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<h1 class="page-title">Source: gameobjects/GameObjectFactory.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Game Object Factory is a quick way to create all of the different sorts of core objects that Phaser uses.
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*
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* @class Phaser.GameObjectFactory
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.GameObjectFactory = function (game) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.World} world - A reference to the game world.
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*/
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this.world = this.game.world;
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};
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Phaser.GameObjectFactory.prototype = {
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/**
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* Adds an existing object to the game world.
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* @method Phaser.GameObjectFactory#existing
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* @param {*} object - An instance of Phaser.Sprite, Phaser.Button or any other display object..
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* @return {*} The child that was added to the Group.
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*/
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existing: function (object) {
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return this.world.add(object);
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},
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/**
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* Create a new `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
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* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
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*
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* @method Phaser.GameObjectFactory#image
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* @param {number} x - X position of the image.
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* @param {number} y - Y position of the image.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @returns {Phaser.Sprite} the newly created sprite object.
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*/
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image: function (x, y, key, frame, group) {
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if (typeof group === 'undefined') { group = this.world; }
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return group.add(new Phaser.Image(this.game, x, y, key, frame));
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},
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/**
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* Create a new Sprite with specific position and sprite sheet key.
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*
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* @method Phaser.GameObjectFactory#sprite
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* @param {number} x - X position of the new sprite.
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* @param {number} y - Y position of the new sprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
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* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
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* @returns {Phaser.Sprite} the newly created sprite object.
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*/
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sprite: function (x, y, key, frame, group) {
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if (typeof group === 'undefined') { group = this.world; }
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return group.create(x, y, key, frame);
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},
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/**
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* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
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*
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* @method Phaser.GameObjectFactory#tween
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* @param {object} obj - Object the tween will be run on.
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* @return {Phaser.Tween} Description.
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*/
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tween: function (obj) {
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return this.game.tweens.create(obj);
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},
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/**
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* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
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*
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* @method Phaser.GameObjectFactory#group
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* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
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* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
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* @return {Phaser.Group} The newly created group.
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*/
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group: function (parent, name) {
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return new Phaser.Group(this.game, parent, name);
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},
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/**
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* Creates a new Sound object.
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*
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* @method Phaser.GameObjectFactory#audio
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* @param {string} key - The Game.cache key of the sound that this object will use.
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* @param {number} [volume=1] - The volume at which the sound will be played.
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* @param {boolean} [loop=false] - Whether or not the sound will loop.
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* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
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* @return {Phaser.Sound} The newly created text object.
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*/
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audio: function (key, volume, loop, connect) {
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return this.game.sound.add(key, volume, loop, connect);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Sound object.
|
|
*
|
|
* @method Phaser.GameObjectFactory#sound
|
|
* @param {string} key - The Game.cache key of the sound that this object will use.
|
|
* @param {number} [volume=1] - The volume at which the sound will be played.
|
|
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
|
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
|
|
* @return {Phaser.Sound} The newly created text object.
|
|
*/
|
|
sound: function (key, volume, loop, connect) {
|
|
|
|
return this.game.sound.add(key, volume, loop, connect);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new TileSprite object.
|
|
*
|
|
* @method Phaser.GameObjectFactory#tileSprite
|
|
* @param {number} x - X position of the new tileSprite.
|
|
* @param {number} y - Y position of the new tileSprite.
|
|
* @param {number} width - the width of the tilesprite.
|
|
* @param {number} height - the height of the tilesprite.
|
|
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
|
|
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
|
|
* @return {Phaser.TileSprite} The newly created tileSprite object.
|
|
*/
|
|
tileSprite: function (x, y, width, height, key, group) {
|
|
|
|
if (typeof group === 'undefined') { group = this.world; }
|
|
|
|
return group.add(new Phaser.TileSprite(this.game, x, y, width, height, key));
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Text object.
|
|
*
|
|
* @method Phaser.GameObjectFactory#text
|
|
* @param {number} x - X position of the new text object.
|
|
* @param {number} y - Y position of the new text object.
|
|
* @param {string} text - The actual text that will be written.
|
|
* @param {object} style - The style object containing style attributes like font, font size , etc.
|
|
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
|
|
* @return {Phaser.Text} The newly created text object.
|
|
*/
|
|
text: function (x, y, text, style, group) {
|
|
|
|
if (typeof group === 'undefined') { group = this.world; }
|
|
|
|
return group.add(new Phaser.Text(this.game, x, y, text, style));
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Button object.
|
|
*
|
|
* @method Phaser.GameObjectFactory#button
|
|
* @param {number} [x] X position of the new button object.
|
|
* @param {number} [y] Y position of the new button object.
|
|
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
|
|
* @param {function} [callback] The function to call when this button is pressed
|
|
* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
|
|
* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
|
|
* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
|
|
* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
|
|
* @param {string|number} [upFrame] This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.
|
|
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
|
|
* @return {Phaser.Button} The newly created button object.
|
|
*/
|
|
button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame, group) {
|
|
|
|
if (typeof group === 'undefined') { group = this.world; }
|
|
|
|
return group.add(new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame));
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Graphics object.
|
|
*
|
|
* @method Phaser.GameObjectFactory#graphics
|
|
* @param {number} x - X position of the new graphics object.
|
|
* @param {number} y - Y position of the new graphics object.
|
|
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
|
|
* @return {Phaser.Graphics} The newly created graphics object.
|
|
*/
|
|
graphics: function (x, y, group) {
|
|
|
|
if (typeof group === 'undefined') { group = this.world; }
|
|
|
|
return group.add(new Phaser.Graphics(this.game, x, y));
|
|
|
|
},
|
|
|
|
/**
|
|
* Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
|
|
* continuous effects like rain and fire. All it really does is launch Particle objects out
|
|
* at set intervals, and fixes their positions and velocities accorindgly.
|
|
*
|
|
* @method Phaser.GameObjectFactory#emitter
|
|
* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
|
|
* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
|
|
* @param {number} [maxParticles=50] - The total number of particles in this emitter.
|
|
* @return {Phaser.Emitter} The newly created emitter object.
|
|
*/
|
|
emitter: function (x, y, maxParticles) {
|
|
|
|
return this.game.particles.add(new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles));
|
|
|
|
},
|
|
|
|
/**
|
|
* * Create a new BitmapText object.
|
|
*
|
|
* @method Phaser.GameObjectFactory#bitmapText
|
|
* @param {number} x - X position of the new bitmapText object.
|
|
* @param {number} y - Y position of the new bitmapText object.
|
|
* @param {string} text - The actual text that will be written.
|
|
* @param {object} style - The style object containing style attributes like font, font size , etc.
|
|
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
|
|
* @return {Phaser.BitmapText} The newly created bitmapText object.
|
|
*/
|
|
bitmapText: function (x, y, text, style, group) {
|
|
|
|
if (typeof group === 'undefined') { group = this.world; }
|
|
|
|
return this.world.add(new Phaser.BitmapText(this.game, x, y, text, style));
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Tilemap object.
|
|
*
|
|
* @method Phaser.GameObjectFactory#tilemap
|
|
* @param {string} key - Asset key for the JSON or CSV map data in the cache.
|
|
* @param {object|string} tilesets - An object mapping Cache.tileset keys with the tileset names in the JSON file. If a string is provided that will be used.
|
|
* @return {Phaser.Tilemap} The newly created tilemap object.
|
|
*/
|
|
tilemap: function (key, tilesets) {
|
|
|
|
return new Phaser.Tilemap(this.game, key, tilesets);
|
|
|
|
},
|
|
|
|
/**
|
|
* A dynamic initially blank canvas to which images can be drawn.
|
|
*
|
|
* @method Phaser.GameObjectFactory#renderTexture
|
|
* @param {number} [width=100] - the width of the RenderTexture.
|
|
* @param {number} [height=100] - the height of the RenderTexture.
|
|
* @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).
|
|
* @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)
|
|
* @return {Phaser.RenderTexture} The newly created RenderTexture object.
|
|
*/
|
|
renderTexture: function (width, height, key, addToCache) {
|
|
|
|
if (typeof addToCache === 'undefined') { addToCache = false; }
|
|
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
|
|
|
|
var texture = new Phaser.RenderTexture(this.game, width, height, key);
|
|
|
|
if (addToCache)
|
|
{
|
|
this.game.cache.addRenderTexture(key, texture);
|
|
}
|
|
|
|
return texture;
|
|
|
|
},
|
|
|
|
/**
|
|
* A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
|
|
*
|
|
* @method Phaser.GameObjectFactory#bitmapData
|
|
* @param {number} [width=100] - The width of the BitmapData in pixels.
|
|
* @param {number} [height=100] - The height of the BitmapData in pixels.
|
|
* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
|
|
* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
|
|
* @return {Phaser.BitmapData} The newly created BitmapData object.
|
|
*/
|
|
bitmapData: function (width, height, addToCache) {
|
|
|
|
if (typeof addToCache === 'undefined') { addToCache = false; }
|
|
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
|
|
|
|
var texture = new Phaser.BitmapData(this.game, key, width, height);
|
|
|
|
if (addToCache)
|
|
{
|
|
this.game.cache.addBitmapData(key, texture);
|
|
}
|
|
|
|
return texture;
|
|
|
|
},
|
|
|
|
/**
|
|
* A WebGL shader/filter that can be applied to Sprites.
|
|
*
|
|
* @method Phaser.GameObjectFactory#filter
|
|
* @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.
|
|
* @param {any} - Whatever parameters are needed to be passed to the filter init function.
|
|
* @return {Phaser.Filter} The newly created Phaser.Filter object.
|
|
*/
|
|
filter: function (filter) {
|
|
|
|
var args = Array.prototype.splice.call(arguments, 1);
|
|
|
|
var filter = new Phaser.Filter[filter](this.game);
|
|
|
|
filter.init.apply(filter, args);
|
|
|
|
return filter;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.GameObjectFactory.prototype.constructor = Phaser.GameObjectFactory;
|
|
</pre>
|
|
</article>
|
|
</section>
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<div class="clearfix"></div>
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<footer>
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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 Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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