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1269 lines
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1269 lines
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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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>
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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>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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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 class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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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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<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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<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
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<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
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<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
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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 class="class-depth-1">
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<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
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<li class="class-depth-1">
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<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
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<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
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<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
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<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
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<a href="PIXI.Ellipse.html">Ellipse</a>
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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<a href="PIXI.Graphics.html">Graphics</a>
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<a href="PIXI.ImageLoader.html">ImageLoader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.Point.html">Point</a>
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<a href="PIXI.Polygon.html">Polygon</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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<a href="PIXI.Rectangle.html">Rectangle</a>
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
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</li>
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<a href="PIXI.Rope.html">Rope</a>
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<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
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<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
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<a href="PIXI.Spine.html">Spine</a>
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<a href="PIXI.SpineLoader.html">SpineLoader</a>
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<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
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<a href="PIXI.Sprite.html">Sprite</a>
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
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<li class="class-depth-1">
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<a href="PIXI.Stage.html">Stage</a>
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<a href="PIXI.Strip.html">Strip</a>
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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.Text.html">Text</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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<li class="class-depth-1">
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<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
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<li class="class-depth-1">
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<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
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<li class="class-depth-1">
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<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.TwistFilter.html">TwistFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
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</li>
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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 class="class-depth-1">
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<li class="class-depth-1">
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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</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">Core<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
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<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</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">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></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"><a href="Phaser.Image.html">Image</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
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<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</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">Geometry<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</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">Physics<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</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">Input<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
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<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
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<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="https://leanpub.com/u/photonstorm">Phaser Books</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="https://twitter.com/photonstorm">Twitter</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</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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<div class="row-fluid">
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<div class="span12">
|
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<div id="main">
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|
|
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|
|
|
<h1 class="page-title">Source: D:/wamp/www/phaser/src/tilemap/Tileset.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A Tile set is a combination of an image containing the tiles and collision data per tile.
|
|
*
|
|
* Tilesets are normally created automatically when Tiled data is loaded.
|
|
*
|
|
* @class Phaser.Tileset
|
|
* @constructor
|
|
* @param {string} name - The name of the tileset in the map data.
|
|
* @param {integer} firstgid - The first tile index this tileset contains.
|
|
* @param {integer} [width=32] - Width of each tile (in pixels).
|
|
* @param {integer} [height=32] - Height of each tile (in pixels).
|
|
* @param {integer} [margin=0] - The margin around all tiles in the sheet (in pixels).
|
|
* @param {integer} [spacing=0] - The spacing between each tile in the sheet (in pixels).
|
|
* @param {object} [properties={}] - Custom Tileset properties.
|
|
*/
|
|
Phaser.Tileset = function (name, firstgid, width, height, margin, spacing, properties) {
|
|
|
|
if (typeof width === 'undefined' || width <= 0) { width = 32; }
|
|
if (typeof height === 'undefined' || height <= 0) { height = 32; }
|
|
if (typeof margin === 'undefined') { margin = 0; }
|
|
if (typeof spacing === 'undefined') { spacing = 0; }
|
|
|
|
/**
|
|
* The name of the Tileset.
|
|
* @property {string} name
|
|
*/
|
|
this.name = name;
|
|
|
|
/**
|
|
* The Tiled firstgid value.
|
|
* This is the starting index of the first tile index this Tileset contains.
|
|
* @property {integer} firstgid
|
|
*/
|
|
this.firstgid = firstgid | 0;
|
|
|
|
/**
|
|
* The width of each tile (in pixels).
|
|
* @property {integer} tileWidth
|
|
* @readonly
|
|
*/
|
|
this.tileWidth = width | 0;
|
|
|
|
/**
|
|
* The height of each tile (in pixels).
|
|
* @property {integer} tileHeight
|
|
* @readonly
|
|
*/
|
|
this.tileHeight = height | 0;
|
|
|
|
/**
|
|
* The margin around the tiles in the sheet (in pixels).
|
|
* Use `setSpacing` to change.
|
|
* @property {integer} tileMarge
|
|
* @readonly
|
|
*/
|
|
// Modified internally
|
|
this.tileMargin = margin | 0;
|
|
|
|
/**
|
|
* The spacing between each tile in the sheet (in pixels).
|
|
* Use `setSpacing` to change.
|
|
* @property {integer} tileSpacing
|
|
* @readonly
|
|
*/
|
|
this.tileSpacing = spacing | 0;
|
|
|
|
/**
|
|
* Tileset-specific properties that are typically defined in the Tiled editor.
|
|
* @property {object} properties
|
|
*/
|
|
this.properties = properties || {};
|
|
|
|
/**
|
|
* The cached image that contains the individual tiles. Use {@link Phaser.Tileset.setImage setImage} to set.
|
|
* @property {?object} image
|
|
* @readonly
|
|
*/
|
|
// Modified internally
|
|
this.image = null;
|
|
|
|
/**
|
|
* The number of tile rows in the the tileset.
|
|
* @property {integer}
|
|
* @readonly
|
|
*/
|
|
// Modified internally
|
|
this.rows = 0;
|
|
|
|
/**
|
|
* The number of tile columns in the tileset.
|
|
* @property {integer} columns
|
|
* @readonly
|
|
*/
|
|
// Modified internally
|
|
this.columns = 0;
|
|
|
|
/**
|
|
* The total number of tiles in the tileset.
|
|
* @property {integer} total
|
|
* @readonly
|
|
*/
|
|
// Modified internally
|
|
this.total = 0;
|
|
|
|
/**
|
|
* The look-up table to specific tile image offsets.
|
|
* The coordinates are interlaced such that it is [x0, y0, x1, y1 .. xN, yN] and the tile with the index of firstgid is found at indices 0/1.
|
|
* @property {integer[]} drawCoords
|
|
* @private
|
|
*/
|
|
this.drawCoords = [];
|
|
|
|
};
|
|
|
|
Phaser.Tileset.prototype = {
|
|
|
|
/**
|
|
* Draws a tile from this Tileset at the given coordinates on the context.
|
|
*
|
|
* @method Phaser.Tileset#draw
|
|
* @public
|
|
* @param {CanvasRenderingContext2D} context - The context to draw the tile onto.
|
|
* @param {number} x - The x coordinate to draw to.
|
|
* @param {number} y - The y coordinate to draw to.
|
|
* @param {integer} index - The index of the tile within the set to draw.
|
|
*/
|
|
draw: function (context, x, y, index) {
|
|
|
|
// Correct the tile index for the set and bias for interlacing
|
|
var coordIndex = (index - this.firstgid) << 1;
|
|
|
|
if (coordIndex >= 0 && (coordIndex + 1) < this.drawCoords.length)
|
|
{
|
|
context.drawImage(
|
|
this.image,
|
|
this.drawCoords[coordIndex],
|
|
this.drawCoords[coordIndex + 1],
|
|
this.tileWidth,
|
|
this.tileHeight,
|
|
x,
|
|
y,
|
|
this.tileWidth,
|
|
this.tileHeight
|
|
);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if and only if this tileset contains the given tile index.
|
|
*
|
|
* @method Phaser.Tileset#containsTileIndex
|
|
* @public
|
|
* @return {boolean} True if this tileset contains the given index.
|
|
*/
|
|
containsTileIndex: function (tileIndex)
|
|
{
|
|
|
|
return (
|
|
tileIndex >= this.firstgid &&
|
|
tileIndex < (this.firstgid + this.total)
|
|
);
|
|
|
|
},
|
|
|
|
/**
|
|
* Set the image associated with this Tileset and update the tile data.
|
|
*
|
|
* @method Phaser.Tileset#setImage
|
|
* @public
|
|
* @param {Image} image - The image that contains the tiles.
|
|
*/
|
|
setImage: function (image) {
|
|
|
|
this.image = image;
|
|
this.updateTileData(image.width, image.height);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets tile spacing and margins.
|
|
*
|
|
* @method Phaser.Tileset#setSpacing
|
|
* @public
|
|
* @param {integer} tileMargin - The margin around the tiles in the sheet (in pixels).
|
|
* @param {integer} tileSpacing - The spacing between the tiles in the sheet (in pixels).
|
|
*/
|
|
setSpacing: function (margin, spacing) {
|
|
|
|
this.tileMargin = margin | 0;
|
|
this.tileSpacing = spacing | 0;
|
|
|
|
if (this.image)
|
|
{
|
|
this.updateTileData(this.image.width, this.image.height);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates tile coordinates and tileset data.
|
|
*
|
|
* @method Phaser.Tileset#updateTileData
|
|
* @private
|
|
* @param {integer} imageWidth - The (expected) width of the image to slice.
|
|
* @param {integer} imageHeight - The (expected) height of the image to slice.
|
|
*/
|
|
updateTileData: function (imageWidth, imageHeight) {
|
|
|
|
// May be fractional values
|
|
var rowCount = (imageHeight - this.tileMargin) / (this.tileHeight + this.tileSpacing);
|
|
var colCount = (imageWidth - this.tileMargin) / (this.tileWidth + this.tileSpacing);
|
|
|
|
if (rowCount % 1 !== 0 || colCount % 1 !== 0)
|
|
{
|
|
console.warn("Phaser.Tileset - image tile area is not an even multiple of tile size");
|
|
}
|
|
|
|
// In Tiled a tileset image that is not an even multiple of the tile dimensions
|
|
// is truncated - hence the floor when calculating the rows/columns.
|
|
rowCount = Math.floor(rowCount);
|
|
colCount = Math.floor(colCount);
|
|
|
|
if ((this.rows && this.rows !== rowCount) || (this.columns && this.columns !== colCount))
|
|
{
|
|
console.warn("Phaser.Tileset - actual and expected number of tile rows and columns differ");
|
|
}
|
|
|
|
this.rows = rowCount;
|
|
this.columns = colCount;
|
|
this.total = rowCount * colCount;
|
|
|
|
this.drawCoords.length = 0;
|
|
|
|
var tx = this.tileMargin;
|
|
var ty = this.tileMargin;
|
|
|
|
for (var y = 0; y < this.rows; y++)
|
|
{
|
|
for (var x = 0; x < this.columns; x++)
|
|
{
|
|
this.drawCoords.push(tx);
|
|
this.drawCoords.push(ty);
|
|
tx += this.tileWidth + this.tileSpacing;
|
|
}
|
|
|
|
tx = this.tileMargin;
|
|
ty += this.tileHeight + this.tileSpacing;
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Tileset.prototype.constructor = Phaser.Tileset;
|
|
</pre>
|
|
</article>
|
|
</section>
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<footer>
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|
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<span class="copyright">
|
|
Phaser Copyright © 2012-2014 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 3.3.0-dev</a>
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on Tue Jan 06 2015 06:31:49 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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