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2213 lines
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HTML
2213 lines
62 KiB
HTML
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<a href="Phaser.Group.html">Group</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.Input.html">Input</a>
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<a href="Phaser.Key.html">Key</a>
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<a href="Phaser.Line.html">Line</a>
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<a href="Phaser.LinkedList.html">LinkedList</a>
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<a href="Phaser.Loader.html">Loader</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Matrix.html">Matrix</a>
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<a href="Phaser.Mouse.html">Mouse</a>
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Path.html">Path</a>
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<a href="Phaser.PathFollower.html">PathFollower</a>
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<a href="Phaser.PathPoint.html">PathPoint</a>
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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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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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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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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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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 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 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">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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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|
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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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|
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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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|
|
<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<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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|
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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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|
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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>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
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|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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>
|
|
</li>
|
|
|
|
<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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|
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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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|
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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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|
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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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|
|
<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
|
</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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|
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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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|
|
<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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|
|
<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>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#removeAllListeners">removeAllListeners</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
|
<a href="global.html#RETROFONT">RETROFONT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT">RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROPE">ROPE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#scaleModes">scaleModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITE">SPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#stopPropagation">stopPropagation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TEXT">TEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAP">TILEMAP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILESPRITE">TILESPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TOP_LEFT">TOP_LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#UP">UP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VERSION">VERSION</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VERTICAL">VERTICAL</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VIDEO">VIDEO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL">WEBGL</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
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<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
|
</ul>
|
|
</li>
|
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|
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<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
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</ul>
|
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</li>
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
|
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<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
|
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<li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li>
|
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<li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
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</ul>
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</li>
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</ul>
|
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</div>
|
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</div>
|
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|
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<div class="row-fluid">
|
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|
|
|
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<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/plugins/path/Path.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @author Pete Baron <pete@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A Phaser.Path contains all the functions need to create and manipulate a single Path object.
|
|
* A Path is a list of PathPoint objects connected by Hermite curves.
|
|
*
|
|
* @class Phaser.Path
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the Phaser.Game instance.
|
|
* @param {number} [type=Phaser.Path.CoordinateSystems.WORLD] - The coordinate system used by the Path.
|
|
* @param {boolean} [loops=false] - Should this Path loop or not when a PathFollower reaches the end of it?
|
|
*/
|
|
Phaser.Path = function (game, type, loops) {
|
|
|
|
if (type === undefined) { type = Phaser.Path.CoordinateSystems.WORLD; }
|
|
if (loops === undefined) { loops = false; }
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {number} coordinateSystem - The coordinate system used by the Path.
|
|
*/
|
|
this.coordinateSystem = type;
|
|
|
|
/**
|
|
* @property {boolean} loops - Should this Path loop or not when a PathFollower reaches the end of it?
|
|
*/
|
|
this.loops = loops;
|
|
|
|
/**
|
|
* @property {string} cacheKey - The key of the JSON file in the cache used to define this path.
|
|
*/
|
|
this.cacheKey = '';
|
|
|
|
/**
|
|
* @property {string} key - The key of the object within the JSON data. Used if there are multiple paths per JSON file.
|
|
*/
|
|
this.key = '';
|
|
|
|
/*
|
|
* @property {Phaser.PathPoint} name - The name of this path.
|
|
*/
|
|
this.name = '';
|
|
|
|
/*
|
|
* @property {Phaser.PathPoint} type - The Phaser.Path.PathTypes of this path.
|
|
*/
|
|
this.type = Phaser.Path.PathTypes.PATH;
|
|
|
|
/*
|
|
* @property {Array} branches - A list of branches this path has.
|
|
*/
|
|
this.branches = [];
|
|
|
|
/**
|
|
* @property {array} _points - A private cache of the Points on this Path.
|
|
* @private
|
|
*/
|
|
this._points = [];
|
|
|
|
/**
|
|
* @property {Phaser.Point} _offset - Default offset for PathFollowers on this path instance.
|
|
* @private
|
|
*/
|
|
this._offset = new Phaser.Point();
|
|
|
|
/*
|
|
* @property {Phaser.PathPoint} _p1 - Used for internal calculations.
|
|
* @private
|
|
*/
|
|
this._p1 = new Phaser.PathPoint();
|
|
|
|
/*
|
|
* @property {Phaser.PathPoint} _p2 - Used for internal calculations.
|
|
* @private
|
|
*/
|
|
this._p2 = new Phaser.PathPoint();
|
|
|
|
/*
|
|
* @property {Phaser.PathPoint} origin - the origin of this path. Used mostly for BRANCH paths.
|
|
* @private
|
|
*/
|
|
this._origin = new Phaser.Point();
|
|
|
|
};
|
|
|
|
Phaser.Path.prototype.constructor = Phaser.Path;
|
|
|
|
Phaser.Path.PathTypes = {};
|
|
Phaser.Path.BranchTypes = {};
|
|
Phaser.Path.CoordinateSystems = {};
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Path.PathTypes.PATH = 0;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Path.PathTypes.BRANCH = 1;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Path.BranchTypes.ATTACHED = 0;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Path.BranchTypes.JOINED = 1;
|
|
|
|
/**
|
|
* Points are relative to the World origin.
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Path.CoordinateSystems.WORLD = 1;
|
|
|
|
/**
|
|
* Points are relative to the screen origin.
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Path.CoordinateSystems.SCREEN = 2;
|
|
|
|
/**
|
|
* Points are relative to the first point.
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Path.CoordinateSystems.OFFSET = 3;
|
|
|
|
Phaser.Path.prototype = {
|
|
|
|
/**
|
|
* Initialize a Path based on the given coordinate system.
|
|
*
|
|
* @method Phaser.Path#create
|
|
* @param {number|string} coordinateSystem - The Phaser.Path.CoordinateSystems type to use.
|
|
* @param {boolean} [loops=false] - Should this Path loop or not when a PathFollower reaches the end of it?
|
|
* @return {Phaser.Path} This Path object.
|
|
*/
|
|
create: function (coordinateSystem, loops) {
|
|
|
|
if (loops === undefined) { loops = false; }
|
|
|
|
switch (coordinateSystem)
|
|
{
|
|
default:
|
|
this.coordinateSystem = Phaser.Path.CoordinateSystems.WORLD;
|
|
break;
|
|
|
|
case 2:
|
|
case 'SCREEN_COORDINATES':
|
|
this.coordinateSystem = Phaser.Path.CoordinateSystems.SCREEN;
|
|
break;
|
|
|
|
case 3:
|
|
case 'OFFSET_COORDINATES':
|
|
this.coordinateSystem = Phaser.Path.CoordinateSystems.OFFSET;
|
|
break;
|
|
}
|
|
|
|
this.loops = loops;
|
|
|
|
this._points = [];
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Clone this Path object. It clones the origin and points data.
|
|
*
|
|
* @method Phaser.Path#clone
|
|
* @return {Phaser.Path} The cloned Path.
|
|
*/
|
|
clone: function () {
|
|
|
|
var clone = new Phaser.Path(this.coordinateSystem, this.loops);
|
|
|
|
this.origin.clone(clone.origin);
|
|
|
|
this.points.forEach(function(p) {
|
|
clone._points.push(p.clone());
|
|
});
|
|
|
|
return clone;
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new PathPoint object, relative to the path origin, and adds it to this path.
|
|
*
|
|
* @method Phaser.Path#addPathPoint
|
|
* @param {number} [x=0] - The x position of the PathPoint.
|
|
* @param {number} [y=0] - The y position of the PathPoint.
|
|
* @param {number} [vx=0] - The vx tangent vector value of the PathPoint.
|
|
* @param {number} [vy=0] - The vy tangent vector value of the PathPoint.
|
|
* @param {number} [speed=1] - The speed value of the PathPoint.
|
|
* @param {number} [data={}] - The data object
|
|
* @param {number} [index=null] - The index of the new path point. If not given, will add point to end of point list.
|
|
* @return {Phaser.PathPoint} The PathPoint object that was created.
|
|
*/
|
|
addPathPoint: function (x, y, vx, vy, speed, data, index) {
|
|
|
|
if (x === undefined) { x = 0; }
|
|
if (y === undefined) { y = 0; }
|
|
if (vx === undefined) { vx = 0; }
|
|
if (vy === undefined) { vy = 0; }
|
|
|
|
var pp = new Phaser.PathPoint(x - this.origin.x, y - this.origin.y, vx, vy, speed, data);
|
|
|
|
if (index !== null && index !== undefined)
|
|
{
|
|
this._points.splice(index, 0, pp);
|
|
}
|
|
else
|
|
{
|
|
this._points.push(pp);
|
|
}
|
|
|
|
return pp;
|
|
|
|
},
|
|
|
|
/**
|
|
* Remove a PathPoint from this paths point list.
|
|
*
|
|
* @method Phaser.Path#removePathPoint
|
|
* @param {number} [index] - The index of the PathPoint to remove.
|
|
* @return {Phaser.PathPoint} The removed PathPoint object.
|
|
*/
|
|
removePathPoint: function (index) {
|
|
|
|
var p = this.getPathPointReference(index);
|
|
|
|
if (p)
|
|
{
|
|
this._points.splice(index, 1);
|
|
}
|
|
|
|
return p;
|
|
|
|
},
|
|
|
|
/**
|
|
* Set a PathPoint objects position and tangent vector.
|
|
*
|
|
* @method Phaser.Path#setPathPoint
|
|
* @param {number} index - The index of the PathPoint in this paths point list.
|
|
* @param {number} x - The x coordinate of the PathPoint.
|
|
* @param {number} y - The y coordinate of the PathPoint.
|
|
* @param {number} [vx] - The x coordinate of the tangent vector to create the curve from.
|
|
* @param {number} [vy] - The y coordinate of the tangent vector to create the curve from.
|
|
* @return {Phaser.PathPoint} A reference to the PathPoint object that was updated.
|
|
*/
|
|
setPathPoint: function (index, x, y, vx, vy) {
|
|
|
|
var p = this.getPathPointReference(index);
|
|
|
|
if (p)
|
|
{
|
|
p.setTo(x, y, vx, vy);
|
|
}
|
|
|
|
return p;
|
|
|
|
},
|
|
|
|
/**
|
|
* Translate all points in a path by the given point.
|
|
*
|
|
* @method Phaser.Path#translatePoints
|
|
* @param {Phaser.Point|object} point - A Phaser.Point, or a Point-like Object with public `x` and `y` properties, that will be used to modify all points in this paths point list.
|
|
* @return {Phaser.Path} This Path object.
|
|
*/
|
|
translatePoints: function (point) {
|
|
|
|
this._points.forEach(function(pnt) {
|
|
pnt.x += point.x;
|
|
pnt.y += point.y;
|
|
});
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Set the Path level offset which will affect all of this paths PathFollowers.
|
|
*
|
|
* @method Phaser.Path#setOffset
|
|
* @param {number} x - The x offset.
|
|
* @param {number} y - The y offset.
|
|
* @return {Phaser.Path} This Path object.
|
|
*/
|
|
setOffset: function (x, y) {
|
|
|
|
this._offset.x = x;
|
|
this._offset.y = y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get a point on the the current Path curve.
|
|
*
|
|
* @method Phaser.Path#getPointOnThisCurve
|
|
* @param {Phaser.Hermite} curve - A Phaser.Hermite curve object.
|
|
* @param {number} [t=0 .. 1.0] - The distance on the curve to get the point from. Where 0 is the start of the curve, and 1 is the end.
|
|
* @return {Phaser.Point} A point containing the x and y values at the specified distance (t) value in the curve.
|
|
*/
|
|
getPointOnThisCurve: function (curve, t) {
|
|
|
|
if (!curve)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
var pnt = curve.getPoint(t);
|
|
|
|
pnt.x += this._offset.x;
|
|
pnt.y += this._offset.y;
|
|
|
|
return pnt;
|
|
|
|
},
|
|
|
|
/**
|
|
* Gets the points on the curve representing the end points of the line segments that make up the curve.
|
|
*
|
|
* @method Phaser.Path#getControlPointsOnThisCurve
|
|
* @param {Phaser.Hermite} curve - A Phaser.Hermite curve.
|
|
* @return {array} An array of points representing the end points of 10 line segments that make up the curve.
|
|
*/
|
|
getControlPointsOnThisCurve: function (curve) {
|
|
|
|
var pnts = Phaser.ArrayUtils.numberArrayStep(0, 1.1, 0.1).map(function(num) {
|
|
return this.getPointOnThisCurve(curve, num);
|
|
}, this);
|
|
|
|
return pnts;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get a PathPoint from this path. Automatically handles path looping.
|
|
*
|
|
* The values from the PathPoint are copied into the given PathPoint object, which must
|
|
* be a reference to a pre-existing PathPoint, as it's not returned by this method.
|
|
*
|
|
* @method Phaser.Path#getPathPoint
|
|
* @param {number} index - The index of the point in this path to get.
|
|
* @param {Phaser.PathPoint} point - A PathPoint object into which the found point object is cloned.
|
|
* @return {boolean} false if the index is past the end of the path and it doesn't loop, otherwise true.
|
|
*/
|
|
getPathPoint: function (index, point) {
|
|
|
|
var i = this.loops ? index % this._points.length : index;
|
|
|
|
// If index is in the points list range
|
|
if (this._points.length > i)
|
|
{
|
|
point.copy(this._points[i]);
|
|
|
|
switch (this.coordinateSystem)
|
|
{
|
|
case Phaser.Path.CoordinateSystems.SCREEN:
|
|
|
|
point.x -= this.game.camera.x;
|
|
point.y -= this.game.camera.y;
|
|
break;
|
|
|
|
case Phaser.Path.CoordinateSystems.OFFSET:
|
|
|
|
point.x += this.origin.x;
|
|
point.y += this.origin.y;
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// The path doesn't loop and the index is out of range, so fail
|
|
return false;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Get a reference to a PathPoint from this Path, handle path looping.
|
|
*
|
|
* NOTE: because this is a PathPoint reference, it does not take into account the coordinateSystem selected, it will be WORLD, or OFFSET unmodified
|
|
*
|
|
* @method Phaser.Path#getPathPointReference
|
|
* @param {number} index - The index of the point in this path to get.
|
|
* @return {Phaser.PathPoint} A reference to the PathPoint object in this Path, or null if index is out of range.
|
|
*/
|
|
getPathPointReference: function (index) {
|
|
|
|
var i = this.loops ? index % this._points.length : index;
|
|
|
|
// If index is in the points list range
|
|
if (this._points.length > i)
|
|
{
|
|
return this._points[i];
|
|
}
|
|
|
|
// The path doesn't loop and the index is out of range, fail
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get the curve from the given point index to the next.
|
|
*
|
|
* If the curve has been created previously, use that definition again, otherwise calculate it now.
|
|
*
|
|
* @method Phaser.Path#getCurve
|
|
* @param {number} [index=0] - The index of the point in this path to get the curve from.
|
|
* @return {Phaser.Hermite} A new Hermite object representing the curve starting at the 'index' path point.
|
|
*/
|
|
getCurve: function (index) {
|
|
|
|
if (index === undefined) { index = 0; }
|
|
|
|
// Beginning of the curve
|
|
if (!this.getPathPoint(index, this._p1))
|
|
{
|
|
return null;
|
|
}
|
|
|
|
// Has this curve been calculated already?
|
|
if (this._p1.curve)
|
|
{
|
|
return this._p1.curve;
|
|
}
|
|
|
|
// End of the curve
|
|
if (!this.getPathPoint(index + 1, this._p2))
|
|
{
|
|
if (!this._p1.branchPath)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
// We joined another Path
|
|
var newPath = this._p1.branchPath;
|
|
var joinIndex = this._p1.branchPointIndex;
|
|
|
|
if (!newPath.getPathPoint(joinIndex + 1, this._p2))
|
|
{
|
|
return null;
|
|
}
|
|
}
|
|
|
|
// Create and return the new Hermite object
|
|
this._p1.curve = new Phaser.Hermite(this._p1.x, this._p1.y, this._p2.x, this._p2.y, this._p1.vx, this._p1.vy, this._p2.vx, this._p2.vy);
|
|
|
|
this.curvePointIndex = index;
|
|
|
|
return this._p1.curve;
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the first matching PathPoint in this path.
|
|
* It works by taking the given PathPoint object, and then iterating through all points
|
|
* in this Path until it finds one with the same values, then returns the index to it.
|
|
*
|
|
* @method Phaser.Path#pointIndex
|
|
* @param {Phaser.PathPoint} pathPoint - The PathPoint object that will have its values compared to all the points in this Path.
|
|
* @return {number} The index of the PathPoint in this Path if an equal match is found, or -1 if no match is found.
|
|
*/
|
|
pointIndex: function (pathPoint) {
|
|
|
|
var l = this._points.length;
|
|
|
|
for (var i = 0; i < l; i++)
|
|
{
|
|
if (this.coordinateSystem === Phaser.Path.CoordinateSystems.OFFSET && i !== 0)
|
|
{
|
|
if (pathPoint.equals(this._points[i], this._points[0].x, this._points[0].y))
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (pathPoint.equals(this._points[i]))
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
|
|
},
|
|
|
|
/**
|
|
* Is the given PathPoint index the end of this path?
|
|
*
|
|
* @method Phaser.Path#atEnd
|
|
* @param {number} index - The index of the PathPoint to test.
|
|
* @return {boolean} true if index is the last point in this path.
|
|
*/
|
|
atEnd: function (index) {
|
|
|
|
// If the path loops, the end of the path is the end of the last curve
|
|
if (this.loops)
|
|
{
|
|
return (index === this._points.length);
|
|
}
|
|
|
|
// If the path doesn't loop, the end of the path is the last point on it
|
|
return (index === this._points.length - 1);
|
|
|
|
},
|
|
|
|
/**
|
|
* The total number of PathPoints in this Path.
|
|
*
|
|
* @method Phaser.Path#numPoints
|
|
* return {number} The total number of PathPoints in this Path.
|
|
*/
|
|
numPoints: function () {
|
|
|
|
return this._points.length;
|
|
|
|
},
|
|
|
|
/*
|
|
* DATA PROCESSING
|
|
*/
|
|
|
|
/**
|
|
* Process the data associated with a point on this Path.
|
|
* Used by Phaser.PathFollower objects as they pass each control point.
|
|
*
|
|
* @method Phaser.Path#processData
|
|
* @param {Phaser.PathFollower} follower - The PathFollower that is processing the data.
|
|
* @param {number} pathPointIndex - The index of the path point to process.
|
|
* @param {boolean} reversing - Whether or not the follower is traversing the path in reverse.
|
|
* @return {Phaser.PathPoint} The PathPoint that has been processed.
|
|
*/
|
|
processData: function (follower, pathPointIndex, reversing) {
|
|
|
|
if (this.getPathPoint(pathPointIndex, this._p1))
|
|
{
|
|
// If there is a branch that can be taken from this point,
|
|
// trigger an event to decide whether to take it or stay on the current path.
|
|
// Branches are forwards facing so they are ignored when the follower is reversing.
|
|
if (this._p1.branchPath && !reversing)
|
|
{
|
|
follower.dispatchEvent({
|
|
type: Phaser.PathFollower.EVENT_BRANCH_CHOICE,
|
|
target: follower,
|
|
data: this._p1.clone()
|
|
});
|
|
}
|
|
|
|
// If there is information in the data member of this point
|
|
if (this._p1.data && this._p1.data.type)
|
|
{
|
|
switch (this._p1.data.type)
|
|
{
|
|
case Phaser.PathPoint.DATA_PAUSE:
|
|
|
|
follower.pause(this._p1.data.value);
|
|
break;
|
|
|
|
case Phaser.PathPoint.DATA_COUNTER:
|
|
|
|
// first time past, set the count
|
|
if (follower.branchCount === 0)
|
|
{
|
|
follower.branchCount = this._p1.data.value;
|
|
}
|
|
else
|
|
{
|
|
// After that decrease the count
|
|
follower.branchCount--;
|
|
|
|
if (follower.branchCount <= 0)
|
|
{
|
|
follower.branchCount = 0;
|
|
|
|
// Trigger event when counter expires
|
|
follower.dispatchEvent({
|
|
type: Phaser.PathFollower.EVENT_COUNT_FINISH,
|
|
target: follower,
|
|
data: this._p1.clone()
|
|
});
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Trigger event when passing any point on the path
|
|
follower.dispatchEvent({
|
|
type: Phaser.PathFollower.EVENT_REACHED_POINT,
|
|
target: follower,
|
|
data: this._p1.clone()
|
|
});
|
|
}
|
|
|
|
return this._p1;
|
|
|
|
},
|
|
|
|
/**
|
|
* If your Path has 3 points or more, this will walk through it and auto-smooth them out.
|
|
* Note: It ignores branches.
|
|
*
|
|
* @method Phaser.Path#smooth
|
|
* @return {Phaser.Path} This Path object.
|
|
*/
|
|
smooth: function () {
|
|
|
|
if (this._points.length === 0)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
var i;
|
|
var thisPoint;
|
|
var p1;
|
|
var p2;
|
|
var dx;
|
|
var dy;
|
|
|
|
for (i = 1; i < this._points.length - 1; i++)
|
|
{
|
|
thisPoint = this.getPathPointReference(i);
|
|
|
|
p1 = this.getPathPointReference(i - 1);
|
|
p2 = this.getPathPointReference(i + 1);
|
|
|
|
dx = p2.x - p1.x;
|
|
dy = p2.y - p1.y;
|
|
|
|
thisPoint.setTangent(dx, dy);
|
|
}
|
|
|
|
if (this.loops)
|
|
{
|
|
i = this._points.length - 1;
|
|
|
|
thisPoint = this.getPathPointReference(i);
|
|
|
|
p1 = this.getPathPointReference(i - 1);
|
|
p2 = this.getPathPointReference(0);
|
|
|
|
dx = p2.x - p1.x;
|
|
dy = p2.y - p1.y;
|
|
|
|
thisPoint.setTangent(dx, dy);
|
|
|
|
i = 0;
|
|
|
|
thisPoint = this.getPathPointReference(i);
|
|
|
|
p1 = this.getPathPointReference(this._points.length - 1);
|
|
p2 = this.getPathPointReference(1);
|
|
|
|
dx = p2.x - p1.x;
|
|
dy = p2.y - p1.y;
|
|
|
|
thisPoint.setTangent(dx, dy);
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Draw the path on given canvas context. Used for debugging.
|
|
*
|
|
* @method Phaser.Path#debug
|
|
* @param {CanvasContext2D} ctx - The canvas context to draw the path on.
|
|
* @param {boolean} [active=false] - Whether or not to highlight the active segments of this Path or not.
|
|
* @return {Phaser.Path} This Path object.
|
|
*/
|
|
debug: function (ctx, active) {
|
|
|
|
var lineColor = '#333333';
|
|
|
|
if (active)
|
|
{
|
|
lineColor = '#ffff00';
|
|
}
|
|
|
|
if (this._points.length === 0)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
this._p1.setTo(0, 0);
|
|
|
|
// Draw the lines
|
|
|
|
var lastPoint = this._points.length;
|
|
|
|
if (!this.loops)
|
|
{
|
|
lastPoint--;
|
|
}
|
|
|
|
var p = new Phaser.PathPoint();
|
|
|
|
for (var i = 0; i < lastPoint; i++)
|
|
{
|
|
var curve = this.getCurve(i);
|
|
|
|
this.getPathPoint(i, p);
|
|
|
|
ctx.lineWidth = 2;
|
|
ctx.strokeStyle = 'rgb(100, 0, 250)';
|
|
|
|
ctx.save();
|
|
|
|
// Control Points
|
|
var controlPoints = this.getControlPointsOnThisCurve(curve);
|
|
|
|
// Draw lines
|
|
ctx.beginPath();
|
|
|
|
controlPoints.forEach(function(pnt, index) {
|
|
|
|
if (!!pnt)
|
|
{
|
|
if (index === 0)
|
|
{
|
|
ctx.moveTo(pnt.x, pnt.y);
|
|
}
|
|
else
|
|
{
|
|
ctx.lineTo(pnt.x, pnt.y);
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
ctx.stroke();
|
|
ctx.closePath();
|
|
|
|
if (p.active)
|
|
{
|
|
ctx.fillStyle = '#ffffff';
|
|
ctx.strokeStyle = '#333333';
|
|
ctx.lineWidth = 1;
|
|
|
|
// Copy control points to the point object
|
|
this.getPathPointReference(i).controlPoints = controlPoints;
|
|
|
|
controlPoints.forEach(function(pnt) {
|
|
|
|
ctx.beginPath();
|
|
|
|
ctx.arc(pnt.x, pnt.y, 3, 0, Math.PI * 2);
|
|
ctx.fill();
|
|
ctx.stroke();
|
|
|
|
ctx.closePath();
|
|
|
|
});
|
|
}
|
|
|
|
ctx.restore();
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Serializes this Path into a JSON object and returns it.
|
|
*
|
|
* @methods Phaser.Path#toJSON
|
|
* @return {Object} A JSON object representing this Path.
|
|
*/
|
|
toJSON: function () {
|
|
|
|
return {
|
|
name: this.name,
|
|
id: this.id,
|
|
type: this.type,
|
|
coordinateSystem: this.coordinateSystem,
|
|
loops: this.loops,
|
|
speed: 1,
|
|
pointList: this._points.map(function(p) {
|
|
return p.toJSON();
|
|
}),
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @property {Array} - The list of PathPoints that make up this path.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Path.prototype, 'points', {
|
|
|
|
get: function () {
|
|
|
|
return this._points;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @property {number} - The number of points in this path.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Path.prototype, 'length', {
|
|
|
|
get: function () {
|
|
|
|
return this._points.length;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @property {Phaser.Point} - The origin of the path.
|
|
*/
|
|
Object.defineProperty(Phaser.Path.prototype, 'origin', {
|
|
|
|
get: function() {
|
|
|
|
return this._origin;
|
|
|
|
},
|
|
|
|
set: function (val) {
|
|
|
|
this._origin.setTo(val.x, val.y);
|
|
|
|
}
|
|
|
|
});</pre>
|
|
</article>
|
|
</section>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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</span>
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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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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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