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1947 lines
56 KiB
HTML
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1947 lines
56 KiB
HTML
Executable file
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<a href="Phaser.Component.Destroy.html">Destroy</a>
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<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
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<a href="Phaser.Component.Overlap.html">Overlap</a>
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<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
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<a href="Phaser.Component.Reset.html">Reset</a>
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<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
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<a href="Phaser.Component.Smoothed.html">Smoothed</a>
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<li class="class-depth-1">
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<a href="Phaser.Create.html">Create</a>
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<a href="Phaser.Creature.html">Creature</a>
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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 class="class-depth-1">
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<a href="Phaser.DeviceButton.html">DeviceButton</a>
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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 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 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 class="class-depth-2">
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<a href="Phaser.Easing.Elastic.html">Elastic</a>
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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 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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<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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<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/gameobjects/Button.js</h1>
|
|
|
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<section>
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<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Create a new `Button` object. A Button is a special type of Sprite that is set-up to handle Pointer events automatically.
|
|
*
|
|
* The four states a Button responds to are:
|
|
*
|
|
* * 'Over' - when the Pointer moves over the Button. This is also commonly known as 'hover'.
|
|
* * 'Out' - when the Pointer that was previously over the Button moves out of it.
|
|
* * 'Down' - when the Pointer is pressed down on the Button. I.e. touched on a touch enabled device or clicked with the mouse.
|
|
* * 'Up' - when the Pointer that was pressed down on the Button is released again.
|
|
*
|
|
* A different texture/frame and activation sound can be specified for any of the states.
|
|
*
|
|
* Frames can be specified as either an integer (the frame ID) or a string (the frame name); the same values that can be used with a Sprite constructor.
|
|
*
|
|
* @class Phaser.Button
|
|
* @constructor
|
|
* @extends Phaser.Image
|
|
* @param {Phaser.Game} game Current game instance.
|
|
* @param {number} [x=0] - X position of the Button.
|
|
* @param {number} [y=0] - Y position of the Button.
|
|
* @param {string} [key] - The image key (in the Game.Cache) to use as the texture for this Button.
|
|
* @param {function} [callback] - The function to call when this Button is pressed.
|
|
* @param {object} [callbackContext] - The context in which the callback will be called (usually 'this').
|
|
* @param {string|integer} [overFrame] - The frame / frameName when the button is in the Over state.
|
|
* @param {string|integer} [outFrame] - The frame / frameName when the button is in the Out state.
|
|
* @param {string|integer} [downFrame] - The frame / frameName when the button is in the Down state.
|
|
* @param {string|integer} [upFrame] - The frame / frameName when the button is in the Up state.
|
|
*/
|
|
Phaser.Button = function (game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) {
|
|
|
|
x = x || 0;
|
|
y = y || 0;
|
|
key = key || null;
|
|
callback = callback || null;
|
|
callbackContext = callbackContext || this;
|
|
|
|
Phaser.Image.call(this, game, x, y, key, outFrame);
|
|
|
|
/**
|
|
* The Phaser Object Type.
|
|
* @property {number} type
|
|
* @readonly
|
|
*/
|
|
this.type = Phaser.BUTTON;
|
|
|
|
/**
|
|
* @property {number} physicsType - The const physics body type of this object.
|
|
* @readonly
|
|
*/
|
|
this.physicsType = Phaser.SPRITE;
|
|
|
|
/**
|
|
* The name or ID of the Over state frame.
|
|
* @property {string|integer} onOverFrame
|
|
* @private
|
|
*/
|
|
this._onOverFrame = null;
|
|
|
|
/**
|
|
* The name or ID of the Out state frame.
|
|
* @property {string|integer} onOutFrame
|
|
* @private
|
|
*/
|
|
this._onOutFrame = null;
|
|
|
|
/**
|
|
* The name or ID of the Down state frame.
|
|
* @property {string|integer} onDownFrame
|
|
* @private
|
|
*/
|
|
this._onDownFrame = null;
|
|
|
|
/**
|
|
* The name or ID of the Up state frame.
|
|
* @property {string|integer} onUpFrame
|
|
* @private
|
|
*/
|
|
this._onUpFrame = null;
|
|
|
|
/**
|
|
* The Sound to be played when this Buttons Over state is activated.
|
|
* @property {Phaser.Sound|Phaser.AudioSprite|null} onOverSound
|
|
* @readonly
|
|
*/
|
|
this.onOverSound = null;
|
|
|
|
/**
|
|
* The Sound to be played when this Buttons Out state is activated.
|
|
* @property {Phaser.Sound|Phaser.AudioSprite|null} onOutSound
|
|
* @readonly
|
|
*/
|
|
this.onOutSound = null;
|
|
|
|
/**
|
|
* The Sound to be played when this Buttons Down state is activated.
|
|
* @property {Phaser.Sound|Phaser.AudioSprite|null} onDownSound
|
|
* @readonly
|
|
*/
|
|
this.onDownSound = null;
|
|
|
|
/**
|
|
* The Sound to be played when this Buttons Up state is activated.
|
|
* @property {Phaser.Sound|Phaser.AudioSprite|null} onUpSound
|
|
* @readonly
|
|
*/
|
|
this.onUpSound = null;
|
|
|
|
/**
|
|
* The Sound Marker used in conjunction with the onOverSound.
|
|
* @property {string} onOverSoundMarker
|
|
* @readonly
|
|
*/
|
|
this.onOverSoundMarker = '';
|
|
|
|
/**
|
|
* The Sound Marker used in conjunction with the onOutSound.
|
|
* @property {string} onOutSoundMarker
|
|
* @readonly
|
|
*/
|
|
this.onOutSoundMarker = '';
|
|
|
|
/**
|
|
* The Sound Marker used in conjunction with the onDownSound.
|
|
* @property {string} onDownSoundMarker
|
|
* @readonly
|
|
*/
|
|
this.onDownSoundMarker = '';
|
|
|
|
/**
|
|
* The Sound Marker used in conjunction with the onUpSound.
|
|
* @property {string} onUpSoundMarker
|
|
* @readonly
|
|
*/
|
|
this.onUpSoundMarker = '';
|
|
|
|
/**
|
|
* The Signal (or event) dispatched when this Button is in an Over state.
|
|
* @property {Phaser.Signal} onInputOver
|
|
*/
|
|
this.onInputOver = new Phaser.Signal();
|
|
|
|
/**
|
|
* The Signal (or event) dispatched when this Button is in an Out state.
|
|
* @property {Phaser.Signal} onInputOut
|
|
*/
|
|
this.onInputOut = new Phaser.Signal();
|
|
|
|
/**
|
|
* The Signal (or event) dispatched when this Button is in an Down state.
|
|
* @property {Phaser.Signal} onInputDown
|
|
*/
|
|
this.onInputDown = new Phaser.Signal();
|
|
|
|
/**
|
|
* The Signal (or event) dispatched when this Button is in an Up state.
|
|
* @property {Phaser.Signal} onInputUp
|
|
*/
|
|
this.onInputUp = new Phaser.Signal();
|
|
|
|
/**
|
|
* If true then onOver events (such as onOverSound) will only be triggered if the Pointer object causing them was the Mouse Pointer.
|
|
* The frame will still be changed as applicable.
|
|
*
|
|
* @property {boolean} onOverMouseOnly
|
|
* @default
|
|
*/
|
|
this.onOverMouseOnly = true;
|
|
|
|
/**
|
|
* Suppress the over event if a pointer was just released and it matches the given {@link Phaser.PointerModer pointer mode bitmask}.
|
|
*
|
|
* This behavior was introduced in Phaser 2.3.1; this property is a soft-revert of the change.
|
|
*
|
|
* @property {Phaser.PointerMode?} justReleasedPreventsOver=ACTIVE_CURSOR
|
|
*/
|
|
this.justReleasedPreventsOver = Phaser.PointerMode.TOUCH;
|
|
|
|
/**
|
|
* When true the the texture frame will not be automatically switched on up/down/over/out events.
|
|
* @property {boolean} freezeFrames
|
|
* @default
|
|
*/
|
|
this.freezeFrames = false;
|
|
|
|
/**
|
|
* When the Button is touched / clicked and then released you can force it to enter a state of "out" instead of "up".
|
|
*
|
|
* This can also accept a {@link Phaser.PointerModer pointer mode bitmask} for more refined control.
|
|
*
|
|
* @property {boolean|Phaser.PointerMode} forceOut=false
|
|
* @default
|
|
*/
|
|
this.forceOut = false;
|
|
|
|
this.inputEnabled = true;
|
|
|
|
this.input.start(0, true);
|
|
|
|
this.input.useHandCursor = true;
|
|
|
|
this.setFrames(overFrame, outFrame, downFrame, upFrame);
|
|
|
|
if (callback !== null)
|
|
{
|
|
this.onInputUp.add(callback, callbackContext);
|
|
}
|
|
|
|
// Redirect the input events to here so we can handle animation updates, etc
|
|
this.events.onInputOver.add(this.onInputOverHandler, this);
|
|
this.events.onInputOut.add(this.onInputOutHandler, this);
|
|
this.events.onInputDown.add(this.onInputDownHandler, this);
|
|
this.events.onInputUp.add(this.onInputUpHandler, this);
|
|
|
|
this.events.onRemovedFromWorld.add(this.removedFromWorld, this);
|
|
|
|
};
|
|
|
|
Phaser.Button.prototype = Object.create(Phaser.Image.prototype);
|
|
Phaser.Button.prototype.constructor = Phaser.Button;
|
|
|
|
// State constants; local only. These are tied to property names in Phaser.Button.
|
|
var STATE_OVER = 'Over';
|
|
var STATE_OUT = 'Out';
|
|
var STATE_DOWN = 'Down';
|
|
var STATE_UP = 'Up';
|
|
|
|
/**
|
|
* Clears all of the frames set on this Button.
|
|
*
|
|
* @method Phaser.Button#clearFrames
|
|
*/
|
|
Phaser.Button.prototype.clearFrames = function () {
|
|
|
|
this.setFrames(null, null, null, null);
|
|
|
|
};
|
|
|
|
/**
|
|
* Called when this Button is removed from the World.
|
|
*
|
|
* @method Phaser.Button#removedFromWorld
|
|
* @protected
|
|
*/
|
|
Phaser.Button.prototype.removedFromWorld = function () {
|
|
|
|
this.inputEnabled = false;
|
|
|
|
};
|
|
|
|
/**
|
|
* Set the frame name/ID for the given state.
|
|
*
|
|
* @method Phaser.Button#setStateFrame
|
|
* @private
|
|
* @param {object} state - See `STATE_*`
|
|
* @param {number|string} frame - The number or string representing the frame.
|
|
* @param {boolean} switchImmediately - Immediately switch to the frame if it was set - and this is true.
|
|
*/
|
|
Phaser.Button.prototype.setStateFrame = function (state, frame, switchImmediately)
|
|
{
|
|
var frameKey = '_on' + state + 'Frame';
|
|
|
|
if (frame !== null) // not null or undefined
|
|
{
|
|
this[frameKey] = frame;
|
|
|
|
if (switchImmediately)
|
|
{
|
|
this.changeStateFrame(state);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this[frameKey] = null;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Change the frame to that of the given state, _if_ the state has a frame assigned _and_ if the frames are not currently "frozen".
|
|
*
|
|
* @method Phaser.Button#changeStateFrame
|
|
* @private
|
|
* @param {object} state - See `STATE_*`
|
|
* @return {boolean} True only if the frame was assigned a value, possibly the same one it already had.
|
|
*/
|
|
Phaser.Button.prototype.changeStateFrame = function (state) {
|
|
|
|
if (this.freezeFrames)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var frameKey = '_on' + state + 'Frame';
|
|
var frame = this[frameKey];
|
|
|
|
if (typeof frame === 'string')
|
|
{
|
|
this.frameName = frame;
|
|
return true;
|
|
}
|
|
else if (typeof frame === 'number')
|
|
{
|
|
this.frame = frame;
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Used to manually set the frames that will be used for the different states of the Button.
|
|
*
|
|
* Frames can be specified as either an integer (the frame ID) or a string (the frame name); these are the same values that can be used with a Sprite constructor.
|
|
*
|
|
* @method Phaser.Button#setFrames
|
|
* @public
|
|
* @param {string|integer} [overFrame] - The frame / frameName when the button is in the Over state.
|
|
* @param {string|integer} [outFrame] - The frame / frameName when the button is in the Out state.
|
|
* @param {string|integer} [downFrame] - The frame / frameName when the button is in the Down state.
|
|
* @param {string|integer} [upFrame] - The frame / frameName when the button is in the Up state.
|
|
*/
|
|
Phaser.Button.prototype.setFrames = function (overFrame, outFrame, downFrame, upFrame) {
|
|
|
|
this.setStateFrame(STATE_OVER, overFrame, this.input.pointerOver());
|
|
this.setStateFrame(STATE_OUT, outFrame, !this.input.pointerOver());
|
|
this.setStateFrame(STATE_DOWN, downFrame, this.input.pointerDown());
|
|
this.setStateFrame(STATE_UP, upFrame, this.input.pointerUp());
|
|
|
|
};
|
|
|
|
/**
|
|
* Set the sound/marker for the given state.
|
|
*
|
|
* @method Phaser.Button#setStateSound
|
|
* @private
|
|
* @param {object} state - See `STATE_*`
|
|
* @param {Phaser.Sound|Phaser.AudioSprite} [sound] - Sound.
|
|
* @param {string} [marker=''] - Sound marker.
|
|
*/
|
|
Phaser.Button.prototype.setStateSound = function (state, sound, marker) {
|
|
|
|
var soundKey = 'on' + state + 'Sound';
|
|
var markerKey = 'on' + state + 'SoundMarker';
|
|
|
|
if (sound instanceof Phaser.Sound || sound instanceof Phaser.AudioSprite)
|
|
{
|
|
this[soundKey] = sound;
|
|
this[markerKey] = typeof marker === 'string' ? marker : '';
|
|
}
|
|
else
|
|
{
|
|
this[soundKey] = null;
|
|
this[markerKey] = '';
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Play the sound for the given state, _if_ the state has a sound assigned.
|
|
*
|
|
* @method Phaser.Button#playStateSound
|
|
* @private
|
|
* @param {object} state - See `STATE_*`
|
|
* @return {boolean} True only if a sound was played.
|
|
*/
|
|
Phaser.Button.prototype.playStateSound = function (state) {
|
|
|
|
var soundKey = 'on' + state + 'Sound';
|
|
var sound = this[soundKey];
|
|
|
|
if (sound)
|
|
{
|
|
var markerKey = 'on' + state + 'SoundMarker';
|
|
var marker = this[markerKey];
|
|
|
|
sound.play(marker);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Sets the sounds to be played whenever this Button is interacted with. Sounds can be either full Sound objects, or markers pointing to a section of a Sound object.
|
|
* The most common forms of sounds are 'hover' effects and 'click' effects, which is why the order of the parameters is overSound then downSound.
|
|
*
|
|
* Call this function with no parameters to reset all sounds on this Button.
|
|
*
|
|
* @method Phaser.Button#setSounds
|
|
* @public
|
|
* @param {Phaser.Sound|Phaser.AudioSprite} [overSound] - Over Button Sound.
|
|
* @param {string} [overMarker] - Over Button Sound Marker.
|
|
* @param {Phaser.Sound|Phaser.AudioSprite} [downSound] - Down Button Sound.
|
|
* @param {string} [downMarker] - Down Button Sound Marker.
|
|
* @param {Phaser.Sound|Phaser.AudioSprite} [outSound] - Out Button Sound.
|
|
* @param {string} [outMarker] - Out Button Sound Marker.
|
|
* @param {Phaser.Sound|Phaser.AudioSprite} [upSound] - Up Button Sound.
|
|
* @param {string} [upMarker] - Up Button Sound Marker.
|
|
*/
|
|
Phaser.Button.prototype.setSounds = function (overSound, overMarker, downSound, downMarker, outSound, outMarker, upSound, upMarker) {
|
|
|
|
this.setStateSound(STATE_OVER, overSound, overMarker);
|
|
this.setStateSound(STATE_OUT, outSound, outMarker);
|
|
this.setStateSound(STATE_DOWN, downSound, downMarker);
|
|
this.setStateSound(STATE_UP, upSound, upMarker);
|
|
|
|
};
|
|
|
|
/**
|
|
* The Sound to be played when a Pointer moves over this Button.
|
|
*
|
|
* @method Phaser.Button#setOverSound
|
|
* @public
|
|
* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
|
|
* @param {string} [marker] - A Sound Marker that will be used in the playback.
|
|
*/
|
|
Phaser.Button.prototype.setOverSound = function (sound, marker) {
|
|
|
|
this.setStateSound(STATE_OVER, sound, marker);
|
|
|
|
};
|
|
|
|
/**
|
|
* The Sound to be played when a Pointer moves out of this Button.
|
|
*
|
|
* @method Phaser.Button#setOutSound
|
|
* @public
|
|
* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
|
|
* @param {string} [marker] - A Sound Marker that will be used in the playback.
|
|
*/
|
|
Phaser.Button.prototype.setOutSound = function (sound, marker) {
|
|
|
|
this.setStateSound(STATE_OUT, sound, marker);
|
|
|
|
};
|
|
|
|
/**
|
|
* The Sound to be played when a Pointer presses down on this Button.
|
|
*
|
|
* @method Phaser.Button#setDownSound
|
|
* @public
|
|
* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
|
|
* @param {string} [marker] - A Sound Marker that will be used in the playback.
|
|
*/
|
|
Phaser.Button.prototype.setDownSound = function (sound, marker) {
|
|
|
|
this.setStateSound(STATE_DOWN, sound, marker);
|
|
|
|
};
|
|
|
|
/**
|
|
* The Sound to be played when a Pointer has pressed down and is released from this Button.
|
|
*
|
|
* @method Phaser.Button#setUpSound
|
|
* @public
|
|
* @param {Phaser.Sound|Phaser.AudioSprite} sound - The Sound that will be played.
|
|
* @param {string} [marker] - A Sound Marker that will be used in the playback.
|
|
*/
|
|
Phaser.Button.prototype.setUpSound = function (sound, marker) {
|
|
|
|
this.setStateSound(STATE_UP, sound, marker);
|
|
|
|
};
|
|
|
|
/**
|
|
* Internal function that handles input events.
|
|
*
|
|
* @method Phaser.Button#onInputOverHandler
|
|
* @protected
|
|
* @param {Phaser.Button} sprite - The Button that the event occurred on.
|
|
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
|
|
*/
|
|
Phaser.Button.prototype.onInputOverHandler = function (sprite, pointer) {
|
|
|
|
if (pointer.justReleased() &&
|
|
(this.justReleasedPreventsOver & pointer.pointerMode) === pointer.pointerMode)
|
|
{
|
|
// If the Pointer was only just released then we don't fire an over event
|
|
return;
|
|
}
|
|
|
|
this.changeStateFrame(STATE_OVER);
|
|
|
|
if (this.onOverMouseOnly && !pointer.isMouse)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.playStateSound(STATE_OVER);
|
|
|
|
if (this.onInputOver)
|
|
{
|
|
this.onInputOver.dispatch(this, pointer);
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Internal function that handles input events.
|
|
*
|
|
* @method Phaser.Button#onInputOutHandler
|
|
* @protected
|
|
* @param {Phaser.Button} sprite - The Button that the event occurred on.
|
|
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
|
|
*/
|
|
Phaser.Button.prototype.onInputOutHandler = function (sprite, pointer) {
|
|
|
|
this.changeStateFrame(STATE_OUT);
|
|
|
|
this.playStateSound(STATE_OUT);
|
|
|
|
if (this.onInputOut)
|
|
{
|
|
this.onInputOut.dispatch(this, pointer);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Internal function that handles input events.
|
|
*
|
|
* @method Phaser.Button#onInputDownHandler
|
|
* @protected
|
|
* @param {Phaser.Button} sprite - The Button that the event occurred on.
|
|
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
|
|
*/
|
|
Phaser.Button.prototype.onInputDownHandler = function (sprite, pointer) {
|
|
|
|
this.changeStateFrame(STATE_DOWN);
|
|
|
|
this.playStateSound(STATE_DOWN);
|
|
|
|
if (this.onInputDown)
|
|
{
|
|
this.onInputDown.dispatch(this, pointer);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Internal function that handles input events.
|
|
*
|
|
* @method Phaser.Button#onInputUpHandler
|
|
* @protected
|
|
* @param {Phaser.Button} sprite - The Button that the event occurred on.
|
|
* @param {Phaser.Pointer} pointer - The Pointer that activated the Button.
|
|
*/
|
|
Phaser.Button.prototype.onInputUpHandler = function (sprite, pointer, isOver) {
|
|
|
|
this.playStateSound(STATE_UP);
|
|
|
|
// Input dispatched early, before state change (but after sound)
|
|
if (this.onInputUp)
|
|
{
|
|
this.onInputUp.dispatch(this, pointer, isOver);
|
|
}
|
|
|
|
if (this.freezeFrames)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.forceOut === true || (this.forceOut & pointer.pointerMode) === pointer.pointerMode)
|
|
{
|
|
this.changeStateFrame(STATE_OUT);
|
|
}
|
|
else
|
|
{
|
|
var changedUp = this.changeStateFrame(STATE_UP);
|
|
if (!changedUp)
|
|
{
|
|
// No Up frame to show..
|
|
if (isOver)
|
|
{
|
|
this.changeStateFrame(STATE_OVER);
|
|
}
|
|
else
|
|
{
|
|
this.changeStateFrame(STATE_OUT);
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
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|
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</div>
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<div class="clearfix"></div>
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<footer>
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|
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|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2016 Photon Storm Ltd.
|
|
</span>
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|
<br />
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|
|
<span class="jsdoc-message">
|
|
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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</span>
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</footer>
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