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1679 lines
49 KiB
HTML
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1679 lines
49 KiB
HTML
Executable file
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<a href="Phaser.Component.Destroy.html">Destroy</a>
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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.Reset.html">Reset</a>
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<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.Smoothed.html">Smoothed</a>
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<li class="class-depth-1">
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<a href="Phaser.Create.html">Create</a>
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<li class="class-depth-1">
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<a href="Phaser.Creature.html">Creature</a>
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<li class="class-depth-1">
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<a href="Phaser.Device.html">Device</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.DeviceButton.html">DeviceButton</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.DOM.html">DOM</a>
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</li>
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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>
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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>
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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>
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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>
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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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<li class="class-depth-2">
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Linear.html">Linear</a>
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</li>
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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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</li>
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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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<li class="class-depth-1">
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<a href="Phaser.Game.html">Game</a>
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</li>
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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 class="class-depth-1">
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<a href="Phaser.Hermite.html">Hermite</a>
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<li class="class-depth-1">
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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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<a href="Phaser.Keyboard.html">Keyboard</a>
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<a href="Phaser.KeyCode.html">KeyCode</a>
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</li>
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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 class="class-depth-1">
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<li class="class-depth-1">
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Matrix.html">Matrix</a>
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</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 class="class-depth-1">
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<a href="Phaser.Particle.html">Particle</a>
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</li>
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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 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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<a href="Phaser.Path.html">Path</a>
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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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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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</li>
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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 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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<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">
|
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<a href="Phaser.Sprite.html">Sprite</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Video.html">Video</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Weapon.html">Weapon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EarCut.html">EarCut</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-2">
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.Rope.html">Rope</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
|
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|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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|
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<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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<li class="class-depth-1">
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
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|
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<ul class="dropdown-menu ">
|
|
|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#AUTO">AUTO</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#blendModes">blendModes</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BUTTON">BUTTON</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CANVAS">CANVAS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#CENTER">CENTER</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#CIRCLE">CIRCLE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#CREATURE">CREATURE</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#displayList">displayList</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ELLIPSE">ELLIPSE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#emit">emit</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#EMITTER">EMITTER</a>
|
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</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#GAMES">GAMES</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#GRAPHICS">GRAPHICS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#GROUP">GROUP</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#HEADLESS">HEADLESS</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#IMAGE">IMAGE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT">LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LINE">LINE</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#listeners">listeners</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#MATRIX">MATRIX</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#NONE">NONE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#off">off</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#on">on</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#once">once</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
|
</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#POINT">POINT</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#POINTER">POINTER</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#POLYGON">POLYGON</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#PORTRAIT">PORTRAIT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#RECTANGLE">RECTANGLE</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#removeAllListeners">removeAllListeners</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: src/core/FlexGrid.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}
|
|
*/
|
|
|
|
/**
|
|
* WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming versions and is incomplete.
|
|
* Please try to avoid using in production games with a long time to build.
|
|
* This is also why the documentation is incomplete.
|
|
*
|
|
* FlexGrid is a a responsive grid manager that works in conjunction with the ScaleManager RESIZE scaling mode and FlexLayers
|
|
* to provide for game object positioning in a responsive manner.
|
|
*
|
|
* @class Phaser.FlexGrid
|
|
* @constructor
|
|
* @param {Phaser.ScaleManager} manager - The ScaleManager.
|
|
* @param {number} width - The width of the game.
|
|
* @param {number} height - The height of the game.
|
|
*/
|
|
Phaser.FlexGrid = function (manager, width, height) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = manager.game;
|
|
|
|
/**
|
|
* @property {Phaser.ScaleManager} manager - A reference to the ScaleManager.
|
|
*/
|
|
this.manager = manager;
|
|
|
|
// The perfect dimensions on which everything else is based
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.boundsCustom = new Phaser.Rectangle(0, 0, width, height);
|
|
this.boundsFluid = new Phaser.Rectangle(0, 0, width, height);
|
|
this.boundsFull = new Phaser.Rectangle(0, 0, width, height);
|
|
this.boundsNone = new Phaser.Rectangle(0, 0, width, height);
|
|
|
|
/**
|
|
* @property {Phaser.Point} position -
|
|
* @readonly
|
|
*/
|
|
this.positionCustom = new Phaser.Point(0, 0);
|
|
this.positionFluid = new Phaser.Point(0, 0);
|
|
this.positionFull = new Phaser.Point(0, 0);
|
|
this.positionNone = new Phaser.Point(0, 0);
|
|
|
|
/**
|
|
* @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions.
|
|
* @readonly
|
|
*/
|
|
this.scaleCustom = new Phaser.Point(1, 1);
|
|
this.scaleFluid = new Phaser.Point(1, 1);
|
|
this.scaleFluidInversed = new Phaser.Point(1, 1);
|
|
this.scaleFull = new Phaser.Point(1, 1);
|
|
this.scaleNone = new Phaser.Point(1, 1);
|
|
|
|
this.customWidth = 0;
|
|
this.customHeight = 0;
|
|
this.customOffsetX = 0;
|
|
this.customOffsetY = 0;
|
|
|
|
this.ratioH = width / height;
|
|
this.ratioV = height / width;
|
|
|
|
this.multiplier = 0;
|
|
|
|
this.layers = [];
|
|
|
|
};
|
|
|
|
Phaser.FlexGrid.prototype = {
|
|
|
|
/**
|
|
* Sets the core game size. This resets the w/h parameters and bounds.
|
|
*
|
|
* @method Phaser.FlexGrid#setSize
|
|
* @param {number} width - The new dimensions.
|
|
* @param {number} height - The new dimensions.
|
|
*/
|
|
setSize: function (width, height) {
|
|
|
|
// These are locked and don't change until setSize is called again
|
|
this.width = width;
|
|
this.height = height;
|
|
|
|
this.ratioH = width / height;
|
|
this.ratioV = height / width;
|
|
|
|
this.scaleNone = new Phaser.Point(1, 1);
|
|
|
|
this.boundsNone.width = this.width;
|
|
this.boundsNone.height = this.height;
|
|
|
|
this.refresh();
|
|
|
|
},
|
|
|
|
// Need ability to create your own layers with custom scaling, etc.
|
|
|
|
/**
|
|
* A custom layer is centered on the game and maintains its aspect ratio as it scales up and down.
|
|
*
|
|
* @method Phaser.FlexGrid#createCustomLayer
|
|
* @param {number} width - Width of this layer in pixels.
|
|
* @param {number} height - Height of this layer in pixels.
|
|
* @param {PIXI.DisplayObject[]} [children] - An array of children that are used to populate the FlexLayer.
|
|
* @return {Phaser.FlexLayer} The Layer object.
|
|
*/
|
|
createCustomLayer: function (width, height, children, addToWorld) {
|
|
|
|
if (addToWorld === undefined) { addToWorld = true; }
|
|
|
|
this.customWidth = width;
|
|
this.customHeight = height;
|
|
|
|
this.boundsCustom.width = width;
|
|
this.boundsCustom.height = height;
|
|
|
|
var layer = new Phaser.FlexLayer(this, this.positionCustom, this.boundsCustom, this.scaleCustom);
|
|
|
|
if (addToWorld)
|
|
{
|
|
this.game.world.add(layer);
|
|
}
|
|
|
|
this.layers.push(layer);
|
|
|
|
if (typeof children !== 'undefined' && typeof children !== null)
|
|
{
|
|
layer.addMultiple(children);
|
|
}
|
|
|
|
return layer;
|
|
|
|
},
|
|
|
|
/**
|
|
* A fluid layer is centered on the game and maintains its aspect ratio as it scales up and down.
|
|
*
|
|
* @method Phaser.FlexGrid#createFluidLayer
|
|
* @param {array} [children] - An array of children that are used to populate the FlexLayer.
|
|
* @return {Phaser.FlexLayer} The Layer object.
|
|
*/
|
|
createFluidLayer: function (children, addToWorld) {
|
|
|
|
if (addToWorld === undefined) { addToWorld = true; }
|
|
|
|
var layer = new Phaser.FlexLayer(this, this.positionFluid, this.boundsFluid, this.scaleFluid);
|
|
|
|
if (addToWorld)
|
|
{
|
|
this.game.world.add(layer);
|
|
}
|
|
|
|
this.layers.push(layer);
|
|
|
|
if (typeof children !== 'undefined' && typeof children !== null)
|
|
{
|
|
layer.addMultiple(children);
|
|
}
|
|
|
|
return layer;
|
|
|
|
},
|
|
|
|
/**
|
|
* A full layer is placed at 0,0 and extends to the full size of the game. Children are scaled according to the fluid ratios.
|
|
*
|
|
* @method Phaser.FlexGrid#createFullLayer
|
|
* @param {array} [children] - An array of children that are used to populate the FlexLayer.
|
|
* @return {Phaser.FlexLayer} The Layer object.
|
|
*/
|
|
createFullLayer: function (children) {
|
|
|
|
var layer = new Phaser.FlexLayer(this, this.positionFull, this.boundsFull, this.scaleFluid);
|
|
|
|
this.game.world.add(layer);
|
|
|
|
this.layers.push(layer);
|
|
|
|
if (typeof children !== 'undefined')
|
|
{
|
|
layer.addMultiple(children);
|
|
}
|
|
|
|
return layer;
|
|
|
|
},
|
|
|
|
/**
|
|
* A fixed layer is centered on the game and is the size of the required dimensions and is never scaled.
|
|
*
|
|
* @method Phaser.FlexGrid#createFixedLayer
|
|
* @param {PIXI.DisplayObject[]} [children] - An array of children that are used to populate the FlexLayer.
|
|
* @return {Phaser.FlexLayer} The Layer object.
|
|
*/
|
|
createFixedLayer: function (children) {
|
|
|
|
var layer = new Phaser.FlexLayer(this, this.positionNone, this.boundsNone, this.scaleNone);
|
|
|
|
this.game.world.add(layer);
|
|
|
|
this.layers.push(layer);
|
|
|
|
if (typeof children !== 'undefined')
|
|
{
|
|
layer.addMultiple(children);
|
|
}
|
|
|
|
return layer;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the layer children references
|
|
*
|
|
* @method Phaser.FlexGrid#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
var i = this.layers.length;
|
|
|
|
while (i--)
|
|
{
|
|
if (!this.layers[i].persist)
|
|
{
|
|
// Remove references to this class
|
|
this.layers[i].position = null;
|
|
this.layers[i].scale = null;
|
|
this.layers.slice(i, 1);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the game container changes dimensions.
|
|
*
|
|
* @method Phaser.FlexGrid#onResize
|
|
* @param {number} width - The new width of the game container.
|
|
* @param {number} height - The new height of the game container.
|
|
*/
|
|
onResize: function (width, height) {
|
|
|
|
this.ratioH = width / height;
|
|
this.ratioV = height / width;
|
|
|
|
this.refresh(width, height);
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates all internal vars such as the bounds and scale values.
|
|
*
|
|
* @method Phaser.FlexGrid#refresh
|
|
*/
|
|
refresh: function () {
|
|
|
|
this.multiplier = Math.min((this.manager.height / this.height), (this.manager.width / this.width));
|
|
|
|
this.boundsFluid.width = Math.round(this.width * this.multiplier);
|
|
this.boundsFluid.height = Math.round(this.height * this.multiplier);
|
|
|
|
this.scaleFluid.set(this.boundsFluid.width / this.width, this.boundsFluid.height / this.height);
|
|
this.scaleFluidInversed.set(this.width / this.boundsFluid.width, this.height / this.boundsFluid.height);
|
|
|
|
this.scaleFull.set(this.boundsFull.width / this.width, this.boundsFull.height / this.height);
|
|
|
|
this.boundsFull.width = Math.round(this.manager.width * this.scaleFluidInversed.x);
|
|
this.boundsFull.height = Math.round(this.manager.height * this.scaleFluidInversed.y);
|
|
|
|
this.boundsFluid.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
|
|
this.boundsNone.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
|
|
|
|
this.positionFluid.set(this.boundsFluid.x, this.boundsFluid.y);
|
|
this.positionNone.set(this.boundsNone.x, this.boundsNone.y);
|
|
|
|
},
|
|
|
|
/**
|
|
* Fits a sprites width to the bounds.
|
|
*
|
|
* @method Phaser.FlexGrid#fitSprite
|
|
* @param {Phaser.Sprite} sprite - The Sprite to fit.
|
|
*/
|
|
fitSprite: function (sprite) {
|
|
|
|
this.manager.scaleSprite(sprite);
|
|
|
|
sprite.x = this.manager.bounds.centerX;
|
|
sprite.y = this.manager.bounds.centerY;
|
|
|
|
},
|
|
|
|
/**
|
|
* Call in the render function to output the bounds rects.
|
|
*
|
|
* @method Phaser.FlexGrid#debug
|
|
*/
|
|
debug: function () {
|
|
|
|
// for (var i = 0; i < this.layers.length; i++)
|
|
// {
|
|
// this.layers[i].debug();
|
|
// }
|
|
|
|
// this.game.debug.text(this.boundsFull.width + ' x ' + this.boundsFull.height, this.boundsFull.x + 4, this.boundsFull.y + 16);
|
|
// this.game.debug.geom(this.boundsFull, 'rgba(0,0,255,0.9', false);
|
|
|
|
this.game.debug.text(this.boundsFluid.width + ' x ' + this.boundsFluid.height, this.boundsFluid.x + 4, this.boundsFluid.y + 16);
|
|
this.game.debug.geom(this.boundsFluid, 'rgba(255,0,0,0.9', false);
|
|
|
|
// this.game.debug.text(this.boundsNone.width + ' x ' + this.boundsNone.height, this.boundsNone.x + 4, this.boundsNone.y + 16);
|
|
// this.game.debug.geom(this.boundsNone, 'rgba(0,255,0,0.9', false);
|
|
|
|
// this.game.debug.text(this.boundsCustom.width + ' x ' + this.boundsCustom.height, this.boundsCustom.x + 4, this.boundsCustom.y + 16);
|
|
// this.game.debug.geom(this.boundsCustom, 'rgba(255,255,0,0.9', false);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.FlexGrid.prototype.constructor = Phaser.FlexGrid;
|
|
</pre>
|
|
</article>
|
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</section>
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<footer>
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<span class="copyright">
|
|
Phaser Copyright © 2012-2016 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
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on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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