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1930 lines
56 KiB
HTML
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1930 lines
56 KiB
HTML
Executable file
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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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<a href="Phaser.Component.Smoothed.html">Smoothed</a>
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<a href="Phaser.Create.html">Create</a>
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<a href="Phaser.Creature.html">Creature</a>
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<a href="Phaser.Device.html">Device</a>
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<a href="Phaser.DeviceButton.html">DeviceButton</a>
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<a href="Phaser.DOM.html">DOM</a>
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<li class="class-depth-1">
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<a href="Phaser.Easing.html">Easing</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Back.html">Back</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Bounce.html">Bounce</a>
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<a href="Phaser.Easing.Circular.html">Circular</a>
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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<a href="Phaser.Easing.Linear.html">Linear</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quartic.html">Quartic</a>
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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<a href="Phaser.Ellipse.html">Ellipse</a>
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<a href="Phaser.Events.html">Events</a>
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<a href="Phaser.Filter.html">Filter</a>
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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</li>
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<a href="Phaser.FlexLayer.html">FlexLayer</a>
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<a href="Phaser.Frame.html">Frame</a>
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<a href="Phaser.FrameData.html">FrameData</a>
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<a href="Phaser.Game.html">Game</a>
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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</li>
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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 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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<a href="Phaser.Group.html">Group</a>
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<a href="Phaser.Hermite.html">Hermite</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.ImageCollection.html">ImageCollection</a>
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</li>
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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 class="class-depth-1">
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<a href="Phaser.Key.html">Key</a>
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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 class="class-depth-1">
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<a href="Phaser.LinkedList.html">LinkedList</a>
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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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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Matrix.html">Matrix</a>
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<a href="Phaser.Mouse.html">Mouse</a>
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</li>
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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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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<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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<a href="global.html#RETROFONT">RETROFONT</a>
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<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
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<a href="global.html#stopPropagation">stopPropagation</a>
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<a href="global.html#TEXT">TEXT</a>
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<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
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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>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<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>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<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>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
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|
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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 ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<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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|
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|
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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>
|
|
<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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<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>
|
|
<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="http://phaser.io/examples">Phaser Examples</a></li>
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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">
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<h1 class="page-title">Source: src/tween/TweenData.js</h1>
|
|
|
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<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A Phaser.Tween contains at least one TweenData object. It contains all of the tween data values, such as the
|
|
* starting and ending values, the ease function, interpolation and duration. The Tween acts as a timeline manager for
|
|
* TweenData objects and can contain multiple TweenData objects.
|
|
*
|
|
* @class Phaser.TweenData
|
|
* @constructor
|
|
* @param {Phaser.Tween} parent - The Tween that owns this TweenData object.
|
|
*/
|
|
Phaser.TweenData = function (parent) {
|
|
|
|
/**
|
|
* @property {Phaser.Tween} parent - The Tween which owns this TweenData.
|
|
*/
|
|
this.parent = parent;
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = parent.game;
|
|
|
|
/**
|
|
* @property {object} vStart - An object containing the values at the start of the tween.
|
|
* @private
|
|
*/
|
|
this.vStart = {};
|
|
|
|
/**
|
|
* @property {object} vStartCache - Cached starting values.
|
|
* @private
|
|
*/
|
|
this.vStartCache = {};
|
|
|
|
/**
|
|
* @property {object} vEnd - An object containing the values at the end of the tween.
|
|
* @private
|
|
*/
|
|
this.vEnd = {};
|
|
|
|
/**
|
|
* @property {object} vEndCache - Cached ending values.
|
|
* @private
|
|
*/
|
|
this.vEndCache = {};
|
|
|
|
/**
|
|
* @property {number} duration - The duration of the tween in ms.
|
|
* @default
|
|
*/
|
|
this.duration = 1000;
|
|
|
|
/**
|
|
* @property {number} percent - A value between 0 and 1 that represents how far through the duration this tween is.
|
|
* @readonly
|
|
*/
|
|
this.percent = 0;
|
|
|
|
/**
|
|
* @property {number} value - The current calculated value.
|
|
* @readonly
|
|
*/
|
|
this.value = 0;
|
|
|
|
/**
|
|
* @property {number} repeatCounter - If the Tween is set to repeat this contains the current repeat count.
|
|
*/
|
|
this.repeatCounter = 0;
|
|
|
|
/**
|
|
* @property {number} repeatDelay - The amount of time in ms between repeats of this tween.
|
|
*/
|
|
this.repeatDelay = 0;
|
|
|
|
/**
|
|
* @property {number} repeatTotal - The total number of times this Tween will repeat.
|
|
* @readonly
|
|
*/
|
|
this.repeatTotal = 0;
|
|
|
|
/**
|
|
* @property {boolean} interpolate - True if the Tween will use interpolation (i.e. is an Array to Array tween)
|
|
* @default
|
|
*/
|
|
this.interpolate = false;
|
|
|
|
/**
|
|
* @property {boolean} yoyo - True if the Tween is set to yoyo, otherwise false.
|
|
* @default
|
|
*/
|
|
this.yoyo = false;
|
|
|
|
/**
|
|
* @property {number} yoyoDelay - The amount of time in ms between yoyos of this tween.
|
|
*/
|
|
this.yoyoDelay = 0;
|
|
|
|
/**
|
|
* @property {boolean} inReverse - When a Tween is yoyoing this value holds if it's currently playing forwards (false) or in reverse (true).
|
|
* @default
|
|
*/
|
|
this.inReverse = false;
|
|
|
|
/**
|
|
* @property {number} delay - The amount to delay by until the Tween starts (in ms). Only applies to the start, use repeatDelay to handle repeats.
|
|
* @default
|
|
*/
|
|
this.delay = 0;
|
|
|
|
/**
|
|
* @property {number} dt - Current time value.
|
|
*/
|
|
this.dt = 0;
|
|
|
|
/**
|
|
* @property {number} startTime - The time the Tween started or null if it hasn't yet started.
|
|
*/
|
|
this.startTime = null;
|
|
|
|
/**
|
|
* @property {function} easingFunction - The easing function used for the Tween.
|
|
* @default Phaser.Easing.Default
|
|
*/
|
|
this.easingFunction = Phaser.Easing.Default;
|
|
|
|
/**
|
|
* @property {function} interpolationFunction - The interpolation function used for the Tween.
|
|
* @default Phaser.Math.linearInterpolation
|
|
*/
|
|
this.interpolationFunction = Phaser.Math.linearInterpolation;
|
|
|
|
/**
|
|
* @property {object} interpolationContext - The interpolation function context used for the Tween.
|
|
* @default Phaser.Math
|
|
*/
|
|
this.interpolationContext = Phaser.Math;
|
|
|
|
/**
|
|
* @property {boolean} isRunning - If the tween is running this is set to `true`. Unless Phaser.Tween a TweenData that is waiting for a delay to expire is *not* considered as running.
|
|
* @default
|
|
*/
|
|
this.isRunning = false;
|
|
|
|
/**
|
|
* @property {boolean} isFrom - Is this a from tween or a to tween?
|
|
* @default
|
|
*/
|
|
this.isFrom = false;
|
|
|
|
};
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.TweenData.PENDING = 0;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.TweenData.RUNNING = 1;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.TweenData.LOOPED = 2;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.TweenData.COMPLETE = 3;
|
|
|
|
Phaser.TweenData.prototype = {
|
|
|
|
/**
|
|
* Sets this tween to be a `to` tween on the properties given. A `to` tween starts at the current value and tweens to the destination value given.
|
|
* For example a Sprite with an `x` coordinate of 100 could be tweened to `x` 200 by giving a properties object of `{ x: 200 }`.
|
|
*
|
|
* @method Phaser.TweenData#to
|
|
* @param {object} properties - The properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.
|
|
* @param {number} [duration=1000] - Duration of this tween in ms.
|
|
* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden at will.
|
|
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
|
|
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores any chained tweens.
|
|
* @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.
|
|
* @return {Phaser.TweenData} This Tween object.
|
|
*/
|
|
to: function (properties, duration, ease, delay, repeat, yoyo) {
|
|
|
|
this.vEnd = properties;
|
|
this.duration = duration;
|
|
this.easingFunction = ease;
|
|
this.delay = delay;
|
|
this.repeatTotal = repeat;
|
|
this.yoyo = yoyo;
|
|
|
|
this.isFrom = false;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets this tween to be a `from` tween on the properties given. A `from` tween sets the target to the destination value and tweens to its current value.
|
|
* For example a Sprite with an `x` coordinate of 100 tweened from `x` 500 would be set to `x` 500 and then tweened to `x` 100 by giving a properties object of `{ x: 500 }`.
|
|
*
|
|
* @method Phaser.TweenData#from
|
|
* @param {object} properties - The properties you want to tween, such as `Sprite.x` or `Sound.volume`. Given as a JavaScript object.
|
|
* @param {number} [duration=1000] - Duration of this tween in ms.
|
|
* @param {function} [ease=null] - Easing function. If not set it will default to Phaser.Easing.Default, which is Phaser.Easing.Linear.None by default but can be over-ridden at will.
|
|
* @param {number} [delay=0] - Delay before this tween will start, defaults to 0 (no delay). Value given is in ms.
|
|
* @param {number} [repeat=0] - Should the tween automatically restart once complete? If you want it to run forever set as -1. This ignores any chained tweens.
|
|
* @param {boolean} [yoyo=false] - A tween that yoyos will reverse itself and play backwards automatically. A yoyo'd tween doesn't fire the Tween.onComplete event, so listen for Tween.onLoop instead.
|
|
* @return {Phaser.TweenData} This Tween object.
|
|
*/
|
|
from: function (properties, duration, ease, delay, repeat, yoyo) {
|
|
|
|
this.vEnd = properties;
|
|
this.duration = duration;
|
|
this.easingFunction = ease;
|
|
this.delay = delay;
|
|
this.repeatTotal = repeat;
|
|
this.yoyo = yoyo;
|
|
|
|
this.isFrom = true;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Starts the Tween running.
|
|
*
|
|
* @method Phaser.TweenData#start
|
|
* @return {Phaser.TweenData} This Tween object.
|
|
*/
|
|
start: function () {
|
|
|
|
this.startTime = this.game.time.time + this.delay;
|
|
|
|
if (this.parent.reverse)
|
|
{
|
|
this.dt = this.duration;
|
|
}
|
|
else
|
|
{
|
|
this.dt = 0;
|
|
}
|
|
|
|
if (this.delay > 0)
|
|
{
|
|
this.isRunning = false;
|
|
}
|
|
else
|
|
{
|
|
this.isRunning = true;
|
|
}
|
|
|
|
if (this.isFrom)
|
|
{
|
|
// Reverse them all and instant set them
|
|
for (var property in this.vStartCache)
|
|
{
|
|
this.vStart[property] = this.vEndCache[property];
|
|
this.vEnd[property] = this.vStartCache[property];
|
|
this.parent.target[property] = this.vStart[property];
|
|
}
|
|
}
|
|
|
|
this.value = 0;
|
|
this.yoyoCounter = 0;
|
|
this.repeatCounter = this.repeatTotal;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Loads the values from the target object into this Tween.
|
|
*
|
|
* @private
|
|
* @method Phaser.TweenData#loadValues
|
|
* @return {Phaser.TweenData} This Tween object.
|
|
*/
|
|
loadValues: function () {
|
|
|
|
for (var property in this.parent.properties)
|
|
{
|
|
// Load the property from the parent object
|
|
this.vStart[property] = this.parent.properties[property];
|
|
|
|
// Check if an Array was provided as property value
|
|
if (Array.isArray(this.vEnd[property]))
|
|
{
|
|
if (this.vEnd[property].length === 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (this.percent === 0)
|
|
{
|
|
// Put the start value at the beginning of the array
|
|
// but we only want to do this once, if the Tween hasn't run before
|
|
this.vEnd[property] = [this.vStart[property]].concat(this.vEnd[property]);
|
|
}
|
|
}
|
|
|
|
if (typeof this.vEnd[property] !== 'undefined')
|
|
{
|
|
if (typeof this.vEnd[property] === 'string')
|
|
{
|
|
// Parses relative end values with start as base (e.g.: +10, -3)
|
|
this.vEnd[property] = this.vStart[property] + parseFloat(this.vEnd[property], 10);
|
|
}
|
|
|
|
this.parent.properties[property] = this.vEnd[property];
|
|
}
|
|
else
|
|
{
|
|
// Null tween
|
|
this.vEnd[property] = this.vStart[property];
|
|
}
|
|
|
|
this.vStartCache[property] = this.vStart[property];
|
|
this.vEndCache[property] = this.vEnd[property];
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates this Tween. This is called automatically by Phaser.Tween.
|
|
*
|
|
* @protected
|
|
* @method Phaser.TweenData#update
|
|
* @param {number} time - A timestamp passed in by the Tween parent.
|
|
* @return {number} The current status of this Tween. One of the Phaser.TweenData constants: PENDING, RUNNING, LOOPED or COMPLETE.
|
|
*/
|
|
update: function (time) {
|
|
|
|
if (!this.isRunning)
|
|
{
|
|
if (time >= this.startTime)
|
|
{
|
|
this.isRunning = true;
|
|
}
|
|
else
|
|
{
|
|
return Phaser.TweenData.PENDING;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Is Running, but is waiting to repeat
|
|
if (time < this.startTime)
|
|
{
|
|
return Phaser.TweenData.RUNNING;
|
|
}
|
|
}
|
|
|
|
var ms = (this.parent.frameBased) ? this.game.time.physicsElapsedMS : this.game.time.elapsedMS;
|
|
|
|
if (this.parent.reverse)
|
|
{
|
|
this.dt -= ms * this.parent.timeScale;
|
|
this.dt = Math.max(this.dt, 0);
|
|
}
|
|
else
|
|
{
|
|
this.dt += ms * this.parent.timeScale;
|
|
this.dt = Math.min(this.dt, this.duration);
|
|
}
|
|
|
|
this.percent = this.dt / this.duration;
|
|
|
|
this.value = this.easingFunction(this.percent);
|
|
|
|
for (var property in this.vEnd)
|
|
{
|
|
var start = this.vStart[property];
|
|
var end = this.vEnd[property];
|
|
|
|
if (Array.isArray(end))
|
|
{
|
|
this.parent.target[property] = this.interpolationFunction.call(this.interpolationContext, end, this.value);
|
|
}
|
|
else
|
|
{
|
|
this.parent.target[property] = start + ((end - start) * this.value);
|
|
}
|
|
}
|
|
|
|
if ((!this.parent.reverse && this.percent === 1) || (this.parent.reverse && this.percent === 0))
|
|
{
|
|
return this.repeat();
|
|
}
|
|
|
|
return Phaser.TweenData.RUNNING;
|
|
|
|
},
|
|
|
|
/**
|
|
* This will generate an array populated with the tweened object values from start to end.
|
|
* It works by running the tween simulation at the given frame rate based on the values set-up in Tween.to and Tween.from.
|
|
* Just one play through of the tween data is returned, including yoyo if set.
|
|
*
|
|
* @method Phaser.TweenData#generateData
|
|
* @param {number} [frameRate=60] - The speed in frames per second that the data should be generated at. The higher the value, the larger the array it creates.
|
|
* @return {array} An array of tweened values.
|
|
*/
|
|
generateData: function (frameRate) {
|
|
|
|
if (this.parent.reverse)
|
|
{
|
|
this.dt = this.duration;
|
|
}
|
|
else
|
|
{
|
|
this.dt = 0;
|
|
}
|
|
|
|
var data = [];
|
|
var complete = false;
|
|
var fps = (1 / frameRate) * 1000;
|
|
|
|
do
|
|
{
|
|
if (this.parent.reverse)
|
|
{
|
|
this.dt -= fps;
|
|
this.dt = Math.max(this.dt, 0);
|
|
}
|
|
else
|
|
{
|
|
this.dt += fps;
|
|
this.dt = Math.min(this.dt, this.duration);
|
|
}
|
|
|
|
this.percent = this.dt / this.duration;
|
|
|
|
this.value = this.easingFunction(this.percent);
|
|
|
|
var blob = {};
|
|
|
|
for (var property in this.vEnd)
|
|
{
|
|
var start = this.vStart[property];
|
|
var end = this.vEnd[property];
|
|
|
|
if (Array.isArray(end))
|
|
{
|
|
blob[property] = this.interpolationFunction(end, this.value);
|
|
}
|
|
else
|
|
{
|
|
blob[property] = start + ((end - start) * this.value);
|
|
}
|
|
}
|
|
|
|
data.push(blob);
|
|
|
|
if ((!this.parent.reverse && this.percent === 1) || (this.parent.reverse && this.percent === 0))
|
|
{
|
|
complete = true;
|
|
}
|
|
|
|
} while (!complete);
|
|
|
|
if (this.yoyo)
|
|
{
|
|
var reversed = data.slice();
|
|
reversed.reverse();
|
|
data = data.concat(reversed);
|
|
}
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if this Tween is meant to repeat or yoyo and handles doing so.
|
|
*
|
|
* @private
|
|
* @method Phaser.TweenData#repeat
|
|
* @return {number} Either Phaser.TweenData.LOOPED or Phaser.TweenData.COMPLETE.
|
|
*/
|
|
repeat: function () {
|
|
|
|
// If not a yoyo and repeatCounter = 0 then we're done
|
|
if (this.yoyo)
|
|
{
|
|
// We're already in reverse mode, which means the yoyo has finished and there's no repeats, so end
|
|
if (this.inReverse && this.repeatCounter === 0)
|
|
{
|
|
// Restore the properties
|
|
for (var property in this.vStartCache)
|
|
{
|
|
this.vStart[property] = this.vStartCache[property];
|
|
this.vEnd[property] = this.vEndCache[property];
|
|
}
|
|
|
|
this.inReverse = false;
|
|
|
|
return Phaser.TweenData.COMPLETE;
|
|
}
|
|
|
|
this.inReverse = !this.inReverse;
|
|
}
|
|
else
|
|
{
|
|
if (this.repeatCounter === 0)
|
|
{
|
|
return Phaser.TweenData.COMPLETE;
|
|
}
|
|
}
|
|
|
|
if (this.inReverse)
|
|
{
|
|
// If inReverse we're going from vEnd to vStartCache
|
|
for (var property in this.vStartCache)
|
|
{
|
|
this.vStart[property] = this.vEndCache[property];
|
|
this.vEnd[property] = this.vStartCache[property];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If not inReverse we're just repopulating the cache again
|
|
for (var property in this.vStartCache)
|
|
{
|
|
this.vStart[property] = this.vStartCache[property];
|
|
this.vEnd[property] = this.vEndCache[property];
|
|
}
|
|
|
|
// -1 means repeat forever, otherwise decrement the repeatCounter
|
|
// We only decrement this counter if the tween isn't doing a yoyo, as that doesn't count towards the repeat total
|
|
if (this.repeatCounter > 0)
|
|
{
|
|
this.repeatCounter--;
|
|
}
|
|
}
|
|
|
|
this.startTime = this.game.time.time;
|
|
|
|
if (this.yoyo && this.inReverse)
|
|
{
|
|
this.startTime += this.yoyoDelay;
|
|
}
|
|
else if (!this.inReverse)
|
|
{
|
|
this.startTime += this.repeatDelay;
|
|
}
|
|
|
|
if (this.parent.reverse)
|
|
{
|
|
this.dt = this.duration;
|
|
}
|
|
else
|
|
{
|
|
this.dt = 0;
|
|
}
|
|
|
|
return Phaser.TweenData.LOOPED;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.TweenData.prototype.constructor = Phaser.TweenData;
|
|
</pre>
|
|
</article>
|
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</section>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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|
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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