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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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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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|
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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>
|
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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>
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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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|
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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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|
|
<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>
|
|
</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>
|
|
</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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|
|
<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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|
|
<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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|
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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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|
|
<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</a>
|
|
</li>
|
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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>
|
|
</li>
|
|
|
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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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|
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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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|
|
<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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|
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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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|
|
<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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|
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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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|
|
<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>
|
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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>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RETROFONT">RETROFONT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT">RIGHT</a>
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|
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<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
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|
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|
|
|
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|
|
<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
|
|
</li>
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|
|
|
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|
|
<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
|
|
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|
|
|
|
<li class="class-depth-0">
|
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<a href="global.html#ROPE">ROPE</a>
|
|
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|
|
|
|
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|
|
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
|
|
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|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#scaleModes">scaleModes</a>
|
|
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|
|
|
|
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|
|
<a href="global.html#SPRITE">SPRITE</a>
|
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|
|
|
|
<li class="class-depth-0">
|
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
|
|
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|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#stopPropagation">stopPropagation</a>
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|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TEXT">TEXT</a>
|
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</li>
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|
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<li class="class-depth-0">
|
|
<a href="global.html#TILEMAP">TILEMAP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#TILESPRITE">TILESPRITE</a>
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<li class="class-depth-0">
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<a href="global.html#TOP_CENTER">TOP_CENTER</a>
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<a href="global.html#TOP_LEFT">TOP_LEFT</a>
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<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
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<li class="class-depth-0">
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<a href="global.html#UP">UP</a>
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<li class="class-depth-0">
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<a href="global.html#VERSION">VERSION</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#VERTICAL">VERTICAL</a>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#VIDEO">VIDEO</a>
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<li class="class-depth-0">
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<a href="global.html#WEBGL">WEBGL</a>
|
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<li class="class-depth-0">
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
|
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</li>
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</ul>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
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<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
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</ul>
|
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</li>
|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
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<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
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<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
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</ul>
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</li>
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
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<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
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<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
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<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
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<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
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<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
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<li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li>
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<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
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<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
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</div>
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</div>
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<div class="row-fluid">
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<div class="span12">
|
|
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<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/utils/Utils.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}
|
|
*/
|
|
|
|
/**
|
|
* @class Phaser.Utils
|
|
* @static
|
|
*/
|
|
Phaser.Utils = {
|
|
|
|
/**
|
|
* Takes the given string and reverses it, returning the reversed string.
|
|
* For example if given the string `Atari 520ST` it would return `TS025 iratA`.
|
|
*
|
|
* @method Phaser.Utils.reverseString
|
|
* @param {string} string - The string to be reversed.
|
|
* @return {string} The reversed string.
|
|
*/
|
|
reverseString: function (string) {
|
|
|
|
return string.split('').reverse().join('');
|
|
|
|
},
|
|
|
|
/**
|
|
* Gets an objects property by string.
|
|
*
|
|
* @method Phaser.Utils.getProperty
|
|
* @param {object} obj - The object to traverse.
|
|
* @param {string} prop - The property whose value will be returned.
|
|
* @return {*} the value of the property or null if property isn't found .
|
|
*/
|
|
getProperty: function(obj, prop) {
|
|
|
|
var parts = prop.split('.'),
|
|
last = parts.pop(),
|
|
l = parts.length,
|
|
i = 1,
|
|
current = parts[0];
|
|
|
|
while (i < l && (obj = obj[current]))
|
|
{
|
|
current = parts[i];
|
|
i++;
|
|
}
|
|
|
|
if (obj)
|
|
{
|
|
return obj[last];
|
|
}
|
|
else
|
|
{
|
|
return null;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets an objects property by string.
|
|
*
|
|
* @method Phaser.Utils.setProperty
|
|
* @param {object} obj - The object to traverse
|
|
* @param {string} prop - The property whose value will be changed
|
|
* @return {object} The object on which the property was set.
|
|
*/
|
|
setProperty: function(obj, prop, value) {
|
|
|
|
var parts = prop.split('.'),
|
|
last = parts.pop(),
|
|
l = parts.length,
|
|
i = 1,
|
|
current = parts[0];
|
|
|
|
while (i < l && (obj = obj[current]))
|
|
{
|
|
current = parts[i];
|
|
i++;
|
|
}
|
|
|
|
if (obj)
|
|
{
|
|
obj[last] = value;
|
|
}
|
|
|
|
return obj;
|
|
|
|
},
|
|
|
|
/**
|
|
* Generate a random bool result based on the chance value.
|
|
*
|
|
* Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
|
|
* of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
|
|
*
|
|
* @method Phaser.Utils#chanceRoll
|
|
* @param {number} chance - The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).
|
|
* @return {boolean} True if the roll passed, or false otherwise.
|
|
*/
|
|
chanceRoll: function (chance) {
|
|
if (chance === undefined) { chance = 50; }
|
|
return chance > 0 && (Math.random() * 100 <= chance);
|
|
},
|
|
|
|
/**
|
|
* Choose between one of two values randomly.
|
|
*
|
|
* @method Phaser.Utils#randomChoice
|
|
* @param {any} choice1
|
|
* @param {any} choice2
|
|
* @return {any} The randomly selected choice
|
|
*/
|
|
randomChoice: function (choice1, choice2) {
|
|
return (Math.random() < 0.5) ? choice1 : choice2;
|
|
},
|
|
|
|
/**
|
|
* Get a unit dimension from a string.
|
|
*
|
|
* @method Phaser.Utils.parseDimension
|
|
* @param {string|number} size - The size to parse.
|
|
* @param {number} dimension - The window dimension to check.
|
|
* @return {number} The parsed dimension.
|
|
*/
|
|
parseDimension: function (size, dimension) {
|
|
|
|
var f = 0;
|
|
var px = 0;
|
|
|
|
if (typeof size === 'string')
|
|
{
|
|
// %?
|
|
if (size.substr(-1) === '%')
|
|
{
|
|
f = parseInt(size, 10) / 100;
|
|
|
|
if (dimension === 0)
|
|
{
|
|
px = window.innerWidth * f;
|
|
}
|
|
else
|
|
{
|
|
px = window.innerHeight * f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
px = parseInt(size, 10);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
px = size;
|
|
}
|
|
|
|
return px;
|
|
|
|
},
|
|
|
|
/**
|
|
* Takes the given string and pads it out, to the length required, using the character
|
|
* specified. For example if you need a string to be 6 characters long, you can call:
|
|
*
|
|
* `pad('bob', 6, '-', 2)`
|
|
*
|
|
* This would return: `bob---` as it has padded it out to 6 characters, using the `-` on the right.
|
|
*
|
|
* You can also use it to pad numbers (they are always returned as strings):
|
|
*
|
|
* `pad(512, 6, '0', 1)`
|
|
*
|
|
* Would return: `000512` with the string padded to the left.
|
|
*
|
|
* If you don't specify a direction it'll pad to both sides:
|
|
*
|
|
* `pad('c64', 7, '*')`
|
|
*
|
|
* Would return: `**c64**`
|
|
*
|
|
* @method Phaser.Utils.pad
|
|
* @param {string} str - The target string. `toString()` will be called on the string, which means you can also pass in common data types like numbers.
|
|
* @param {integer} [len=0] - The number of characters to be added.
|
|
* @param {string} [pad=" "] - The string to pad it out with (defaults to a space).
|
|
* @param {integer} [dir=3] - The direction dir = 1 (left), 2 (right), 3 (both).
|
|
* @return {string} The padded string.
|
|
*/
|
|
pad: function (str, len, pad, dir) {
|
|
|
|
if (len === undefined) { var len = 0; }
|
|
if (pad === undefined) { var pad = ' '; }
|
|
if (dir === undefined) { var dir = 3; }
|
|
|
|
str = str.toString();
|
|
|
|
var padlen = 0;
|
|
|
|
if (len + 1 >= str.length)
|
|
{
|
|
switch (dir)
|
|
{
|
|
case 1:
|
|
str = new Array(len + 1 - str.length).join(pad) + str;
|
|
break;
|
|
|
|
case 3:
|
|
var right = Math.ceil((padlen = len - str.length) / 2);
|
|
var left = padlen - right;
|
|
str = new Array(left+1).join(pad) + str + new Array(right+1).join(pad);
|
|
break;
|
|
|
|
default:
|
|
str = str + new Array(len + 1 - str.length).join(pad);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return str;
|
|
|
|
},
|
|
|
|
/**
|
|
* This is a slightly modified version of jQuery.isPlainObject.
|
|
* A plain object is an object whose internal class property is [object Object].
|
|
* @method Phaser.Utils.isPlainObject
|
|
* @param {object} obj - The object to inspect.
|
|
* @return {boolean} - true if the object is plain, otherwise false.
|
|
*/
|
|
isPlainObject: function (obj) {
|
|
|
|
// Not plain objects:
|
|
// - Any object or value whose internal [[Class]] property is not "[object Object]"
|
|
// - DOM nodes
|
|
// - window
|
|
if (typeof(obj) !== "object" || obj.nodeType || obj === obj.window)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Support: Firefox <20
|
|
// The try/catch suppresses exceptions thrown when attempting to access
|
|
// the "constructor" property of certain host objects, ie. |window.location|
|
|
// https://bugzilla.mozilla.org/show_bug.cgi?id=814622
|
|
try {
|
|
if (obj.constructor && !({}).hasOwnProperty.call(obj.constructor.prototype, "isPrototypeOf"))
|
|
{
|
|
return false;
|
|
}
|
|
} catch (e) {
|
|
return false;
|
|
}
|
|
|
|
// If the function hasn't returned already, we're confident that
|
|
// |obj| is a plain object, created by {} or constructed with new Object
|
|
return true;
|
|
},
|
|
|
|
/**
|
|
* This is a slightly modified version of http://api.jquery.com/jQuery.extend/
|
|
*
|
|
* @method Phaser.Utils.extend
|
|
* @param {boolean} deep - Perform a deep copy?
|
|
* @param {object} target - The target object to copy to.
|
|
* @return {object} The extended object.
|
|
*/
|
|
extend: function () {
|
|
|
|
var options, name, src, copy, copyIsArray, clone,
|
|
target = arguments[0] || {},
|
|
i = 1,
|
|
length = arguments.length,
|
|
deep = false;
|
|
|
|
// Handle a deep copy situation
|
|
if (typeof target === "boolean")
|
|
{
|
|
deep = target;
|
|
target = arguments[1] || {};
|
|
// skip the boolean and the target
|
|
i = 2;
|
|
}
|
|
|
|
// extend Phaser if only one argument is passed
|
|
if (length === i)
|
|
{
|
|
target = this;
|
|
--i;
|
|
}
|
|
|
|
for (; i < length; i++)
|
|
{
|
|
// Only deal with non-null/undefined values
|
|
if ((options = arguments[i]) != null)
|
|
{
|
|
// Extend the base object
|
|
for (name in options)
|
|
{
|
|
src = target[name];
|
|
copy = options[name];
|
|
|
|
// Prevent never-ending loop
|
|
if (target === copy)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Recurse if we're merging plain objects or arrays
|
|
if (deep && copy && (Phaser.Utils.isPlainObject(copy) || (copyIsArray = Array.isArray(copy))))
|
|
{
|
|
if (copyIsArray)
|
|
{
|
|
copyIsArray = false;
|
|
clone = src && Array.isArray(src) ? src : [];
|
|
}
|
|
else
|
|
{
|
|
clone = src && Phaser.Utils.isPlainObject(src) ? src : {};
|
|
}
|
|
|
|
// Never move original objects, clone them
|
|
target[name] = Phaser.Utils.extend(deep, clone, copy);
|
|
|
|
// Don't bring in undefined values
|
|
}
|
|
else if (copy !== undefined)
|
|
{
|
|
target[name] = copy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return the modified object
|
|
return target;
|
|
|
|
},
|
|
|
|
/**
|
|
* Mixes in an existing mixin object with the target.
|
|
*
|
|
* Values in the mixin that have either `get` or `set` functions are created as properties via `defineProperty`
|
|
* _except_ if they also define a `clone` method - if a clone method is defined that is called instead and
|
|
* the result is assigned directly.
|
|
*
|
|
* @method Phaser.Utils.mixinPrototype
|
|
* @param {object} target - The target object to receive the new functions.
|
|
* @param {object} mixin - The object to copy the functions from.
|
|
* @param {boolean} [replace=false] - If the target object already has a matching function should it be overwritten or not?
|
|
*/
|
|
mixinPrototype: function (target, mixin, replace) {
|
|
|
|
if (replace === undefined) { replace = false; }
|
|
|
|
var mixinKeys = Object.keys(mixin);
|
|
|
|
for (var i = 0; i < mixinKeys.length; i++)
|
|
{
|
|
var key = mixinKeys[i];
|
|
var value = mixin[key];
|
|
|
|
if (!replace && (key in target))
|
|
{
|
|
// Not overwriting existing property
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (value &&
|
|
(typeof value.get === 'function' || typeof value.set === 'function'))
|
|
{
|
|
// Special case for classes like Phaser.Point which has a 'set' function!
|
|
if (typeof value.clone === 'function')
|
|
{
|
|
target[key] = value.clone();
|
|
}
|
|
else
|
|
{
|
|
Object.defineProperty(target, key, value);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
target[key] = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Mixes the source object into the destination object, returning the newly modified destination object.
|
|
* Based on original code by @mudcube
|
|
*
|
|
* @method Phaser.Utils.mixin
|
|
* @param {object} from - The object to copy (the source object).
|
|
* @param {object} to - The object to copy to (the destination object).
|
|
* @return {object} The modified destination object.
|
|
*/
|
|
mixin: function (from, to) {
|
|
|
|
if (!from || typeof (from) !== "object")
|
|
{
|
|
return to;
|
|
}
|
|
|
|
for (var key in from)
|
|
{
|
|
var o = from[key];
|
|
|
|
if (o.childNodes || o.cloneNode)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var type = typeof (from[key]);
|
|
|
|
if (!from[key] || type !== "object")
|
|
{
|
|
to[key] = from[key];
|
|
}
|
|
else
|
|
{
|
|
// Clone sub-object
|
|
if (typeof (to[key]) === type)
|
|
{
|
|
to[key] = Phaser.Utils.mixin(from[key], to[key]);
|
|
}
|
|
else
|
|
{
|
|
to[key] = Phaser.Utils.mixin(from[key], new o.constructor());
|
|
}
|
|
}
|
|
}
|
|
|
|
return to;
|
|
|
|
}
|
|
|
|
};
|
|
</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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</div>
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<script src="scripts/bootstrap-dropdown.js"></script>
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<script src="scripts/toc.js"></script>
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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<script>
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