mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
513 lines
9 KiB
JavaScript
513 lines
9 KiB
JavaScript
/* global Phaser:true */
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* @namespace Phaser
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*/
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var Phaser = Phaser || {
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/**
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* The Phaser version number.
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* @constant
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* @type {string}
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*/
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VERSION: '2.4.9 RC4',
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/**
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* An array of Phaser game instances.
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* @constant
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* @type {array}
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*/
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GAMES: [],
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/**
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* AUTO renderer - picks between WebGL or Canvas based on device.
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* @constant
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* @type {integer}
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*/
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AUTO: 0,
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/**
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* Canvas Renderer.
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* @constant
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* @type {integer}
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*/
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CANVAS: 1,
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/**
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* WebGL Renderer.
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* @constant
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* @type {integer}
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*/
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WEBGL: 2,
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/**
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* Headless renderer (not visual output)
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* @constant
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* @type {integer}
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*/
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HEADLESS: 3,
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/**
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* Direction constant.
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* @constant
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* @type {integer}
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*/
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NONE: 0,
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/**
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* Direction constant.
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* @constant
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* @type {integer}
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*/
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LEFT: 1,
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/**
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* Direction constant.
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* @constant
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* @type {integer}
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*/
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RIGHT: 2,
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/**
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* Direction constant.
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* @constant
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* @type {integer}
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*/
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UP: 3,
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/**
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* Direction constant.
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* @constant
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* @type {integer}
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*/
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DOWN: 4,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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SPRITE: 0,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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BUTTON: 1,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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IMAGE: 2,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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GRAPHICS: 3,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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TEXT: 4,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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TILESPRITE: 5,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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BITMAPTEXT: 6,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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GROUP: 7,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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RENDERTEXTURE: 8,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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TILEMAP: 9,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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TILEMAPLAYER: 10,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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EMITTER: 11,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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POLYGON: 12,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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BITMAPDATA: 13,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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CANVAS_FILTER: 14,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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WEBGL_FILTER: 15,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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ELLIPSE: 16,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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SPRITEBATCH: 17,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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RETROFONT: 18,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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POINTER: 19,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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ROPE: 20,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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CIRCLE: 21,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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RECTANGLE: 22,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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LINE: 23,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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MATRIX: 24,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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POINT: 25,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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ROUNDEDRECTANGLE: 26,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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CREATURE: 27,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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VIDEO: 28,
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/**
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* Game Object type.
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* @constant
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* @type {integer}
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*/
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PENDING_ATLAS: -1,
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/**
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* A horizontal orientation
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* @constant
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* @type {integer}
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*/
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HORIZONTAL: 0,
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/**
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* A vertical orientation
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* @constant
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* @type {integer}
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*/
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VERTICAL: 1,
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/**
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* A landscape orientation
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* @constant
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* @type {integer}
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*/
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LANDSCAPE: 0,
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/**
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* A portrait orientation
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* @constant
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* @type {integer}
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*/
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PORTRAIT: 1,
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/**
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* The Angle (in degrees) a Game Object needs to be set to in order to face up.
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* @constant
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* @type {integer}
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*/
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ANGLE_UP: 270,
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/**
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* The Angle (in degrees) a Game Object needs to be set to in order to face down.
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* @constant
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* @type {integer}
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*/
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ANGLE_DOWN: 90,
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/**
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* The Angle (in degrees) a Game Object needs to be set to in order to face left.
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* @constant
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* @type {integer}
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*/
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ANGLE_LEFT: 180,
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/**
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* The Angle (in degrees) a Game Object needs to be set to in order to face right.
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* @constant
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* @type {integer}
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*/
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ANGLE_RIGHT: 0,
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/**
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* The Angle (in degrees) a Game Object needs to be set to in order to face north east.
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* @constant
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* @type {integer}
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*/
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ANGLE_NORTH_EAST: 315,
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/**
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* The Angle (in degrees) a Game Object needs to be set to in order to face north west.
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* @constant
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* @type {integer}
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*/
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ANGLE_NORTH_WEST: 225,
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/**
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* The Angle (in degrees) a Game Object needs to be set to in order to face south east.
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* @constant
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* @type {integer}
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*/
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ANGLE_SOUTH_EAST: 45,
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/**
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* The Angle (in degrees) a Game Object needs to be set to in order to face south west.
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* @constant
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* @type {integer}
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*/
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ANGLE_SOUTH_WEST: 135,
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/**
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* A constant representing a top-left alignment or position.
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* @constant
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* @type {integer}
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*/
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TOP_LEFT: 50,
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/**
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* A constant representing a top-center alignment or position.
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* @constant
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* @type {integer}
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*/
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TOP_CENTER: 51,
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/**
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* A constant representing a top-right alignment or position.
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* @constant
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* @type {integer}
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*/
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TOP_RIGHT: 52,
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/**
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* A constant representing a middle-left alignment or position.
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* @constant
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* @type {integer}
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*/
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MIDDLE_LEFT: 53,
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/**
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* A constant representing a middle-center alignment or position.
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* @constant
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* @type {integer}
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*/
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MIDDLE_CENTER: 54,
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/**
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* A constant representing a middle-right alignment or position.
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* @constant
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* @type {integer}
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*/
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MIDDLE_RIGHT: 55,
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/**
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* A constant representing a bottom-left alignment or position.
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* @constant
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* @type {integer}
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*/
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BOTTOM_LEFT: 56,
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/**
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* A constant representing a bottom-center alignment or position.
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* @constant
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* @type {integer}
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*/
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BOTTOM_CENTER: 57,
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/**
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* A constant representing a bottom-right alignment or position.
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* @constant
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* @type {integer}
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*/
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BOTTOM_RIGHT: 58,
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/**
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* Various blend modes supported by Pixi.
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*
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* IMPORTANT: The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.
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*
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* @constant
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* @property {Number} blendModes.NORMAL
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* @property {Number} blendModes.ADD
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* @property {Number} blendModes.MULTIPLY
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* @property {Number} blendModes.SCREEN
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* @property {Number} blendModes.OVERLAY
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* @property {Number} blendModes.DARKEN
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* @property {Number} blendModes.LIGHTEN
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* @property {Number} blendModes.COLOR_DODGE
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* @property {Number} blendModes.COLOR_BURN
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* @property {Number} blendModes.HARD_LIGHT
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* @property {Number} blendModes.SOFT_LIGHT
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* @property {Number} blendModes.DIFFERENCE
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* @property {Number} blendModes.EXCLUSION
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* @property {Number} blendModes.HUE
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* @property {Number} blendModes.SATURATION
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* @property {Number} blendModes.COLOR
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* @property {Number} blendModes.LUMINOSITY
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* @static
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*/
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blendModes: {
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NORMAL:0,
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ADD:1,
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MULTIPLY:2,
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SCREEN:3,
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OVERLAY:4,
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DARKEN:5,
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LIGHTEN:6,
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COLOR_DODGE:7,
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COLOR_BURN:8,
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HARD_LIGHT:9,
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SOFT_LIGHT:10,
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DIFFERENCE:11,
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EXCLUSION:12,
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HUE:13,
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SATURATION:14,
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COLOR:15,
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LUMINOSITY:16
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},
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/**
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* The scale modes that are supported by Pixi.
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*
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* The DEFAULT scale mode affects the default scaling mode of future operations.
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* It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.
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*
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* @constant
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* @property {Object} Phaser.scaleModes
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* @property {Number} scaleModes.DEFAULT=LINEAR
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* @property {Number} scaleModes.LINEAR Smooth scaling
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* @property {Number} scaleModes.NEAREST Pixelating scaling
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* @static
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*/
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scaleModes: {
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DEFAULT:0,
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LINEAR:0,
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NEAREST:1
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},
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PIXI: PIXI || {}
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};
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