* It is used internally by the likes of PIXI.Sprite.
|
|
*
|
|
* @class PIXI.DisplayObject
|
|
* @constructor
|
|
*/
|
|
PIXI.DisplayObject = function () {
|
|
|
|
/**
|
|
* The coordinates, in pixels, of this DisplayObject, relative to its parent container.
|
|
*
|
|
* The value of this property does not reflect any positioning happening further up the display list.
|
|
* To obtain that value please see the `worldPosition` property.
|
|
*
|
|
* @property {PIXI.Point} position
|
|
* @default
|
|
*/
|
|
this.position = new PIXI.Point(0, 0);
|
|
|
|
/**
|
|
* The scale of this DisplayObject. A scale of 1:1 represents the DisplayObject
|
|
* at its default size. A value of 0.5 would scale this DisplayObject by half, and so on.
|
|
*
|
|
* The value of this property does not reflect any scaling happening further up the display list.
|
|
* To obtain that value please see the `worldScale` property.
|
|
*
|
|
* @property {PIXI.Point} scale
|
|
* @default
|
|
*/
|
|
this.scale = new PIXI.Point(1, 1);
|
|
|
|
/**
|
|
* The pivot point of this DisplayObject that it rotates around. The values are expressed
|
|
* in pixel values.
|
|
* @property {PIXI.Point} pivot
|
|
* @default
|
|
*/
|
|
this.pivot = new PIXI.Point(0, 0);
|
|
|
|
/**
|
|
* The rotation of this DisplayObject. The value is given, and expressed, in radians, and is based on
|
|
* a right-handed orientation.
|
|
*
|
|
* The value of this property does not reflect any rotation happening further up the display list.
|
|
* To obtain that value please see the `worldRotation` property.
|
|
*
|
|
* @property {number} rotation
|
|
* @default
|
|
*/
|
|
this.rotation = 0;
|
|
|
|
/**
|
|
* The alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.
|
|
* Please note that an object with an alpha value of 0 is skipped during the render pass.
|
|
*
|
|
* The value of this property does not reflect any alpha values set further up the display list.
|
|
* To obtain that value please see the `worldAlpha` property.
|
|
*
|
|
* @property {number} alpha
|
|
* @default
|
|
*/
|
|
this.alpha = 1;
|
|
|
|
/**
|
|
* The visibility of this DisplayObject. A value of `false` makes the object invisible.
|
|
* A value of `true` makes it visible. Please note that an object with a visible value of
|
|
* `false` is skipped during the render pass. Equally a DisplayObject with visible false will
|
|
* not render any of its children.
|
|
*
|
|
* The value of this property does not reflect any visible values set further up the display list.
|
|
* To obtain that value please see the `worldVisible` property.
|
|
*
|
|
* @property {boolean} visible
|
|
* @default
|
|
*/
|
|
this.visible = true;
|
|
|
|
/**
|
|
* This is the defined area that will pick up mouse / touch events. It is null by default.
|
|
* Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
|
|
*
|
|
* @property hitArea
|
|
* @type Rectangle|Circle|Ellipse|Polygon
|
|
*/
|
|
this.hitArea = null;
|
|
|
|
/**
|
|
* Should this DisplayObject be rendered by the renderer? An object with a renderable value of
|
|
* `false` is skipped during the render pass.
|
|
*
|
|
* @property {boolean} renderable
|
|
* @default
|
|
*/
|
|
this.renderable = false;
|
|
|
|
/**
|
|
* The parent DisplayObjectContainer that this DisplayObject is a child of.
|
|
* All DisplayObjects must belong to a parent in order to be rendered.
|
|
* The root parent is the Stage object. This property is set automatically when the
|
|
* DisplayObject is added to, or removed from, a DisplayObjectContainer.
|
|
*
|
|
* @property {PIXI.DisplayObjectContainer} parent
|
|
* @default
|
|
* @readOnly
|
|
*/
|
|
this.parent = null;
|
|
|
|
/**
|
|
* The multiplied alpha value of this DisplayObject. A value of 1 is fully opaque. A value of 0 is transparent.
|
|
* This value is the calculated total, based on the alpha values of all parents of this DisplayObjects
|
|
* in the display list.
|
|
*
|
|
* To obtain, and set, the local alpha value, see the `alpha` property.
|
|
*
|
|
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
|
|
* that happens this property will contain values based on the previous frame. Be mindful of this if
|
|
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
|
|
*
|
|
* @property {number} worldAlpha
|
|
* @readOnly
|
|
*/
|
|
this.worldAlpha = 1;
|
|
|
|
/**
|
|
* The current transform of this DisplayObject.
|
|
*
|
|
* This property contains the calculated total, based on the transforms of all parents of this
|
|
* DisplayObject in the display list.
|
|
*
|
|
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
|
|
* that happens this property will contain values based on the previous frame. Be mindful of this if
|
|
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
|
|
*
|
|
* @property {PIXI.Matrix} worldTransform
|
|
* @readOnly
|
|
*/
|
|
this.worldTransform = new PIXI.Matrix();
|
|
|
|
/**
|
|
* The coordinates, in pixels, of this DisplayObject within the world.
|
|
*
|
|
* This property contains the calculated total, based on the positions of all parents of this
|
|
* DisplayObject in the display list.
|
|
*
|
|
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
|
|
* that happens this property will contain values based on the previous frame. Be mindful of this if
|
|
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
|
|
*
|
|
* @property {PIXI.Point} worldPosition
|
|
* @readOnly
|
|
*/
|
|
this.worldPosition = new PIXI.Point(0, 0);
|
|
|
|
/**
|
|
* The global scale of this DisplayObject.
|
|
*
|
|
* This property contains the calculated total, based on the scales of all parents of this
|
|
* DisplayObject in the display list.
|
|
*
|
|
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
|
|
* that happens this property will contain values based on the previous frame. Be mindful of this if
|
|
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
|
|
*
|
|
* @property {PIXI.Point} worldScale
|
|
* @readOnly
|
|
*/
|
|
this.worldScale = new PIXI.Point(1, 1);
|
|
|
|
/**
|
|
* The rotation, in radians, of this DisplayObject.
|
|
*
|
|
* This property contains the calculated total, based on the rotations of all parents of this
|
|
* DisplayObject in the display list.
|
|
*
|
|
* Note: This property is only updated at the end of the `updateTransform` call, once per render. Until
|
|
* that happens this property will contain values based on the previous frame. Be mindful of this if
|
|
* accessing this property outside of the normal game flow, i.e. from an asynchronous event callback.
|
|
*
|
|
* @property {number} worldRotation
|
|
* @readOnly
|
|
*/
|
|
this.worldRotation = 0;
|
|
|
|
/**
|
|
* The rectangular area used by filters when rendering a shader for this DisplayObject.
|
|
*
|
|
* @property {PIXI.Rectangle} filterArea
|
|
* @type Rectangle
|
|
* @default
|
|
*/
|
|
this.filterArea = null;
|
|
|
|
/**
|
|
* @property {number} _sr - Cached rotation value.
|
|
* @private
|
|
*/
|
|
this._sr = 0;
|
|
|
|
/**
|
|
* @property {number} _cr - Cached rotation value.
|
|
* @private
|
|
*/
|
|
this._cr = 1;
|
|
|
|
/**
|
|
* @property {PIXI.Rectangle} _bounds - The cached bounds of this object.
|
|
* @private
|
|
*/
|
|
this._bounds = new PIXI.Rectangle(0, 0, 0, 0);
|
|
|
|
/**
|
|
* @property {PIXI.Rectangle} _currentBounds - The most recently calculated bounds of this object.
|
|
* @private
|
|
*/
|
|
this._currentBounds = null;
|
|
|
|
/**
|
|
* @property {PIXI.Rectangle} _mask - The cached mask of this object.
|
|
* @private
|
|
*/
|
|
this._mask = null;
|
|
|
|
/**
|
|
* @property {boolean} _cacheAsBitmap - Internal cache as bitmap flag.
|
|
* @private
|
|
*/
|
|
this._cacheAsBitmap = false;
|
|
|
|
/**
|
|
* @property {boolean} _cacheIsDirty - Internal dirty cache flag.
|
|
* @private
|
|
*/
|
|
this._cacheIsDirty = false;
|
|
|
|
};
|
|
|
|
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;
|
|
|
|
PIXI.DisplayObject.prototype = {
|
|
|
|
/**
|
|
* Destroy this DisplayObject.
|
|
*
|
|
* Removes any cached sprites, sets renderable flag to false, and nulls filters, bounds and mask.
|
|
*
|
|
* Also iteratively calls `destroy` on any children.
|
|
*
|
|
* @method PIXI.DisplayObject#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
if (this.children)
|
|
{
|
|
var i = this.children.length;
|
|
|
|
while (i--)
|
|
{
|
|
this.children[i].destroy();
|
|
}
|
|
|
|
this.children = [];
|
|
}
|
|
|
|
this.hitArea = null;
|
|
this.parent = null;
|
|
this.worldTransform = null;
|
|
this.filterArea = null;
|
|
this.renderable = false;
|
|
|
|
this._bounds = null;
|
|
this._currentBounds = null;
|
|
this._mask = null;
|
|
|
|
this._destroyCachedSprite();
|
|
|
|
},
|
|
|
|
/*
|
|
* Updates the transform matrix this DisplayObject uses for rendering.
|
|
*
|
|
* If the object has no parent, and no parent parameter is provided, it will default to
|
|
* Phaser.Game.World as the parent transform to use. If that is unavailable the transform fails to take place.
|
|
*
|
|
* The `parent` parameter has priority over the actual parent. Use it as a parent override.
|
|
* Setting it does **not** change the actual parent of this DisplayObject.
|
|
*
|
|
* Calling this method updates the `worldTransform`, `worldAlpha`, `worldPosition`, `worldScale`
|
|
* and `worldRotation` properties.
|
|
*
|
|
* If a `transformCallback` has been specified, it is called at the end of this method, and is passed
|
|
* the new, updated, worldTransform property, along with the parent transform used.
|
|
*
|
|
* @method PIXI.DisplayObject#updateTransform
|
|
* @param {PIXI.DisplayObjectContainer} [parent] - Optional parent to calculate this DisplayObjects transform from.
|
|
* @return {PIXI.DisplayObject} - A reference to this DisplayObject.
|
|
*/
|
|
updateTransform: function (parent) {
|
|
|
|
if (!parent && !this.parent && !this.game)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
var p = this.parent;
|
|
|
|
if (parent)
|
|
{
|
|
p = parent;
|
|
}
|
|
else if (!this.parent)
|
|
{
|
|
p = this.game.world;
|
|
}
|
|
|
|
// create some matrix refs for easy access
|
|
var pt = p.worldTransform;
|
|
var wt = this.worldTransform;
|
|
|
|
// temporary matrix variables
|
|
var a, b, c, d, tx, ty;
|
|
|
|
// so if rotation is between 0 then we can simplify the multiplication process..
|
|
if (this.rotation % PIXI.PI_2)
|
|
{
|
|
// check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes
|
|
if (this.rotation !== this.rotationCache)
|
|
{
|
|
this.rotationCache = this.rotation;
|
|
this._sr = Math.sin(this.rotation);
|
|
this._cr = Math.cos(this.rotation);
|
|
}
|
|
|
|
// get the matrix values of the displayobject based on its transform properties..
|
|
a = this._cr * this.scale.x;
|
|
b = this._sr * this.scale.x;
|
|
c = -this._sr * this.scale.y;
|
|
d = this._cr * this.scale.y;
|
|
tx = this.position.x;
|
|
ty = this.position.y;
|
|
|
|
// check for pivot.. not often used so geared towards that fact!
|
|
if (this.pivot.x || this.pivot.y)
|
|
{
|
|
tx -= this.pivot.x * a + this.pivot.y * c;
|
|
ty -= this.pivot.x * b + this.pivot.y * d;
|
|
}
|
|
|
|
// concat the parent matrix with the objects transform.
|
|
wt.a = a * pt.a + b * pt.c;
|
|
wt.b = a * pt.b + b * pt.d;
|
|
wt.c = c * pt.a + d * pt.c;
|
|
wt.d = c * pt.b + d * pt.d;
|
|
wt.tx = tx * pt.a + ty * pt.c + pt.tx;
|
|
wt.ty = tx * pt.b + ty * pt.d + pt.ty;
|
|
}
|
|
else
|
|
{
|
|
// lets do the fast version as we know there is no rotation..
|
|
a = this.scale.x;
|
|
d = this.scale.y;
|
|
|
|
tx = this.position.x - this.pivot.x * a;
|
|
ty = this.position.y - this.pivot.y * d;
|
|
|
|
wt.a = a * pt.a;
|
|
wt.b = a * pt.b;
|
|
wt.c = d * pt.c;
|
|
wt.d = d * pt.d;
|
|
wt.tx = tx * pt.a + ty * pt.c + pt.tx;
|
|
wt.ty = tx * pt.b + ty * pt.d + pt.ty;
|
|
}
|
|
|
|
// Set the World values
|
|
this.worldAlpha = this.alpha * p.worldAlpha;
|
|
this.worldPosition.set(wt.tx, wt.ty);
|
|
this.worldScale.set(this.scale.x * Math.sqrt(wt.a * wt.a + wt.c * wt.c), this.scale.y * Math.sqrt(wt.b * wt.b + wt.d * wt.d));
|
|
this.worldRotation = Math.atan2(-wt.c, wt.d);
|
|
|
|
// reset the bounds each time this is called!
|
|
this._currentBounds = null;
|
|
|
|
// Custom callback?
|
|
if (this.transformCallback)
|
|
{
|
|
this.transformCallback.call(this.transformCallbackContext, wt, pt);
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* To be overridden by classes that require it.
|
|
*
|
|
* @method PIXI.DisplayObject#preUpdate
|
|
*/
|
|
preUpdate: function () {
|
|
|
|
},
|
|
|
|
/**
|
|
* Generates a RenderTexture based on this DisplayObject, which can they be used to texture other Sprites.
|
|
* This can be useful if your DisplayObject is static, or complicated, and needs to be reused multiple times.
|
|
*
|
|
* Please note that no garbage collection takes place on old textures. It is up to you to destroy old textures,
|
|
* and references to them, so they don't linger in memory.
|
|
*
|
|
* @method PIXI.DisplayObject#generateTexture
|
|
* @param {number} [resolution=1] - The resolution of the texture being generated.
|
|
* @param {number} [scaleMode=PIXI.scaleModes.DEFAULT] - See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values.
|
|
* @param {PIXI.CanvasRenderer|PIXI.WebGLRenderer} renderer - The renderer used to generate the texture.
|
|
* @return {PIXI.RenderTexture} - A RenderTexture containing an image of this DisplayObject at the time it was invoked.
|
|
*/
|
|
generateTexture: function (resolution, scaleMode, renderer) {
|
|
|
|
var bounds = this.getLocalBounds();
|
|
|
|
var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution);
|
|
|
|
PIXI.DisplayObject._tempMatrix.tx = -bounds.x;
|
|
PIXI.DisplayObject._tempMatrix.ty = -bounds.y;
|
|
|
|
renderTexture.render(this, PIXI.DisplayObject._tempMatrix);
|
|
|
|
return renderTexture;
|
|
|
|
},
|
|
|
|
/**
|
|
* If this DisplayObject has a cached Sprite, this method generates and updates it.
|
|
*
|
|
* @method PIXI.DisplayObject#updateCache
|
|
* @return {PIXI.DisplayObject} - A reference to this DisplayObject.
|
|
*/
|
|
updateCache: function () {
|
|
|
|
this._generateCachedSprite();
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Calculates the global position of this DisplayObject, based on the position given.
|
|
*
|
|
* @method PIXI.DisplayObject#toGlobal
|
|
* @param {PIXI.Point} position - The global position to calculate from.
|
|
* @return {PIXI.Point} - A point object representing the position of this DisplayObject based on the global position given.
|
|
*/
|
|
toGlobal: function (position) {
|
|
|
|
this.updateTransform();
|
|
|
|
return this.worldTransform.apply(position);
|
|
|
|
},
|
|
|
|
/**
|
|
* Calculates the local position of this DisplayObject, relative to another point.
|
|
*
|
|
* @method PIXI.DisplayObject#toLocal
|
|
* @param {PIXI.Point} position - The world origin to calculate from.
|
|
* @param {PIXI.DisplayObject} [from] - An optional DisplayObject to calculate the global position from.
|
|
* @return {PIXI.Point} - A point object representing the position of this DisplayObject based on the global position given.
|
|
*/
|
|
toLocal: function (position, from) {
|
|
|
|
if (from)
|
|
{
|
|
position = from.toGlobal(position);
|
|
}
|
|
|
|
this.updateTransform();
|
|
|
|
return this.worldTransform.applyInverse(position);
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method PIXI.DisplayObject#_renderCachedSprite
|
|
* @private
|
|
* @param {Object} renderSession - The render session
|
|
*/
|
|
_renderCachedSprite: function (renderSession) {
|
|
|
|
this._cachedSprite.worldAlpha = this.worldAlpha;
|
|
|
|
if (renderSession.gl)
|
|
{
|
|
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
|
|
}
|
|
else
|
|
{
|
|
PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method PIXI.DisplayObject#_generateCachedSprite
|
|
* @private
|
|
*/
|
|
_generateCachedSprite: function () {
|
|
|
|
this._cacheAsBitmap = false;
|
|
|
|
var bounds = this.getLocalBounds();
|
|
|
|
// Round it off and force non-zero dimensions
|
|
bounds.width = Math.max(1, Math.ceil(bounds.width));
|
|
bounds.height = Math.max(1, Math.ceil(bounds.height));
|
|
|
|
this.updateTransform();
|
|
|
|
if (!this._cachedSprite)
|
|
{
|
|
var renderTexture = new PIXI.RenderTexture(bounds.width, bounds.height);
|
|
this._cachedSprite = new PIXI.Sprite(renderTexture);
|
|
this._cachedSprite.worldTransform = this.worldTransform;
|
|
}
|
|
else
|
|
{
|
|
this._cachedSprite.texture.resize(bounds.width, bounds.height);
|
|
}
|
|
|
|
// Remove filters
|
|
var tempFilters = this._filters;
|
|
|
|
this._filters = null;
|
|
this._cachedSprite.filters = tempFilters;
|
|
|
|
PIXI.DisplayObject._tempMatrix.tx = -bounds.x;
|
|
PIXI.DisplayObject._tempMatrix.ty = -bounds.y;
|
|
|
|
this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix, true);
|
|
this._cachedSprite.anchor.x = -(bounds.x / bounds.width);
|
|
this._cachedSprite.anchor.y = -(bounds.y / bounds.height);
|
|
|
|
this._filters = tempFilters;
|
|
|
|
this._cacheAsBitmap = true;
|
|
|
|
},
|
|
|
|
/**
|
|
* Destroys a cached Sprite.
|
|
*
|
|
* @method PIXI.DisplayObject#_destroyCachedSprite
|
|
* @private
|
|
*/
|
|
_destroyCachedSprite: function () {
|
|
|
|
if (!this._cachedSprite)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._cachedSprite.texture.destroy(true);
|
|
|
|
this._cachedSprite = null;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// Alias for updateTransform. As used in DisplayObject container, etc.
|
|
PIXI.DisplayObject.prototype.displayObjectUpdateTransform = PIXI.DisplayObject.prototype.updateTransform;
|
|
|
|
Object.defineProperties(PIXI.DisplayObject.prototype, {
|
|
|
|
/**
|
|
* The horizontal position of the DisplayObject, in pixels, relative to its parent.
|
|
* If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead.
|
|
* @name PIXI.DisplayObject#x
|
|
* @property {number} x - The horizontal position of the DisplayObject, in pixels, relative to its parent.
|
|
*/
|
|
'x': {
|
|
|
|
get: function () {
|
|
|
|
return this.position.x;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.position.x = value;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The vertical position of the DisplayObject, in pixels, relative to its parent.
|
|
* If you need the world position of the DisplayObject, use `DisplayObject.worldPosition` instead.
|
|
* @name PIXI.DisplayObject#y
|
|
* @property {number} y - The vertical position of the DisplayObject, in pixels, relative to its parent.
|
|
*/
|
|
'y': {
|
|
|
|
get: function () {
|
|
|
|
return this.position.y;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.position.y = value;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Indicates if this DisplayObject is visible, based on it, and all of its parents, `visible` property values.
|
|
* @name PIXI.DisplayObject#worldVisible
|
|
* @property {boolean} worldVisible - Indicates if this DisplayObject is visible, based on it, and all of its parents, `visible` property values.
|
|
*/
|
|
'worldVisible': {
|
|
|
|
get: function () {
|
|
|
|
if (!this.visible)
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
var item = this.parent;
|
|
|
|
if (!item)
|
|
{
|
|
return this.visible;
|
|
}
|
|
else
|
|
{
|
|
do
|
|
{
|
|
if (!item.visible)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
item = item.parent;
|
|
}
|
|
while (item);
|
|
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets a mask for this DisplayObject. A mask is an instance of a Graphics object.
|
|
* When applied it limits the visible area of this DisplayObject to the shape of the mask.
|
|
* Under a Canvas renderer it uses shape clipping. Under a WebGL renderer it uses a Stencil Buffer.
|
|
* To remove a mask, set this property to `null`.
|
|
*
|
|
* @name PIXI.DisplayObject#mask
|
|
* @property {PIXI.Graphics} mask - The mask applied to this DisplayObject. Set to `null` to remove an existing mask.
|
|
*/
|
|
'mask': {
|
|
|
|
get: function () {
|
|
|
|
return this._mask;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (this._mask)
|
|
{
|
|
this._mask.isMask = false;
|
|
}
|
|
|
|
this._mask = value;
|
|
|
|
if (value)
|
|
{
|
|
this._mask.isMask = true;
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the filters for this DisplayObject. This is a WebGL only feature, and is ignored by the Canvas
|
|
* Renderer. A filter is a shader applied to this DisplayObject. You can modify the placement of the filter
|
|
* using `DisplayObject.filterArea`.
|
|
*
|
|
* To remove filters, set this property to `null`.
|
|
*
|
|
* Note: You cannot have a filter set, and a MULTIPLY Blend Mode active, at the same time. Setting a
|
|
* filter will reset this DisplayObjects blend mode to NORMAL.
|
|
*
|
|
* @name PIXI.DisplayObject#filters
|
|
* @property {Array} filters - An Array of PIXI.AbstractFilter objects, or objects that extend them.
|
|
*/
|
|
'filters': {
|
|
|
|
get: function () {
|
|
|
|
return this._filters;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (Array.isArray(value))
|
|
{
|
|
// Put all the passes in one place.
|
|
var passes = [];
|
|
|
|
for (var i = 0; i < value.length; i++)
|
|
{
|
|
var filterPasses = value[i].passes;
|
|
|
|
for (var j = 0; j < filterPasses.length; j++)
|
|
{
|
|
passes.push(filterPasses[j]);
|
|
}
|
|
}
|
|
|
|
// Needed any more?
|
|
this._filterBlock = { target: this, filterPasses: passes };
|
|
}
|
|
|
|
this._filters = value;
|
|
|
|
if (this.blendMode && this.blendMode === PIXI.blendModes.MULTIPLY)
|
|
{
|
|
this.blendMode = PIXI.blendModes.NORMAL;
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets if this DisplayObject should be cached as a bitmap.
|
|
*
|
|
* When invoked it will take a snapshot of the DisplayObject, as it is at that moment, and store it
|
|
* in a RenderTexture. This is then used whenever this DisplayObject is rendered. It can provide a
|
|
* performance benefit for complex, but static, DisplayObjects. I.e. those with lots of children.
|
|
*
|
|
* Cached Bitmaps do not track their parents. If you update a property of this DisplayObject, it will not
|
|
* re-generate the cached bitmap automatically. To do that you need to call `DisplayObject.updateCache`.
|
|
*
|
|
* To remove a cached bitmap, set this property to `null`.
|
|
*
|
|
* @name PIXI.DisplayObject#cacheAsBitmap
|
|
* @property {boolean} cacheAsBitmap - Cache this DisplayObject as a Bitmap. Set to `null` to remove an existing cached bitmap.
|
|
*/
|
|
'cacheAsBitmap': {
|
|
|
|
get: function () {
|
|
|
|
return this._cacheAsBitmap;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (this._cacheAsBitmap === value)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (value)
|
|
{
|
|
this._generateCachedSprite();
|
|
}
|
|
else
|
|
{
|
|
this._destroyCachedSprite();
|
|
}
|
|
|
|
this._cacheAsBitmap = value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
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</section>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
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on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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