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2055 lines
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HTML
2055 lines
61 KiB
HTML
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<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
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<a href="Phaser.Component.Overlap.html">Overlap</a>
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<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
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<a href="Phaser.Component.Smoothed.html">Smoothed</a>
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<a href="Phaser.Create.html">Create</a>
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<a href="Phaser.Creature.html">Creature</a>
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<a href="Phaser.Device.html">Device</a>
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<a href="Phaser.DeviceButton.html">DeviceButton</a>
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<a href="Phaser.DOM.html">DOM</a>
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<li class="class-depth-1">
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<a href="Phaser.Easing.html">Easing</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Back.html">Back</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Bounce.html">Bounce</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Circular.html">Circular</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Cubic.html">Cubic</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Elastic.html">Elastic</a>
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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<a href="Phaser.Easing.Linear.html">Linear</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quartic.html">Quartic</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Ellipse.html">Ellipse</a>
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<a href="Phaser.Events.html">Events</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Filter.html">Filter</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FlexLayer.html">FlexLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Frame.html">Frame</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FrameData.html">FrameData</a>
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</li>
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<a href="Phaser.Game.html">Game</a>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Gamepad.html">Gamepad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Group.html">Group</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Hermite.html">Hermite</a>
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<a href="Phaser.Image.html">Image</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ImageCollection.html">ImageCollection</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Input.html">Input</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.InputHandler.html">InputHandler</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Key.html">Key</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Keyboard.html">Keyboard</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.KeyCode.html">KeyCode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Line.html">Line</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LinkedList.html">LinkedList</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Loader.html">Loader</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Math.html">Math</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Matrix.html">Matrix</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Mouse.html">Mouse</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.MSPointer.html">MSPointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Net.html">Net</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Particle.html">Particle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Path.html">Path</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PathFollower.html">PathFollower</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PathPoint.html">PathPoint</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Physics.html">Physics</a>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.P2.html">P2</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Plugin.PathManager.html">PathManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rope.html">Rope</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.SoundManager.html">SoundManager</a>
|
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</li>
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<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
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|
<li class="class-depth-1">
|
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Video.html">Video</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Weapon.html">Weapon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EarCut.html">EarCut</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.PIXI.html">PIXI</a>
|
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</li>
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<li class="class-depth-2">
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.PixiShader.html">PixiShader</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Rope.html">Rope</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
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|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#AUTO">AUTO</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#blendModes">blendModes</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#BUTTON">BUTTON</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CANVAS">CANVAS</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#CENTER">CENTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CIRCLE">CIRCLE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CREATURE">CREATURE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#displayList">displayList</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ELLIPSE">ELLIPSE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
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<a href="global.html#emit">emit</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#EMITTER">EMITTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#GAMES">GAMES</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#GRAPHICS">GRAPHICS</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#GROUP">GROUP</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#HEADLESS">HEADLESS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#IMAGE">IMAGE</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT">LEFT</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LINE">LINE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#listeners">listeners</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#MATRIX">MATRIX</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#NONE">NONE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#off">off</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#on">on</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#once">once</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#POINT">POINT</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#POINTER">POINTER</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#POLYGON">POLYGON</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#PORTRAIT">PORTRAIT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#RECTANGLE">RECTANGLE</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#removeAllListeners">removeAllListeners</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: src/tilemap/TilemapParser.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}
|
|
*/
|
|
|
|
/**
|
|
* Phaser.TilemapParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into a Tilemap.
|
|
*
|
|
* @class Phaser.TilemapParser
|
|
* @static
|
|
*/
|
|
Phaser.TilemapParser = {
|
|
|
|
/**
|
|
* When scanning the Tiled map data the TilemapParser can either insert a null value (true) or
|
|
* a Phaser.Tile instance with an index of -1 (false, the default). Depending on your game type
|
|
* depends how this should be configured. If you've a large sparsely populated map and the tile
|
|
* data doesn't need to change then setting this value to `true` will help with memory consumption.
|
|
* However if your map is small, or you need to update the tiles (perhaps the map dynamically changes
|
|
* during the game) then leave the default value set.
|
|
*
|
|
* @constant
|
|
* @type {boolean}
|
|
*/
|
|
INSERT_NULL: false,
|
|
|
|
/**
|
|
* Parse tilemap data from the cache and creates data for a Tilemap object.
|
|
*
|
|
* @method Phaser.TilemapParser.parse
|
|
* @param {Phaser.Game} game - Game reference to the currently running game.
|
|
* @param {string} key - The key of the tilemap in the Cache.
|
|
* @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
|
|
* @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
|
|
* @param {number} [width=10] - The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
|
|
* @param {number} [height=10] - The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
|
|
* @return {object} The parsed map object.
|
|
*/
|
|
parse: function (game, key, tileWidth, tileHeight, width, height) {
|
|
|
|
if (tileWidth === undefined) { tileWidth = 32; }
|
|
if (tileHeight === undefined) { tileHeight = 32; }
|
|
if (width === undefined) { width = 10; }
|
|
if (height === undefined) { height = 10; }
|
|
|
|
if (key === undefined)
|
|
{
|
|
return this.getEmptyData();
|
|
}
|
|
|
|
if (key === null)
|
|
{
|
|
return this.getEmptyData(tileWidth, tileHeight, width, height);
|
|
}
|
|
|
|
var map = game.cache.getTilemapData(key);
|
|
|
|
if (map)
|
|
{
|
|
if (map.format === Phaser.Tilemap.CSV)
|
|
{
|
|
return this.parseCSV(key, map.data, tileWidth, tileHeight);
|
|
}
|
|
else if (!map.format || map.format === Phaser.Tilemap.TILED_JSON)
|
|
{
|
|
return this.parseTiledJSON(map.data);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
console.warn('Phaser.TilemapParser.parse - No map data found for key ' + key);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Parses a CSV file into valid map data.
|
|
*
|
|
* @method Phaser.TilemapParser.parseCSV
|
|
* @param {string} key - The name you want to give the map data.
|
|
* @param {string} data - The CSV file data.
|
|
* @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
|
|
* @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
|
|
* @return {object} Generated map data.
|
|
*/
|
|
parseCSV: function (key, data, tileWidth, tileHeight) {
|
|
|
|
var map = this.getEmptyData();
|
|
|
|
// Trim any rogue whitespace from the data
|
|
data = data.trim();
|
|
|
|
var output = [];
|
|
var rows = data.split("\n");
|
|
var height = rows.length;
|
|
var width = 0;
|
|
|
|
for (var y = 0; y < rows.length; y++)
|
|
{
|
|
output[y] = [];
|
|
|
|
var column = rows[y].split(",");
|
|
|
|
for (var x = 0; x < column.length; x++)
|
|
{
|
|
output[y][x] = new Phaser.Tile(map.layers[0], parseInt(column[x], 10), x, y, tileWidth, tileHeight);
|
|
}
|
|
|
|
if (width === 0)
|
|
{
|
|
width = column.length;
|
|
}
|
|
}
|
|
|
|
map.format = Phaser.Tilemap.CSV;
|
|
map.name = key;
|
|
map.width = width;
|
|
map.height = height;
|
|
map.tileWidth = tileWidth;
|
|
map.tileHeight = tileHeight;
|
|
map.widthInPixels = width * tileWidth;
|
|
map.heightInPixels = height * tileHeight;
|
|
|
|
map.layers[0].width = width;
|
|
map.layers[0].height = height;
|
|
map.layers[0].widthInPixels = map.widthInPixels;
|
|
map.layers[0].heightInPixels = map.heightInPixels;
|
|
map.layers[0].data = output;
|
|
|
|
return map;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns an empty map data object.
|
|
*
|
|
* @method Phaser.TilemapParser.getEmptyData
|
|
* @return {object} Generated map data.
|
|
*/
|
|
getEmptyData: function (tileWidth, tileHeight, width, height) {
|
|
|
|
return {
|
|
width: (width !== undefined && width !== null) ? width : 0,
|
|
height: (height !== undefined && height !== null) ? height : 0,
|
|
tileWidth: (tileWidth !== undefined && tileWidth !== null) ? tileWidth : 0,
|
|
tileHeight: (tileHeight !== undefined && tileHeight !== null) ? tileHeight : 0,
|
|
orientation: 'orthogonal',
|
|
version: '1',
|
|
properties: {},
|
|
widthInPixels: 0,
|
|
heightInPixels: 0,
|
|
layers: [
|
|
{
|
|
name: 'layer',
|
|
x: 0,
|
|
y: 0,
|
|
width: 0,
|
|
height: 0,
|
|
widthInPixels: 0,
|
|
heightInPixels: 0,
|
|
alpha: 1,
|
|
visible: true,
|
|
properties: {},
|
|
indexes: [],
|
|
callbacks: [],
|
|
bodies: [],
|
|
data: []
|
|
}
|
|
],
|
|
images: [],
|
|
objects: {},
|
|
collision: {},
|
|
tilesets: [],
|
|
tiles: []
|
|
};
|
|
|
|
},
|
|
|
|
/**
|
|
* Parses a Tiled JSON file into valid map data.
|
|
* @method Phaser.TilemapParser.parseJSON
|
|
* @param {object} json - The JSON map data.
|
|
* @return {object} Generated and parsed map data.
|
|
*/
|
|
parseTiledJSON: function (json) {
|
|
|
|
if (json.orientation !== 'orthogonal')
|
|
{
|
|
console.warn('TilemapParser.parseTiledJSON - Only orthogonal map types are supported in this version of Phaser');
|
|
return null;
|
|
}
|
|
|
|
// Map data will consist of: layers, objects, images, tilesets, sizes
|
|
var map = {
|
|
width: json.width,
|
|
height: json.height,
|
|
tileWidth: json.tilewidth,
|
|
tileHeight: json.tileheight,
|
|
orientation: json.orientation,
|
|
format: Phaser.Tilemap.TILED_JSON,
|
|
version: json.version,
|
|
properties: json.properties,
|
|
widthInPixels: json.width * json.tilewidth,
|
|
heightInPixels: json.height * json.tileheight
|
|
};
|
|
|
|
// Tile Layers
|
|
var layers = [];
|
|
|
|
for (var i = 0; i < json.layers.length; i++)
|
|
{
|
|
if (json.layers[i].type !== 'tilelayer')
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var curl = json.layers[i];
|
|
|
|
// Base64 decode data if necessary
|
|
// NOTE: uncompressed base64 only.
|
|
|
|
if (!curl.compression && curl.encoding && curl.encoding === 'base64')
|
|
{
|
|
var binaryString = window.atob(curl.data);
|
|
var len = binaryString.length;
|
|
var bytes = new Array(len);
|
|
|
|
// Interpret binaryString as an array of bytes representing
|
|
// little-endian encoded uint32 values.
|
|
for (var j = 0; j < len; j+=4)
|
|
{
|
|
bytes[j / 4] = (
|
|
binaryString.charCodeAt(j) |
|
|
binaryString.charCodeAt(j + 1) << 8 |
|
|
binaryString.charCodeAt(j + 2) << 16 |
|
|
binaryString.charCodeAt(j + 3) << 24
|
|
) >>> 0;
|
|
}
|
|
|
|
curl.data = bytes;
|
|
|
|
delete curl.encoding;
|
|
}
|
|
else if (curl.compression)
|
|
{
|
|
console.warn('TilemapParser.parseTiledJSON - Layer compression is unsupported, skipping layer \'' + curl.name + '\'');
|
|
continue;
|
|
}
|
|
|
|
var layer = {
|
|
|
|
name: curl.name,
|
|
x: curl.x,
|
|
y: curl.y,
|
|
width: curl.width,
|
|
height: curl.height,
|
|
widthInPixels: curl.width * json.tilewidth,
|
|
heightInPixels: curl.height * json.tileheight,
|
|
alpha: curl.opacity,
|
|
visible: curl.visible,
|
|
properties: {},
|
|
indexes: [],
|
|
callbacks: [],
|
|
bodies: []
|
|
|
|
};
|
|
|
|
if (curl.properties)
|
|
{
|
|
layer.properties = curl.properties;
|
|
}
|
|
|
|
var x = 0;
|
|
var row = [];
|
|
var output = [];
|
|
var rotation, flipped, flippedVal, gid;
|
|
|
|
// Loop through the data field in the JSON.
|
|
|
|
// This is an array containing the tile indexes, one after the other. -1 = no tile, everything else = the tile index (starting at 1 for Tiled, 0 for CSV)
|
|
// If the map contains multiple tilesets then the indexes are relative to that which the set starts from.
|
|
// Need to set which tileset in the cache = which tileset in the JSON, if you do this manually it means you can use the same map data but a new tileset.
|
|
|
|
for (var t = 0, len = curl.data.length; t < len; t++)
|
|
{
|
|
rotation = 0;
|
|
flipped = false;
|
|
gid = curl.data[t];
|
|
flippedVal = 0;
|
|
|
|
// If true the current tile is flipped or rotated (Tiled TMX format)
|
|
if (gid > 0x20000000)
|
|
{
|
|
// FlippedX
|
|
if (gid > 0x80000000)
|
|
{
|
|
gid -= 0x80000000;
|
|
flippedVal += 4;
|
|
}
|
|
|
|
// FlippedY
|
|
if (gid > 0x40000000)
|
|
{
|
|
gid -= 0x40000000;
|
|
flippedVal += 2;
|
|
}
|
|
|
|
// FlippedAD (anti-diagonal = top-right is swapped with bottom-left corners)
|
|
if (gid > 0x20000000)
|
|
{
|
|
gid -= 0x20000000;
|
|
flippedVal += 1;
|
|
}
|
|
|
|
switch (flippedVal)
|
|
{
|
|
case 5:
|
|
rotation = Math.PI / 2;
|
|
break;
|
|
|
|
case 6:
|
|
rotation = Math.PI;
|
|
break;
|
|
|
|
case 3:
|
|
rotation = 3 * Math.PI / 2;
|
|
break;
|
|
|
|
case 4:
|
|
rotation = 0;
|
|
flipped = true;
|
|
break;
|
|
|
|
case 7:
|
|
rotation = Math.PI / 2;
|
|
flipped = true;
|
|
break;
|
|
|
|
case 2:
|
|
rotation = Math.PI;
|
|
flipped = true;
|
|
break;
|
|
|
|
case 1:
|
|
rotation = 3 * Math.PI / 2;
|
|
flipped = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// index, x, y, width, height
|
|
if (gid > 0)
|
|
{
|
|
var tile = new Phaser.Tile(layer, gid, x, output.length, json.tilewidth, json.tileheight);
|
|
|
|
tile.rotation = rotation;
|
|
tile.flipped = flipped;
|
|
|
|
if (flippedVal !== 0)
|
|
{
|
|
// The WebGL renderer uses this to flip UV coordinates before drawing
|
|
tile.flippedVal = flippedVal;
|
|
}
|
|
|
|
row.push(tile);
|
|
}
|
|
else
|
|
{
|
|
if (Phaser.TilemapParser.INSERT_NULL)
|
|
{
|
|
row.push(null);
|
|
}
|
|
else
|
|
{
|
|
row.push(new Phaser.Tile(layer, -1, x, output.length, json.tilewidth, json.tileheight));
|
|
}
|
|
}
|
|
|
|
x++;
|
|
|
|
if (x === curl.width)
|
|
{
|
|
output.push(row);
|
|
x = 0;
|
|
row = [];
|
|
}
|
|
}
|
|
|
|
layer.data = output;
|
|
|
|
layers.push(layer);
|
|
}
|
|
|
|
map.layers = layers;
|
|
|
|
// Images
|
|
var images = [];
|
|
|
|
for (var i = 0; i < json.layers.length; i++)
|
|
{
|
|
if (json.layers[i].type !== 'imagelayer')
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var curi = json.layers[i];
|
|
|
|
var image = {
|
|
|
|
name: curi.name,
|
|
image: curi.image,
|
|
x: curi.x,
|
|
y: curi.y,
|
|
alpha: curi.opacity,
|
|
visible: curi.visible,
|
|
properties: {}
|
|
|
|
};
|
|
|
|
if (curi.properties)
|
|
{
|
|
image.properties = curi.properties;
|
|
}
|
|
|
|
images.push(image);
|
|
|
|
}
|
|
|
|
map.images = images;
|
|
|
|
// Tilesets & Image Collections
|
|
var tilesets = [];
|
|
var imagecollections = [];
|
|
var lastSet = null;
|
|
|
|
for (var i = 0; i < json.tilesets.length; i++)
|
|
{
|
|
// name, firstgid, width, height, margin, spacing, properties
|
|
var set = json.tilesets[i];
|
|
|
|
if (set.image)
|
|
{
|
|
var newSet = new Phaser.Tileset(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing, set.properties);
|
|
|
|
if (set.tileproperties)
|
|
{
|
|
newSet.tileProperties = set.tileproperties;
|
|
}
|
|
|
|
// For a normal sliced tileset the row/count/size information is computed when updated.
|
|
// This is done (again) after the image is set.
|
|
newSet.updateTileData(set.imagewidth, set.imageheight);
|
|
|
|
tilesets.push(newSet);
|
|
}
|
|
else
|
|
{
|
|
var newCollection = new Phaser.ImageCollection(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing, set.properties);
|
|
|
|
for (var ti in set.tiles)
|
|
{
|
|
var image = set.tiles[ti].image;
|
|
var gid = set.firstgid + parseInt(ti, 10);
|
|
newCollection.addImage(gid, image);
|
|
}
|
|
|
|
imagecollections.push(newCollection);
|
|
}
|
|
|
|
// We've got a new Tileset, so set the lastgid into the previous one
|
|
if (lastSet)
|
|
{
|
|
lastSet.lastgid = set.firstgid - 1;
|
|
}
|
|
|
|
lastSet = set;
|
|
}
|
|
|
|
map.tilesets = tilesets;
|
|
map.imagecollections = imagecollections;
|
|
|
|
// Objects & Collision Data (polylines, etc)
|
|
var objects = {};
|
|
var collision = {};
|
|
|
|
function slice (obj, fields) {
|
|
|
|
var sliced = {};
|
|
|
|
for (var k in fields)
|
|
{
|
|
var key = fields[k];
|
|
|
|
if (typeof obj[key] !== 'undefined')
|
|
{
|
|
sliced[key] = obj[key];
|
|
}
|
|
}
|
|
|
|
return sliced;
|
|
}
|
|
|
|
for (var i = 0; i < json.layers.length; i++)
|
|
{
|
|
if (json.layers[i].type !== 'objectgroup')
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var curo = json.layers[i];
|
|
|
|
objects[curo.name] = [];
|
|
collision[curo.name] = [];
|
|
|
|
for (var v = 0, len = curo.objects.length; v < len; v++)
|
|
{
|
|
// Object Tiles
|
|
if (curo.objects[v].gid)
|
|
{
|
|
var object = {
|
|
|
|
gid: curo.objects[v].gid,
|
|
name: curo.objects[v].name,
|
|
type: curo.objects[v].hasOwnProperty("type") ? curo.objects[v].type : "",
|
|
x: curo.objects[v].x,
|
|
y: curo.objects[v].y,
|
|
visible: curo.objects[v].visible,
|
|
properties: curo.objects[v].properties
|
|
|
|
};
|
|
|
|
if (curo.objects[v].rotation)
|
|
{
|
|
object.rotation = curo.objects[v].rotation;
|
|
}
|
|
|
|
objects[curo.name].push(object);
|
|
}
|
|
else if (curo.objects[v].polyline)
|
|
{
|
|
var object = {
|
|
|
|
name: curo.objects[v].name,
|
|
type: curo.objects[v].type,
|
|
x: curo.objects[v].x,
|
|
y: curo.objects[v].y,
|
|
width: curo.objects[v].width,
|
|
height: curo.objects[v].height,
|
|
visible: curo.objects[v].visible,
|
|
properties: curo.objects[v].properties
|
|
|
|
};
|
|
|
|
if (curo.objects[v].rotation)
|
|
{
|
|
object.rotation = curo.objects[v].rotation;
|
|
}
|
|
|
|
object.polyline = [];
|
|
|
|
// Parse the polyline into an array
|
|
for (var p = 0; p < curo.objects[v].polyline.length; p++)
|
|
{
|
|
object.polyline.push([ curo.objects[v].polyline[p].x, curo.objects[v].polyline[p].y ]);
|
|
}
|
|
|
|
collision[curo.name].push(object);
|
|
objects[curo.name].push(object);
|
|
}
|
|
// polygon
|
|
else if (curo.objects[v].polygon)
|
|
{
|
|
var object = slice(curo.objects[v], ['name', 'type', 'x', 'y', 'visible', 'rotation', 'properties']);
|
|
|
|
// Parse the polygon into an array
|
|
object.polygon = [];
|
|
|
|
for (var p = 0; p < curo.objects[v].polygon.length; p++)
|
|
{
|
|
object.polygon.push([curo.objects[v].polygon[p].x, curo.objects[v].polygon[p].y]);
|
|
}
|
|
|
|
objects[curo.name].push(object);
|
|
|
|
}
|
|
// ellipse
|
|
else if (curo.objects[v].ellipse)
|
|
{
|
|
var object = slice(curo.objects[v], ['name', 'type', 'ellipse', 'x', 'y', 'width', 'height', 'visible', 'rotation', 'properties']);
|
|
objects[curo.name].push(object);
|
|
}
|
|
// otherwise it's a rectangle
|
|
else
|
|
{
|
|
var object = slice(curo.objects[v], ['name', 'type', 'x', 'y', 'width', 'height', 'visible', 'rotation', 'properties']);
|
|
object.rectangle = true;
|
|
objects[curo.name].push(object);
|
|
}
|
|
}
|
|
}
|
|
|
|
map.objects = objects;
|
|
map.collision = collision;
|
|
|
|
map.tiles = [];
|
|
|
|
// Finally lets build our super tileset index
|
|
for (var i = 0; i < map.tilesets.length; i++)
|
|
{
|
|
var set = map.tilesets[i];
|
|
|
|
var x = set.tileMargin;
|
|
var y = set.tileMargin;
|
|
|
|
var count = 0;
|
|
var countX = 0;
|
|
var countY = 0;
|
|
|
|
for (var t = set.firstgid; t < set.firstgid + set.total; t++)
|
|
{
|
|
// Can add extra properties here as needed
|
|
map.tiles[t] = [x, y, i];
|
|
|
|
x += set.tileWidth + set.tileSpacing;
|
|
|
|
count++;
|
|
|
|
if (count === set.total)
|
|
{
|
|
break;
|
|
}
|
|
|
|
countX++;
|
|
|
|
if (countX === set.columns)
|
|
{
|
|
x = set.tileMargin;
|
|
y += set.tileHeight + set.tileSpacing;
|
|
|
|
countX = 0;
|
|
countY++;
|
|
|
|
if (countY === set.rows)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// assign tile properties
|
|
|
|
var layer;
|
|
var tile;
|
|
var sid;
|
|
var set;
|
|
|
|
// go through each of the map data layers
|
|
for (var i = 0; i < map.layers.length; i++)
|
|
{
|
|
layer = map.layers[i];
|
|
|
|
set = null;
|
|
|
|
// rows of tiles
|
|
for (var j = 0; j < layer.data.length; j++)
|
|
{
|
|
row = layer.data[j];
|
|
|
|
// individual tiles
|
|
for (var k = 0; k < row.length; k++)
|
|
{
|
|
tile = row[k];
|
|
|
|
if (tile === null || tile.index < 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// find the relevant tileset
|
|
|
|
sid = map.tiles[tile.index][2];
|
|
set = map.tilesets[sid];
|
|
|
|
|
|
// if that tile type has any properties, add them to the tile object
|
|
|
|
if (set.tileProperties && set.tileProperties[tile.index - set.firstgid])
|
|
{
|
|
tile.properties = Phaser.Utils.mixin(set.tileProperties[tile.index - set.firstgid], tile.properties);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
return map;
|
|
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2016 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
|
|
on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
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</div>
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<br clear="both">
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|
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