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2558 lines
73 KiB
HTML
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2558 lines
73 KiB
HTML
Executable file
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<a href="Phaser.DOM.html">DOM</a>
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<a href="Phaser.Easing.html">Easing</a>
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<a href="Phaser.Easing.Back.html">Back</a>
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<a href="Phaser.Easing.Bounce.html">Bounce</a>
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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<a href="Phaser.Easing.Quartic.html">Quartic</a>
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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<a href="Phaser.Ellipse.html">Ellipse</a>
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<a href="Phaser.Filter.html">Filter</a>
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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<a href="Phaser.Frame.html">Frame</a>
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<a href="Phaser.Game.html">Game</a>
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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<a href="Phaser.Gamepad.html">Gamepad</a>
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<a href="Phaser.Graphics.html">Graphics</a>
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<a href="Phaser.Group.html">Group</a>
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<a href="Phaser.Hermite.html">Hermite</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.ImageCollection.html">ImageCollection</a>
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<a href="Phaser.Input.html">Input</a>
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<a href="Phaser.InputHandler.html">InputHandler</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.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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<li class="class-depth-3">
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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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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<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>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Plugin.PathManager.html">PathManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rope.html">Rope</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Sprite.html">Sprite</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Video.html">Video</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Weapon.html">Weapon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EarCut.html">EarCut</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-2">
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.Rope.html">Rope</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
|
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|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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|
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<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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<li class="class-depth-1">
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
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|
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<ul class="dropdown-menu ">
|
|
|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#AUTO">AUTO</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#blendModes">blendModes</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BUTTON">BUTTON</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CANVAS">CANVAS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#CENTER">CENTER</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#CIRCLE">CIRCLE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#CREATURE">CREATURE</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#displayList">displayList</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ELLIPSE">ELLIPSE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#emit">emit</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#EMITTER">EMITTER</a>
|
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</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#GAMES">GAMES</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#GRAPHICS">GRAPHICS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#GROUP">GROUP</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#HEADLESS">HEADLESS</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#IMAGE">IMAGE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT">LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LINE">LINE</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#listeners">listeners</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#MATRIX">MATRIX</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#NONE">NONE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#off">off</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#on">on</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#once">once</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
|
</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#POINT">POINT</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#POINTER">POINTER</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#POLYGON">POLYGON</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#PORTRAIT">PORTRAIT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#RECTANGLE">RECTANGLE</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#removeAllListeners">removeAllListeners</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
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<div class="span12">
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<div id="main">
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|
|
|
|
|
|
<h1 class="page-title">Source: src/math/Math.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A collection of useful mathematical functions.
|
|
*
|
|
* These are normally accessed through `game.math`.
|
|
*
|
|
* @class Phaser.Math
|
|
* @static
|
|
* @see {@link Phaser.Utils}
|
|
* @see {@link Phaser.ArrayUtils}
|
|
*/
|
|
Phaser.Math = {
|
|
|
|
/**
|
|
* Twice PI.
|
|
* @property {number} Phaser.Math#PI2
|
|
* @default ~6.283
|
|
*/
|
|
PI2: Math.PI * 2,
|
|
|
|
/**
|
|
* Returns a number between the `min` and `max` values.
|
|
*
|
|
* @method Phaser.Math#between
|
|
* @param {number} min - The minimum value. Must be positive, and less than 'max'.
|
|
* @param {number} max - The maximum value. Must be position, and greater than 'min'.
|
|
* @return {number} A value between the range min to max.
|
|
*/
|
|
between: function (min, max) {
|
|
|
|
return Math.floor(Math.random() * (max - min + 1) + min);
|
|
|
|
},
|
|
|
|
/**
|
|
* Two number are fuzzyEqual if their difference is less than epsilon.
|
|
*
|
|
* @method Phaser.Math#fuzzyEqual
|
|
* @param {number} a - The first number to compare.
|
|
* @param {number} b - The second number to compare.
|
|
* @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)
|
|
* @return {boolean} True if |a-b|<epsilon
|
|
*/
|
|
fuzzyEqual: function (a, b, epsilon) {
|
|
|
|
if (epsilon === undefined) { epsilon = 0.0001; }
|
|
|
|
return Math.abs(a - b) < epsilon;
|
|
|
|
},
|
|
|
|
/**
|
|
* `a` is fuzzyLessThan `b` if it is less than b + epsilon.
|
|
*
|
|
* @method Phaser.Math#fuzzyLessThan
|
|
* @param {number} a - The first number to compare.
|
|
* @param {number} b - The second number to compare.
|
|
* @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)
|
|
* @return {boolean} True if a<b+epsilon
|
|
*/
|
|
fuzzyLessThan: function (a, b, epsilon) {
|
|
|
|
if (epsilon === undefined) { epsilon = 0.0001; }
|
|
|
|
return a < b + epsilon;
|
|
|
|
},
|
|
|
|
/**
|
|
* `a` is fuzzyGreaterThan `b` if it is more than b - epsilon.
|
|
*
|
|
* @method Phaser.Math#fuzzyGreaterThan
|
|
* @param {number} a - The first number to compare.
|
|
* @param {number} b - The second number to compare.
|
|
* @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)
|
|
* @return {boolean} True if a>b+epsilon
|
|
*/
|
|
fuzzyGreaterThan: function (a, b, epsilon) {
|
|
|
|
if (epsilon === undefined) { epsilon = 0.0001; }
|
|
|
|
return a > b - epsilon;
|
|
|
|
},
|
|
|
|
/**
|
|
* Applies a fuzzy ceil to the given value.
|
|
*
|
|
* @method Phaser.Math#fuzzyCeil
|
|
* @param {number} val - The value to ceil.
|
|
* @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)
|
|
* @return {number} ceiling(val-epsilon)
|
|
*/
|
|
fuzzyCeil: function (val, epsilon) {
|
|
|
|
if (epsilon === undefined) { epsilon = 0.0001; }
|
|
|
|
return Math.ceil(val - epsilon);
|
|
|
|
},
|
|
|
|
/**
|
|
* Applies a fuzzy floor to the given value.
|
|
*
|
|
* @method Phaser.Math#fuzzyFloor
|
|
* @param {number} val - The value to floor.
|
|
* @param {number} [epsilon=0.0001] - The epsilon (a small value used in the calculation)
|
|
* @return {number} floor(val+epsilon)
|
|
*/
|
|
fuzzyFloor: function (val, epsilon) {
|
|
|
|
if (epsilon === undefined) { epsilon = 0.0001; }
|
|
|
|
return Math.floor(val + epsilon);
|
|
|
|
},
|
|
|
|
/**
|
|
* Averages all values passed to the function and returns the result.
|
|
*
|
|
* @method Phaser.Math#average
|
|
* @params {...number} The numbers to average
|
|
* @return {number} The average of all given values.
|
|
*/
|
|
average: function () {
|
|
|
|
var sum = 0;
|
|
var len = arguments.length;
|
|
|
|
for (var i = 0; i < len; i++)
|
|
{
|
|
sum += (+arguments[i]);
|
|
}
|
|
|
|
return sum / len;
|
|
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#shear
|
|
* @param {number} n
|
|
* @return {number} n mod 1
|
|
*/
|
|
shear: function (n) {
|
|
|
|
return n % 1;
|
|
|
|
},
|
|
|
|
/**
|
|
* Snap a value to nearest grid slice, using rounding.
|
|
*
|
|
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10 whereas 14 will snap to 15.
|
|
*
|
|
* @method Phaser.Math#snapTo
|
|
* @param {number} input - The value to snap.
|
|
* @param {number} gap - The interval gap of the grid.
|
|
* @param {number} [start=0] - Optional starting offset for gap.
|
|
* @return {number} The snapped value.
|
|
*/
|
|
snapTo: function (input, gap, start) {
|
|
|
|
if (start === undefined) { start = 0; }
|
|
|
|
if (gap === 0) {
|
|
return input;
|
|
}
|
|
|
|
input -= start;
|
|
input = gap * Math.round(input / gap);
|
|
|
|
return start + input;
|
|
|
|
},
|
|
|
|
/**
|
|
* Snap a value to nearest grid slice, using floor.
|
|
*
|
|
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 10.
|
|
* As will 14 snap to 10... but 16 will snap to 15.
|
|
*
|
|
* @method Phaser.Math#snapToFloor
|
|
* @param {number} input - The value to snap.
|
|
* @param {number} gap - The interval gap of the grid.
|
|
* @param {number} [start=0] - Optional starting offset for gap.
|
|
* @return {number} The snapped value.
|
|
*/
|
|
snapToFloor: function (input, gap, start) {
|
|
|
|
if (start === undefined) { start = 0; }
|
|
|
|
if (gap === 0) {
|
|
return input;
|
|
}
|
|
|
|
input -= start;
|
|
input = gap * Math.floor(input / gap);
|
|
|
|
return start + input;
|
|
|
|
},
|
|
|
|
/**
|
|
* Snap a value to nearest grid slice, using ceil.
|
|
*
|
|
* Example: if you have an interval gap of 5 and a position of 12... you will snap to 15.
|
|
* As will 14 will snap to 15... but 16 will snap to 20.
|
|
*
|
|
* @method Phaser.Math#snapToCeil
|
|
* @param {number} input - The value to snap.
|
|
* @param {number} gap - The interval gap of the grid.
|
|
* @param {number} [start=0] - Optional starting offset for gap.
|
|
* @return {number} The snapped value.
|
|
*/
|
|
snapToCeil: function (input, gap, start) {
|
|
|
|
if (start === undefined) { start = 0; }
|
|
|
|
if (gap === 0) {
|
|
return input;
|
|
}
|
|
|
|
input -= start;
|
|
input = gap * Math.ceil(input / gap);
|
|
|
|
return start + input;
|
|
|
|
},
|
|
|
|
/**
|
|
* Round to some place comparative to a `base`, default is 10 for decimal place.
|
|
* The `place` is represented by the power applied to `base` to get that place.
|
|
*
|
|
* e.g. 2000/7 ~= 285.714285714285714285714 ~= (bin)100011101.1011011011011011
|
|
*
|
|
* roundTo(2000/7,3) === 0
|
|
* roundTo(2000/7,2) == 300
|
|
* roundTo(2000/7,1) == 290
|
|
* roundTo(2000/7,0) == 286
|
|
* roundTo(2000/7,-1) == 285.7
|
|
* roundTo(2000/7,-2) == 285.71
|
|
* roundTo(2000/7,-3) == 285.714
|
|
* roundTo(2000/7,-4) == 285.7143
|
|
* roundTo(2000/7,-5) == 285.71429
|
|
*
|
|
* roundTo(2000/7,3,2) == 288 -- 100100000
|
|
* roundTo(2000/7,2,2) == 284 -- 100011100
|
|
* roundTo(2000/7,1,2) == 286 -- 100011110
|
|
* roundTo(2000/7,0,2) == 286 -- 100011110
|
|
* roundTo(2000/7,-1,2) == 285.5 -- 100011101.1
|
|
* roundTo(2000/7,-2,2) == 285.75 -- 100011101.11
|
|
* roundTo(2000/7,-3,2) == 285.75 -- 100011101.11
|
|
* roundTo(2000/7,-4,2) == 285.6875 -- 100011101.1011
|
|
* roundTo(2000/7,-5,2) == 285.71875 -- 100011101.10111
|
|
*
|
|
* Note what occurs when we round to the 3rd space (8ths place), 100100000, this is to be assumed
|
|
* because we are rounding 100011.1011011011011011 which rounds up.
|
|
*
|
|
* @method Phaser.Math#roundTo
|
|
* @param {number} value - The value to round.
|
|
* @param {number} [place=0] - The place to round to.
|
|
* @param {number} [base=10] - The base to round in. Default is 10 for decimal.
|
|
* @return {number} The rounded value.
|
|
*/
|
|
roundTo: function (value, place, base) {
|
|
|
|
if (place === undefined) { place = 0; }
|
|
if (base === undefined) { base = 10; }
|
|
|
|
var p = Math.pow(base, -place);
|
|
|
|
return Math.round(value * p) / p;
|
|
|
|
},
|
|
|
|
/**
|
|
* Floors to some place comparative to a `base`, default is 10 for decimal place.
|
|
* The `place` is represented by the power applied to `base` to get that place.
|
|
*
|
|
* @method Phaser.Math#floorTo
|
|
* @param {number} value - The value to round.
|
|
* @param {number} [place=0] - The place to round to.
|
|
* @param {number} [base=10] - The base to round in. Default is 10 for decimal.
|
|
* @return {number} The rounded value.
|
|
*/
|
|
floorTo: function (value, place, base) {
|
|
|
|
if (place === undefined) { place = 0; }
|
|
if (base === undefined) { base = 10; }
|
|
|
|
var p = Math.pow(base, -place);
|
|
|
|
return Math.floor(value * p) / p;
|
|
|
|
},
|
|
|
|
/**
|
|
* Ceils to some place comparative to a `base`, default is 10 for decimal place.
|
|
* The `place` is represented by the power applied to `base` to get that place.
|
|
*
|
|
* @method Phaser.Math#ceilTo
|
|
* @param {number} value - The value to round.
|
|
* @param {number} [place=0] - The place to round to.
|
|
* @param {number} [base=10] - The base to round in. Default is 10 for decimal.
|
|
* @return {number} The rounded value.
|
|
*/
|
|
ceilTo: function (value, place, base) {
|
|
|
|
if (place === undefined) { place = 0; }
|
|
if (base === undefined) { base = 10; }
|
|
|
|
var p = Math.pow(base, -place);
|
|
|
|
return Math.ceil(value * p) / p;
|
|
|
|
},
|
|
|
|
/**
|
|
* Rotates currentAngle towards targetAngle, taking the shortest rotation distance.
|
|
* The lerp argument is the amount to rotate by in this call.
|
|
*
|
|
* @method Phaser.Math#rotateToAngle
|
|
* @param {number} currentAngle - The current angle, in radians.
|
|
* @param {number} targetAngle - The target angle to rotate to, in radians.
|
|
* @param {number} [lerp=0.05] - The lerp value to add to the current angle.
|
|
* @return {number} The adjusted angle.
|
|
*/
|
|
rotateToAngle: function (currentAngle, targetAngle, lerp) {
|
|
|
|
if (lerp === undefined) { lerp = 0.05; }
|
|
|
|
if (currentAngle === targetAngle)
|
|
{
|
|
return currentAngle;
|
|
}
|
|
|
|
if (Math.abs(targetAngle - currentAngle) <= lerp || Math.abs(targetAngle - currentAngle) >= (Phaser.Math.PI2 - lerp))
|
|
{
|
|
currentAngle = targetAngle;
|
|
}
|
|
else
|
|
{
|
|
if (Math.abs(targetAngle - currentAngle) > Math.PI)
|
|
{
|
|
if (targetAngle < currentAngle)
|
|
{
|
|
targetAngle += Phaser.Math.PI2;
|
|
}
|
|
else
|
|
{
|
|
targetAngle -= Phaser.Math.PI2;
|
|
}
|
|
}
|
|
|
|
if (targetAngle > currentAngle)
|
|
{
|
|
currentAngle += lerp;
|
|
}
|
|
else if (targetAngle < currentAngle)
|
|
{
|
|
currentAngle -= lerp;
|
|
}
|
|
}
|
|
|
|
return currentAngle;
|
|
|
|
},
|
|
|
|
/**
|
|
* Gets the shortest angle between `angle1` and `angle2`.
|
|
* Both angles must be in the range -180 to 180, which is the same clamped
|
|
* range that `sprite.angle` uses, so you can pass in two sprite angles to
|
|
* this method, and get the shortest angle back between the two of them.
|
|
*
|
|
* The angle returned will be in the same range. If the returned angle is
|
|
* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
|
|
* a clockwise rotation.
|
|
*
|
|
* @method Phaser.Math#getShortestAngle
|
|
* @param {number} angle1 - The first angle. In the range -180 to 180.
|
|
* @param {number} angle2 - The second angle. In the range -180 to 180.
|
|
* @return {number} The shortest angle, in degrees. If greater than zero it's a counter-clockwise rotation.
|
|
*/
|
|
getShortestAngle: function (angle1, angle2) {
|
|
|
|
var difference = angle2 - angle1;
|
|
|
|
if (difference === 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
var times = Math.floor((difference - (-180)) / 360);
|
|
|
|
return difference - (times * 360);
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the angle of a segment from (x1, y1) -> (x2, y2).
|
|
*
|
|
* @method Phaser.Math#angleBetween
|
|
* @param {number} x1 - The x coordinate of the first value.
|
|
* @param {number} y1 - The y coordinate of the first value.
|
|
* @param {number} x2 - The x coordinate of the second value.
|
|
* @param {number} y2 - The y coordinate of the second value.
|
|
* @return {number} The angle, in radians.
|
|
*/
|
|
angleBetween: function (x1, y1, x2, y2) {
|
|
|
|
return Math.atan2(y2 - y1, x2 - x1);
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the angle of a segment from (x1, y1) -> (x2, y2).
|
|
*
|
|
* The difference between this method and Math.angleBetween is that this assumes the y coordinate travels
|
|
* down the screen.
|
|
*
|
|
* @method Phaser.Math#angleBetweenY
|
|
* @param {number} x1 - The x coordinate of the first value.
|
|
* @param {number} y1 - The y coordinate of the first value.
|
|
* @param {number} x2 - The x coordinate of the second value.
|
|
* @param {number} y2 - The y coordinate of the second value.
|
|
* @return {number} The angle, in radians.
|
|
*/
|
|
angleBetweenY: function (x1, y1, x2, y2) {
|
|
|
|
return Math.atan2(x2 - x1, y2 - y1);
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
|
|
*
|
|
* @method Phaser.Math#angleBetweenPoints
|
|
* @param {Phaser.Point} point1 - The first point.
|
|
* @param {Phaser.Point} point2 - The second point.
|
|
* @return {number} The angle between the two points, in radians.
|
|
*/
|
|
angleBetweenPoints: function (point1, point2) {
|
|
|
|
return Math.atan2(point2.y - point1.y, point2.x - point1.x);
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the angle of a segment from (point1.x, point1.y) -> (point2.x, point2.y).
|
|
* @method Phaser.Math#angleBetweenPointsY
|
|
* @param {Phaser.Point} point1
|
|
* @param {Phaser.Point} point2
|
|
* @return {number} The angle, in radians.
|
|
*/
|
|
angleBetweenPointsY: function (point1, point2) {
|
|
|
|
return Math.atan2(point2.x - point1.x, point2.y - point1.y);
|
|
|
|
},
|
|
|
|
/**
|
|
* Reverses an angle.
|
|
* @method Phaser.Math#reverseAngle
|
|
* @param {number} angleRad - The angle to reverse, in radians.
|
|
* @return {number} The reverse angle, in radians.
|
|
*/
|
|
reverseAngle: function (angleRad) {
|
|
|
|
return this.normalizeAngle(angleRad + Math.PI, true);
|
|
|
|
},
|
|
|
|
/**
|
|
* Normalizes an angle to the [0,2pi) range.
|
|
* @method Phaser.Math#normalizeAngle
|
|
* @param {number} angleRad - The angle to normalize, in radians.
|
|
* @return {number} The angle, fit within the [0,2pi] range, in radians.
|
|
*/
|
|
normalizeAngle: function (angleRad) {
|
|
|
|
angleRad = angleRad % (2 * Math.PI);
|
|
return angleRad >= 0 ? angleRad : angleRad + 2 * Math.PI;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds the given amount to the value, but never lets the value go over the specified maximum.
|
|
*
|
|
* @method Phaser.Math#maxAdd
|
|
* @param {number} value - The value to add the amount to.
|
|
* @param {number} amount - The amount to add to the value.
|
|
* @param {number} max - The maximum the value is allowed to be.
|
|
* @return {number} The new value.
|
|
*/
|
|
maxAdd: function (value, amount, max) {
|
|
|
|
return Math.min(value + amount, max);
|
|
|
|
},
|
|
|
|
/**
|
|
* Subtracts the given amount from the value, but never lets the value go below the specified minimum.
|
|
*
|
|
* @method Phaser.Math#minSub
|
|
* @param {number} value - The base value.
|
|
* @param {number} amount - The amount to subtract from the base value.
|
|
* @param {number} min - The minimum the value is allowed to be.
|
|
* @return {number} The new value.
|
|
*/
|
|
minSub: function (value, amount, min) {
|
|
|
|
return Math.max(value - amount, min);
|
|
|
|
},
|
|
|
|
/**
|
|
* Ensures that the value always stays between min and max, by wrapping the value around.
|
|
*
|
|
* If `max` is not larger than `min` the result is 0.
|
|
*
|
|
* @method Phaser.Math#wrap
|
|
* @param {number} value - The value to wrap.
|
|
* @param {number} min - The minimum the value is allowed to be.
|
|
* @param {number} max - The maximum the value is allowed to be, should be larger than `min`.
|
|
* @return {number} The wrapped value.
|
|
*/
|
|
wrap: function (value, min, max) {
|
|
|
|
var range = max - min;
|
|
|
|
if (range <= 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
var result = (value - min) % range;
|
|
|
|
if (result < 0)
|
|
{
|
|
result += range;
|
|
}
|
|
|
|
return result + min;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds value to amount and ensures that the result always stays between 0 and max, by wrapping the value around.
|
|
*
|
|
* Values _must_ be positive integers, and are passed through Math.abs. See {@link Phaser.Math#wrap} for an alternative.
|
|
*
|
|
* @method Phaser.Math#wrapValue
|
|
* @param {number} value - The value to add the amount to.
|
|
* @param {number} amount - The amount to add to the value.
|
|
* @param {number} max - The maximum the value is allowed to be.
|
|
* @return {number} The wrapped value.
|
|
*/
|
|
wrapValue: function (value, amount, max) {
|
|
|
|
var diff;
|
|
value = Math.abs(value);
|
|
amount = Math.abs(amount);
|
|
max = Math.abs(max);
|
|
diff = (value + amount) % max;
|
|
|
|
return diff;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the number given is odd.
|
|
*
|
|
* @method Phaser.Math#isOdd
|
|
* @param {integer} n - The number to check.
|
|
* @return {boolean} True if the given number is odd. False if the given number is even.
|
|
*/
|
|
isOdd: function (n) {
|
|
|
|
// Does not work with extremely large values
|
|
return !!(n & 1);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the number given is even.
|
|
*
|
|
* @method Phaser.Math#isEven
|
|
* @param {integer} n - The number to check.
|
|
* @return {boolean} True if the given number is even. False if the given number is odd.
|
|
*/
|
|
isEven: function (n) {
|
|
|
|
// Does not work with extremely large values
|
|
return !(n & 1);
|
|
|
|
},
|
|
|
|
/**
|
|
* Variation of Math.min that can be passed either an array of numbers or the numbers as parameters.
|
|
*
|
|
* Prefer the standard `Math.min` function when appropriate.
|
|
*
|
|
* @method Phaser.Math#min
|
|
* @return {number} The lowest value from those given.
|
|
* @see {@link http://jsperf.com/math-s-min-max-vs-homemade}
|
|
*/
|
|
min: function () {
|
|
|
|
if (arguments.length === 1 && typeof arguments[0] === 'object')
|
|
{
|
|
var data = arguments[0];
|
|
}
|
|
else
|
|
{
|
|
var data = arguments;
|
|
}
|
|
|
|
for (var i = 1, min = 0, len = data.length; i < len; i++)
|
|
{
|
|
if (data[i] < data[min])
|
|
{
|
|
min = i;
|
|
}
|
|
}
|
|
|
|
return data[min];
|
|
|
|
},
|
|
|
|
/**
|
|
* Variation of Math.max that can be passed either an array of numbers or the numbers as parameters.
|
|
*
|
|
* Prefer the standard `Math.max` function when appropriate.
|
|
*
|
|
* @method Phaser.Math#max
|
|
* @return {number} The largest value from those given.
|
|
* @see {@link http://jsperf.com/math-s-min-max-vs-homemade}
|
|
*/
|
|
max: function () {
|
|
|
|
if (arguments.length === 1 && typeof arguments[0] === 'object')
|
|
{
|
|
var data = arguments[0];
|
|
}
|
|
else
|
|
{
|
|
var data = arguments;
|
|
}
|
|
|
|
for (var i = 1, max = 0, len = data.length; i < len; i++)
|
|
{
|
|
if (data[i] > data[max])
|
|
{
|
|
max = i;
|
|
}
|
|
}
|
|
|
|
return data[max];
|
|
|
|
},
|
|
|
|
/**
|
|
* Variation of Math.min that can be passed a property and either an array of objects or the objects as parameters.
|
|
* It will find the lowest matching property value from the given objects.
|
|
*
|
|
* @method Phaser.Math#minProperty
|
|
* @return {number} The lowest value from those given.
|
|
*/
|
|
minProperty: function (property) {
|
|
|
|
if (arguments.length === 2 && typeof arguments[1] === 'object')
|
|
{
|
|
var data = arguments[1];
|
|
}
|
|
else
|
|
{
|
|
var data = arguments.slice(1);
|
|
}
|
|
|
|
for (var i = 1, min = 0, len = data.length; i < len; i++)
|
|
{
|
|
if (data[i][property] < data[min][property])
|
|
{
|
|
min = i;
|
|
}
|
|
}
|
|
|
|
return data[min][property];
|
|
|
|
},
|
|
|
|
/**
|
|
* Variation of Math.max that can be passed a property and either an array of objects or the objects as parameters.
|
|
* It will find the largest matching property value from the given objects.
|
|
*
|
|
* @method Phaser.Math#maxProperty
|
|
* @return {number} The largest value from those given.
|
|
*/
|
|
maxProperty: function (property) {
|
|
|
|
if (arguments.length === 2 && typeof arguments[1] === 'object')
|
|
{
|
|
var data = arguments[1];
|
|
}
|
|
else
|
|
{
|
|
var data = arguments.slice(1);
|
|
}
|
|
|
|
for (var i = 1, max = 0, len = data.length; i < len; i++)
|
|
{
|
|
if (data[i][property] > data[max][property])
|
|
{
|
|
max = i;
|
|
}
|
|
}
|
|
|
|
return data[max][property];
|
|
|
|
},
|
|
|
|
/**
|
|
* Keeps an angle value between -180 and +180; or -PI and PI if radians.
|
|
*
|
|
* @method Phaser.Math#wrapAngle
|
|
* @param {number} angle - The angle value to wrap
|
|
* @param {boolean} [radians=false] - Set to `true` if the angle is given in radians, otherwise degrees is expected.
|
|
* @return {number} The new angle value; will be the same as the input angle if it was within bounds.
|
|
*/
|
|
wrapAngle: function (angle, radians) {
|
|
|
|
return radians ? this.wrap(angle, -Math.PI, Math.PI) : this.wrap(angle, -180, 180);
|
|
|
|
},
|
|
|
|
/**
|
|
* A Linear Interpolation Method, mostly used by Phaser.Tween.
|
|
*
|
|
* @method Phaser.Math#linearInterpolation
|
|
* @param {Array} v - The input array of values to interpolate between.
|
|
* @param {number} k - The percentage of interpolation, between 0 and 1.
|
|
* @return {number} The interpolated value
|
|
*/
|
|
linearInterpolation: function (v, k) {
|
|
|
|
var m = v.length - 1;
|
|
var f = m * k;
|
|
var i = Math.floor(f);
|
|
|
|
if (k < 0)
|
|
{
|
|
return this.linear(v[0], v[1], f);
|
|
}
|
|
|
|
if (k > 1)
|
|
{
|
|
return this.linear(v[m], v[m - 1], m - f);
|
|
}
|
|
|
|
return this.linear(v[i], v[i + 1 > m ? m : i + 1], f - i);
|
|
|
|
},
|
|
|
|
/**
|
|
* A Bezier Interpolation Method, mostly used by Phaser.Tween.
|
|
*
|
|
* @method Phaser.Math#bezierInterpolation
|
|
* @param {Array} v - The input array of values to interpolate between.
|
|
* @param {number} k - The percentage of interpolation, between 0 and 1.
|
|
* @return {number} The interpolated value
|
|
*/
|
|
bezierInterpolation: function (v, k) {
|
|
|
|
var b = 0;
|
|
var n = v.length - 1;
|
|
|
|
for (var i = 0; i <= n; i++)
|
|
{
|
|
b += Math.pow(1 - k, n - i) * Math.pow(k, i) * v[i] * this.bernstein(n, i);
|
|
}
|
|
|
|
return b;
|
|
|
|
},
|
|
|
|
/**
|
|
* A Catmull Rom Interpolation Method, mostly used by Phaser.Tween.
|
|
*
|
|
* @method Phaser.Math#catmullRomInterpolation
|
|
* @param {Array} v - The input array of values to interpolate between.
|
|
* @param {number} k - The percentage of interpolation, between 0 and 1.
|
|
* @return {number} The interpolated value
|
|
*/
|
|
catmullRomInterpolation: function (v, k) {
|
|
|
|
var m = v.length - 1;
|
|
var f = m * k;
|
|
var i = Math.floor(f);
|
|
|
|
if (v[0] === v[m])
|
|
{
|
|
if (k < 0)
|
|
{
|
|
i = Math.floor(f = m * (1 + k));
|
|
}
|
|
|
|
return this.catmullRom(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);
|
|
}
|
|
else
|
|
{
|
|
if (k < 0)
|
|
{
|
|
return v[0] - (this.catmullRom(v[0], v[0], v[1], v[1], -f) - v[0]);
|
|
}
|
|
|
|
if (k > 1)
|
|
{
|
|
return v[m] - (this.catmullRom(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);
|
|
}
|
|
|
|
return this.catmullRom(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Calculates a linear (interpolation) value over t.
|
|
*
|
|
* @method Phaser.Math#linear
|
|
* @param {number} p0
|
|
* @param {number} p1
|
|
* @param {number} t - A value between 0 and 1.
|
|
* @return {number}
|
|
*/
|
|
linear: function (p0, p1, t) {
|
|
|
|
return (p1 - p0) * t + p0;
|
|
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#bernstein
|
|
* @protected
|
|
* @param {number} n
|
|
* @param {number} i
|
|
* @return {number}
|
|
*/
|
|
bernstein: function (n, i) {
|
|
|
|
return this.factorial(n) / this.factorial(i) / this.factorial(n - i);
|
|
|
|
},
|
|
|
|
/**
|
|
* @method Phaser.Math#factorial
|
|
* @param {number} value - the number you want to evaluate
|
|
* @return {number}
|
|
*/
|
|
factorial: function (value) {
|
|
|
|
if (value === 0)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
var res = value;
|
|
|
|
while(--value)
|
|
{
|
|
res *= value;
|
|
}
|
|
|
|
return res;
|
|
|
|
},
|
|
|
|
/**
|
|
* Calculates a catmum rom value.
|
|
*
|
|
* @method Phaser.Math#catmullRom
|
|
* @protected
|
|
* @param {number} p0
|
|
* @param {number} p1
|
|
* @param {number} p2
|
|
* @param {number} p3
|
|
* @param {number} t
|
|
* @return {number}
|
|
*/
|
|
catmullRom: function (p0, p1, p2, p3, t) {
|
|
|
|
var v0 = (p2 - p0) * 0.5, v1 = (p3 - p1) * 0.5, t2 = t * t, t3 = t * t2;
|
|
|
|
return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
|
|
|
|
},
|
|
|
|
/**
|
|
* The absolute difference between two values.
|
|
*
|
|
* @method Phaser.Math#difference
|
|
* @param {number} a - The first value to check.
|
|
* @param {number} b - The second value to check.
|
|
* @return {number} The absolute difference between the two values.
|
|
*/
|
|
difference: function (a, b) {
|
|
|
|
return Math.abs(a - b);
|
|
|
|
},
|
|
|
|
/**
|
|
* Round to the next whole number _away_ from zero.
|
|
*
|
|
* @method Phaser.Math#roundAwayFromZero
|
|
* @param {number} value - Any number.
|
|
* @return {integer} The rounded value of that number.
|
|
*/
|
|
roundAwayFromZero: function (value) {
|
|
|
|
// "Opposite" of truncate.
|
|
return (value > 0) ? Math.ceil(value) : Math.floor(value);
|
|
|
|
},
|
|
|
|
/**
|
|
* Generate a sine and cosine table simultaneously and extremely quickly.
|
|
* The parameters allow you to specify the length, amplitude and frequency of the wave.
|
|
* This generator is fast enough to be used in real-time.
|
|
* Code based on research by Franky of scene.at
|
|
*
|
|
* @method Phaser.Math#sinCosGenerator
|
|
* @param {number} length - The length of the wave
|
|
* @param {number} sinAmplitude - The amplitude to apply to the sine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
|
|
* @param {number} cosAmplitude - The amplitude to apply to the cosine table (default 1.0) if you need values between say -+ 125 then give 125 as the value
|
|
* @param {number} frequency - The frequency of the sine and cosine table data
|
|
* @return {{sin:number[], cos:number[]}} Returns the table data.
|
|
*/
|
|
sinCosGenerator: function (length, sinAmplitude, cosAmplitude, frequency) {
|
|
|
|
if (sinAmplitude === undefined) { sinAmplitude = 1.0; }
|
|
if (cosAmplitude === undefined) { cosAmplitude = 1.0; }
|
|
if (frequency === undefined) { frequency = 1.0; }
|
|
|
|
var sin = sinAmplitude;
|
|
var cos = cosAmplitude;
|
|
var frq = frequency * Math.PI / length;
|
|
|
|
var cosTable = [];
|
|
var sinTable = [];
|
|
|
|
for (var c = 0; c < length; c++) {
|
|
|
|
cos -= sin * frq;
|
|
sin += cos * frq;
|
|
|
|
cosTable[c] = cos;
|
|
sinTable[c] = sin;
|
|
|
|
}
|
|
|
|
return { sin: sinTable, cos: cosTable, length: length };
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the euclidian distance between the two given set of coordinates.
|
|
*
|
|
* @method Phaser.Math#distance
|
|
* @param {number} x1
|
|
* @param {number} y1
|
|
* @param {number} x2
|
|
* @param {number} y2
|
|
* @return {number} The distance between the two sets of coordinates.
|
|
*/
|
|
distance: function (x1, y1, x2, y2) {
|
|
|
|
var dx = x1 - x2;
|
|
var dy = y1 - y2;
|
|
|
|
return Math.sqrt(dx * dx + dy * dy);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the euclidean distance squared between the two given set of
|
|
* coordinates (cuts out a square root operation before returning).
|
|
*
|
|
* @method Phaser.Math#distanceSq
|
|
* @param {number} x1
|
|
* @param {number} y1
|
|
* @param {number} x2
|
|
* @param {number} y2
|
|
* @return {number} The distance squared between the two sets of coordinates.
|
|
*/
|
|
distanceSq: function (x1, y1, x2, y2) {
|
|
|
|
var dx = x1 - x2;
|
|
var dy = y1 - y2;
|
|
|
|
return dx * dx + dy * dy;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the distance between the two given set of coordinates at the power given.
|
|
*
|
|
* @method Phaser.Math#distancePow
|
|
* @param {number} x1
|
|
* @param {number} y1
|
|
* @param {number} x2
|
|
* @param {number} y2
|
|
* @param {number} [pow=2]
|
|
* @return {number} The distance between the two sets of coordinates.
|
|
*/
|
|
distancePow: function (x1, y1, x2, y2, pow) {
|
|
|
|
if (pow === undefined) { pow = 2; }
|
|
|
|
return Math.sqrt(Math.pow(x2 - x1, pow) + Math.pow(y2 - y1, pow));
|
|
|
|
},
|
|
|
|
/**
|
|
* Force a value within the boundaries by clamping it to the range `min`, `max`.
|
|
*
|
|
* @method Phaser.Math#clamp
|
|
* @param {float} v - The value to be clamped.
|
|
* @param {float} min - The minimum bounds.
|
|
* @param {float} max - The maximum bounds.
|
|
* @return {number} The clamped value.
|
|
*/
|
|
clamp: function (v, min, max) {
|
|
|
|
if (v < min)
|
|
{
|
|
return min;
|
|
}
|
|
else if (max < v)
|
|
{
|
|
return max;
|
|
}
|
|
else
|
|
{
|
|
return v;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Clamp `x` to the range `[a, Infinity)`.
|
|
* Roughly the same as `Math.max(x, a)`, except for NaN handling.
|
|
*
|
|
* @method Phaser.Math#clampBottom
|
|
* @param {number} x
|
|
* @param {number} a
|
|
* @return {number}
|
|
*/
|
|
clampBottom: function (x, a) {
|
|
|
|
return x < a ? a : x;
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if two values are within the given tolerance of each other.
|
|
*
|
|
* @method Phaser.Math#within
|
|
* @param {number} a - The first number to check
|
|
* @param {number} b - The second number to check
|
|
* @param {number} tolerance - The tolerance. Anything equal to or less than this is considered within the range.
|
|
* @return {boolean} True if a is <= tolerance of b.
|
|
* @see {@link Phaser.Math.fuzzyEqual}
|
|
*/
|
|
within: function (a, b, tolerance) {
|
|
|
|
return (Math.abs(a - b) <= tolerance);
|
|
|
|
},
|
|
|
|
/**
|
|
* Linear mapping from range <a1, a2> to range <b1, b2>
|
|
*
|
|
* @method Phaser.Math#mapLinear
|
|
* @param {number} x - The value to map
|
|
* @param {number} a1 - First endpoint of the range <a1, a2>
|
|
* @param {number} a2 - Final endpoint of the range <a1, a2>
|
|
* @param {number} b1 - First endpoint of the range <b1, b2>
|
|
* @param {number} b2 - Final endpoint of the range <b1, b2>
|
|
* @return {number}
|
|
*/
|
|
mapLinear: function (x, a1, a2, b1, b2) {
|
|
|
|
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
|
|
|
|
},
|
|
|
|
/**
|
|
* Smoothstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
|
|
*
|
|
* @method Phaser.Math#smoothstep
|
|
* @param {float} x - The input value.
|
|
* @param {float} min - The left edge. Should be smaller than the right edge.
|
|
* @param {float} max - The right edge.
|
|
* @return {float} A value between 0 and 1.
|
|
*/
|
|
smoothstep: function (x, min, max) {
|
|
|
|
// Scale, bias and saturate x to 0..1 range
|
|
x = Math.max(0, Math.min(1, (x - min) / (max - min)));
|
|
|
|
// Evaluate polynomial
|
|
return x * x * (3 - 2 * x);
|
|
|
|
},
|
|
|
|
/**
|
|
* Smootherstep function as detailed at http://en.wikipedia.org/wiki/Smoothstep
|
|
*
|
|
* @method Phaser.Math#smootherstep
|
|
* @param {float} x - The input value.
|
|
* @param {float} min - The left edge. Should be smaller than the right edge.
|
|
* @param {float} max - The right edge.
|
|
* @return {float} A value between 0 and 1.
|
|
*/
|
|
smootherstep: function (x, min, max) {
|
|
|
|
x = Math.max(0, Math.min(1, (x - min) / (max - min)));
|
|
|
|
return x * x * x * (x * (x * 6 - 15) + 10);
|
|
|
|
},
|
|
|
|
/**
|
|
* A value representing the sign of the value: -1 for negative, +1 for positive, 0 if value is 0.
|
|
*
|
|
* This works differently from `Math.sign` for values of NaN and -0, etc.
|
|
*
|
|
* @method Phaser.Math#sign
|
|
* @param {number} x
|
|
* @return {integer} An integer in {-1, 0, 1}
|
|
*/
|
|
sign: function (x) {
|
|
|
|
return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
|
|
|
|
},
|
|
|
|
/**
|
|
* Work out what percentage value `a` is of value `b` using the given base.
|
|
*
|
|
* @method Phaser.Math#percent
|
|
* @param {number} a - The value to work out the percentage for.
|
|
* @param {number} b - The value you wish to get the percentage of.
|
|
* @param {number} [base=0] - The base value.
|
|
* @return {number} The percentage a is of b, between 0 and 1.
|
|
*/
|
|
percent: function (a, b, base) {
|
|
|
|
if (base === undefined) { base = 0; }
|
|
|
|
if (a > b || base > b)
|
|
{
|
|
return 1;
|
|
}
|
|
else if (a < base || base > a)
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
return (a - base) / b;
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
var degreeToRadiansFactor = Math.PI / 180;
|
|
var radianToDegreesFactor = 180 / Math.PI;
|
|
|
|
/**
|
|
* Convert degrees to radians.
|
|
*
|
|
* @method Phaser.Math#degToRad
|
|
* @param {number} degrees - Angle in degrees.
|
|
* @return {number} Angle in radians.
|
|
*/
|
|
Phaser.Math.degToRad = function degToRad (degrees) {
|
|
return degrees * degreeToRadiansFactor;
|
|
};
|
|
|
|
/**
|
|
* Convert radians to degrees.
|
|
*
|
|
* @method Phaser.Math#radToDeg
|
|
* @param {number} radians - Angle in radians.
|
|
* @return {number} Angle in degrees
|
|
*/
|
|
Phaser.Math.radToDeg = function radToDeg (radians) {
|
|
return radians * radianToDegreesFactor;
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
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|
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<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
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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