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1956 lines
57 KiB
HTML
Executable file
1956 lines
57 KiB
HTML
Executable file
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<title>Phaser Source: src/gameobjects/RetroFont.js</title>
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<a href="Phaser.Component.Delta.html">Delta</a>
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<a href="Phaser.Component.Destroy.html">Destroy</a>
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<a href="Phaser.Component.Health.html">Health</a>
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<a href="Phaser.Component.InCamera.html">InCamera</a>
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<a href="Phaser.Component.InputEnabled.html">InputEnabled</a>
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<a href="Phaser.Component.InWorld.html">InWorld</a>
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<a href="Phaser.Component.LifeSpan.html">LifeSpan</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.Overlap.html">Overlap</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.Reset.html">Reset</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Smoothed.html">Smoothed</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Create.html">Create</a>
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<li class="class-depth-1">
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<a href="Phaser.Creature.html">Creature</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Device.html">Device</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.DeviceButton.html">DeviceButton</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.DOM.html">DOM</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Easing.html">Easing</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Back.html">Back</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Bounce.html">Bounce</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Circular.html">Circular</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Cubic.html">Cubic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Elastic.html">Elastic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Linear.html">Linear</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quartic.html">Quartic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Ellipse.html">Ellipse</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Events.html">Events</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Filter.html">Filter</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FlexLayer.html">FlexLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Frame.html">Frame</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FrameData.html">FrameData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Game.html">Game</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Gamepad.html">Gamepad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Group.html">Group</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Hermite.html">Hermite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Image.html">Image</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ImageCollection.html">ImageCollection</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Input.html">Input</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.InputHandler.html">InputHandler</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Key.html">Key</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Keyboard.html">Keyboard</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.KeyCode.html">KeyCode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Line.html">Line</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LinkedList.html">LinkedList</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Loader.html">Loader</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Math.html">Math</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Matrix.html">Matrix</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Mouse.html">Mouse</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.MSPointer.html">MSPointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Net.html">Net</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Particle.html">Particle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Particles.html">Particles</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Path.html">Path</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PathFollower.html">PathFollower</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PathPoint.html">PathPoint</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Physics.html">Physics</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.P2.html">P2</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Plugin.PathManager.html">PathManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rope.html">Rope</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
|
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</li>
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<li class="class-depth-1">
|
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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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<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.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.BitmapData.html">BitmapData</a></li>
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|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
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<div id="main">
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<h1 class="page-title">Source: src/gameobjects/RetroFont.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 Retro Font is similar to a BitmapFont, in that it uses a texture to render the text. However unlike a BitmapFont every character in a RetroFont
|
|
* is the same size. This makes it similar to a sprite sheet. You typically find font sheets like this from old 8/16-bit games and demos.
|
|
*
|
|
* @class Phaser.RetroFont
|
|
* @extends Phaser.RenderTexture
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Current game instance.
|
|
* @param {string} key - The font set graphic set as stored in the Game.Cache.
|
|
* @param {number} characterWidth - The width of each character in the font set.
|
|
* @param {number} characterHeight - The height of each character in the font set.
|
|
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
|
|
* @param {number} [charsPerRow] - The number of characters per row in the font set. If not given charsPerRow will be the image width / characterWidth.
|
|
* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
|
|
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
|
|
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
|
|
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
|
|
*/
|
|
Phaser.RetroFont = function (game, key, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
|
|
|
|
if (!game.cache.checkImageKey(key))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (charsPerRow === undefined || charsPerRow === null)
|
|
{
|
|
charsPerRow = game.cache.getImage(key).width / characterWidth;
|
|
}
|
|
|
|
/**
|
|
* @property {number} characterWidth - The width of each character in the font set.
|
|
*/
|
|
this.characterWidth = characterWidth;
|
|
|
|
/**
|
|
* @property {number} characterHeight - The height of each character in the font set.
|
|
*/
|
|
this.characterHeight = characterHeight;
|
|
|
|
/**
|
|
* @property {number} characterSpacingX - If the characters in the font set have horizontal spacing between them set the required amount here.
|
|
*/
|
|
this.characterSpacingX = xSpacing || 0;
|
|
|
|
/**
|
|
* @property {number} characterSpacingY - If the characters in the font set have vertical spacing between them set the required amount here.
|
|
*/
|
|
this.characterSpacingY = ySpacing || 0;
|
|
|
|
/**
|
|
* @property {number} characterPerRow - The number of characters per row in the font set.
|
|
*/
|
|
this.characterPerRow = charsPerRow;
|
|
|
|
/**
|
|
* @property {number} offsetX - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
|
|
* @readonly
|
|
*/
|
|
this.offsetX = xOffset || 0;
|
|
|
|
/**
|
|
* @property {number} offsetY - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
|
|
* @readonly
|
|
*/
|
|
this.offsetY = yOffset || 0;
|
|
|
|
/**
|
|
* @property {string} align - Alignment of the text when multiLine = true or a fixedWidth is set. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
|
|
*/
|
|
this.align = "left";
|
|
|
|
/**
|
|
* @property {boolean} multiLine - If set to true all carriage-returns in text will form new lines (see align). If false the font will only contain one single line of text (the default)
|
|
* @default
|
|
*/
|
|
this.multiLine = false;
|
|
|
|
/**
|
|
* @property {boolean} autoUpperCase - Automatically convert any text to upper case. Lots of old bitmap fonts only contain upper-case characters, so the default is true.
|
|
* @default
|
|
*/
|
|
this.autoUpperCase = true;
|
|
|
|
/**
|
|
* @property {number} customSpacingX - Adds horizontal spacing between each character of the font, in pixels.
|
|
* @default
|
|
*/
|
|
this.customSpacingX = 0;
|
|
|
|
/**
|
|
* @property {number} customSpacingY - Adds vertical spacing between each line of multi-line text, set in pixels.
|
|
* @default
|
|
*/
|
|
this.customSpacingY = 0;
|
|
|
|
/**
|
|
* If you need this RetroFont image to have a fixed width you can set the width in this value.
|
|
* If text is wider than the width specified it will be cropped off.
|
|
* @property {number} fixedWidth
|
|
*/
|
|
this.fixedWidth = 0;
|
|
|
|
/**
|
|
* @property {Image} fontSet - A reference to the image stored in the Game.Cache that contains the font.
|
|
*/
|
|
this.fontSet = game.cache.getImage(key);
|
|
|
|
/**
|
|
* @property {string} _text - The text of the font image.
|
|
* @private
|
|
*/
|
|
this._text = '';
|
|
|
|
/**
|
|
* @property {array} grabData - An array of rects for faster character pasting.
|
|
* @private
|
|
*/
|
|
this.grabData = [];
|
|
|
|
/**
|
|
* @property {Phaser.FrameData} frameData - The FrameData representing this Retro Font.
|
|
*/
|
|
this.frameData = new Phaser.FrameData();
|
|
|
|
// Now generate our rects for faster copying later on
|
|
var currentX = this.offsetX;
|
|
var currentY = this.offsetY;
|
|
var r = 0;
|
|
|
|
for (var c = 0; c < chars.length; c++)
|
|
{
|
|
var frame = this.frameData.addFrame(new Phaser.Frame(c, currentX, currentY, this.characterWidth, this.characterHeight));
|
|
|
|
this.grabData[chars.charCodeAt(c)] = frame.index;
|
|
|
|
r++;
|
|
|
|
if (r === this.characterPerRow)
|
|
{
|
|
r = 0;
|
|
currentX = this.offsetX;
|
|
currentY += this.characterHeight + this.characterSpacingY;
|
|
}
|
|
else
|
|
{
|
|
currentX += this.characterWidth + this.characterSpacingX;
|
|
}
|
|
}
|
|
|
|
game.cache.updateFrameData(key, this.frameData);
|
|
|
|
/**
|
|
* @property {Phaser.Image} stamp - The image that is stamped to the RenderTexture for each character in the font.
|
|
* @readonly
|
|
*/
|
|
this.stamp = new Phaser.Image(game, 0, 0, key, 0);
|
|
|
|
Phaser.RenderTexture.call(this, game, 100, 100, '', Phaser.scaleModes.NEAREST);
|
|
|
|
/**
|
|
* @property {number} type - Base Phaser object type.
|
|
*/
|
|
this.type = Phaser.RETROFONT;
|
|
|
|
};
|
|
|
|
Phaser.RetroFont.prototype = Object.create(Phaser.RenderTexture.prototype);
|
|
Phaser.RetroFont.prototype.constructor = Phaser.RetroFont;
|
|
|
|
/**
|
|
* Align each line of multi-line text to the left.
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.ALIGN_LEFT = "left";
|
|
|
|
/**
|
|
* Align each line of multi-line text to the right.
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.ALIGN_RIGHT = "right";
|
|
|
|
/**
|
|
* Align each line of multi-line text in the center.
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.ALIGN_CENTER = "center";
|
|
|
|
/**
|
|
* Text Set 1 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.TEXT_SET1 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~";
|
|
|
|
/**
|
|
* Text Set 2 = !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.TEXT_SET2 = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ";
|
|
|
|
/**
|
|
* Text Set 3 = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.TEXT_SET3 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789 ";
|
|
|
|
/**
|
|
* Text Set 4 = ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.TEXT_SET4 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789";
|
|
|
|
/**
|
|
* Text Set 5 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.TEXT_SET5 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,/() '!?-*:0123456789";
|
|
|
|
/**
|
|
* Text Set 6 = ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789"(),-.'
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.TEXT_SET6 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ!?:;0123456789\"(),-.' ";
|
|
|
|
/**
|
|
* Text Set 7 = AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW")28FLRX-'39
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.TEXT_SET7 = "AGMSY+:4BHNTZ!;5CIOU.?06DJPV,(17EKQW\")28FLRX-'39";
|
|
|
|
/**
|
|
* Text Set 8 = 0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.TEXT_SET8 = "0123456789 .ABCDEFGHIJKLMNOPQRSTUVWXYZ";
|
|
|
|
/**
|
|
* Text Set 9 = ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'"?!
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.TEXT_SET9 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ()-0123456789.:,'\"?!";
|
|
|
|
/**
|
|
* Text Set 10 = ABCDEFGHIJKLMNOPQRSTUVWXYZ
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.TEXT_SET10 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
|
|
|
|
/**
|
|
* Text Set 11 = ABCDEFGHIJKLMNOPQRSTUVWXYZ.,"-+!?()':;0123456789
|
|
* @constant
|
|
* @type {string}
|
|
*/
|
|
Phaser.RetroFont.TEXT_SET11 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ.,\"-+!?()':;0123456789";
|
|
|
|
/**
|
|
* If you need this RetroFont to have a fixed width and custom alignment you can set the width here.
|
|
* If text is wider than the width specified it will be cropped off.
|
|
*
|
|
* @method Phaser.RetroFont#setFixedWidth
|
|
* @memberof Phaser.RetroFont
|
|
* @param {number} width - Width in pixels of this RetroFont. Set to zero to disable and re-enable automatic resizing.
|
|
* @param {string} [lineAlignment='left'] - Align the text within this width. Set to RetroFont.ALIGN_LEFT (default), RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
|
|
*/
|
|
Phaser.RetroFont.prototype.setFixedWidth = function (width, lineAlignment) {
|
|
|
|
if (lineAlignment === undefined) { lineAlignment = 'left'; }
|
|
|
|
this.fixedWidth = width;
|
|
this.align = lineAlignment;
|
|
|
|
};
|
|
|
|
/**
|
|
* A helper function that quickly sets lots of variables at once, and then updates the text.
|
|
*
|
|
* @method Phaser.RetroFont#setText
|
|
* @memberof Phaser.RetroFont
|
|
* @param {string} content - The text of this sprite.
|
|
* @param {boolean} [multiLine=false] - Set to true if you want to support carriage-returns in the text and create a multi-line sprite instead of a single line.
|
|
* @param {number} [characterSpacing=0] - To add horizontal spacing between each character specify the amount in pixels.
|
|
* @param {number} [lineSpacing=0] - To add vertical spacing between each line of text, set the amount in pixels.
|
|
* @param {string} [lineAlignment='left'] - Align each line of multi-line text. Set to RetroFont.ALIGN_LEFT, RetroFont.ALIGN_RIGHT or RetroFont.ALIGN_CENTER.
|
|
* @param {boolean} [allowLowerCase=false] - Lots of bitmap font sets only include upper-case characters, if yours needs to support lower case then set this to true.
|
|
*/
|
|
Phaser.RetroFont.prototype.setText = function (content, multiLine, characterSpacing, lineSpacing, lineAlignment, allowLowerCase) {
|
|
|
|
this.multiLine = multiLine || false;
|
|
this.customSpacingX = characterSpacing || 0;
|
|
this.customSpacingY = lineSpacing || 0;
|
|
this.align = lineAlignment || 'left';
|
|
|
|
if (allowLowerCase)
|
|
{
|
|
this.autoUpperCase = false;
|
|
}
|
|
else
|
|
{
|
|
this.autoUpperCase = true;
|
|
}
|
|
|
|
if (content.length > 0)
|
|
{
|
|
this.text = content;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Updates the texture with the new text.
|
|
*
|
|
* @method Phaser.RetroFont#buildRetroFontText
|
|
* @memberof Phaser.RetroFont
|
|
*/
|
|
Phaser.RetroFont.prototype.buildRetroFontText = function () {
|
|
|
|
var cx = 0;
|
|
var cy = 0;
|
|
|
|
// Clears the textureBuffer
|
|
this.clear();
|
|
|
|
if (this.multiLine)
|
|
{
|
|
var lines = this._text.split("\n");
|
|
|
|
if (this.fixedWidth > 0)
|
|
{
|
|
this.resize(this.fixedWidth, (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY, true);
|
|
}
|
|
else
|
|
{
|
|
this.resize(this.getLongestLine() * (this.characterWidth + this.customSpacingX), (lines.length * (this.characterHeight + this.customSpacingY)) - this.customSpacingY, true);
|
|
}
|
|
|
|
// Loop through each line of text
|
|
for (var i = 0; i < lines.length; i++)
|
|
{
|
|
// Phaser.RetroFont.ALIGN_LEFT
|
|
cx = 0;
|
|
|
|
// This line of text is held in lines[i] - need to work out the alignment
|
|
if (this.align === Phaser.RetroFont.ALIGN_RIGHT)
|
|
{
|
|
cx = this.width - (lines[i].length * (this.characterWidth + this.customSpacingX));
|
|
}
|
|
else if (this.align === Phaser.RetroFont.ALIGN_CENTER)
|
|
{
|
|
cx = (this.width / 2) - ((lines[i].length * (this.characterWidth + this.customSpacingX)) / 2);
|
|
cx += this.customSpacingX / 2;
|
|
}
|
|
|
|
// Sanity checks
|
|
if (cx < 0)
|
|
{
|
|
cx = 0;
|
|
}
|
|
|
|
this.pasteLine(lines[i], cx, cy, this.customSpacingX);
|
|
|
|
cy += this.characterHeight + this.customSpacingY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.fixedWidth > 0)
|
|
{
|
|
this.resize(this.fixedWidth, this.characterHeight, true);
|
|
}
|
|
else
|
|
{
|
|
this.resize(this._text.length * (this.characterWidth + this.customSpacingX), this.characterHeight, true);
|
|
}
|
|
|
|
// Phaser.RetroFont.ALIGN_LEFT
|
|
cx = 0;
|
|
|
|
if (this.align === Phaser.RetroFont.ALIGN_RIGHT)
|
|
{
|
|
cx = this.width - (this._text.length * (this.characterWidth + this.customSpacingX));
|
|
}
|
|
else if (this.align === Phaser.RetroFont.ALIGN_CENTER)
|
|
{
|
|
cx = (this.width / 2) - ((this._text.length * (this.characterWidth + this.customSpacingX)) / 2);
|
|
cx += this.customSpacingX / 2;
|
|
}
|
|
|
|
// Sanity checks
|
|
if (cx < 0)
|
|
{
|
|
cx = 0;
|
|
}
|
|
|
|
this.pasteLine(this._text, cx, 0, this.customSpacingX);
|
|
}
|
|
|
|
this.requiresReTint = true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Internal function that takes a single line of text (2nd parameter) and pastes it into the BitmapData at the given coordinates.
|
|
* Used by getLine and getMultiLine
|
|
*
|
|
* @method Phaser.RetroFont#pasteLine
|
|
* @memberof Phaser.RetroFont
|
|
* @param {string} line - The single line of text to paste.
|
|
* @param {number} x - The x coordinate.
|
|
* @param {number} y - The y coordinate.
|
|
* @param {number} customSpacingX - Custom X spacing.
|
|
*/
|
|
Phaser.RetroFont.prototype.pasteLine = function (line, x, y, customSpacingX) {
|
|
|
|
for (var c = 0; c < line.length; c++)
|
|
{
|
|
// If it's a space then there is no point copying, so leave a blank space
|
|
if (line.charAt(c) === " ")
|
|
{
|
|
x += this.characterWidth + customSpacingX;
|
|
}
|
|
else
|
|
{
|
|
// If the character doesn't exist in the font then we don't want a blank space, we just want to skip it
|
|
if (this.grabData[line.charCodeAt(c)] >= 0)
|
|
{
|
|
this.stamp.frame = this.grabData[line.charCodeAt(c)];
|
|
this.renderXY(this.stamp, x, y, false);
|
|
|
|
x += this.characterWidth + customSpacingX;
|
|
|
|
if (x > this.width)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Works out the longest line of text in _text and returns its length
|
|
*
|
|
* @method Phaser.RetroFont#getLongestLine
|
|
* @memberof Phaser.RetroFont
|
|
* @return {number} The length of the longest line of text.
|
|
*/
|
|
Phaser.RetroFont.prototype.getLongestLine = function () {
|
|
|
|
var longestLine = 0;
|
|
|
|
if (this._text.length > 0)
|
|
{
|
|
var lines = this._text.split("\n");
|
|
|
|
for (var i = 0; i < lines.length; i++)
|
|
{
|
|
if (lines[i].length > longestLine)
|
|
{
|
|
longestLine = lines[i].length;
|
|
}
|
|
}
|
|
}
|
|
|
|
return longestLine;
|
|
};
|
|
|
|
/**
|
|
* Internal helper function that removes all unsupported characters from the _text String, leaving only characters contained in the font set.
|
|
*
|
|
* @method Phaser.RetroFont#removeUnsupportedCharacters
|
|
* @memberof Phaser.RetroFont
|
|
* @protected
|
|
* @param {boolean} [stripCR=true] - Should it strip carriage returns as well?
|
|
* @return {string} A clean version of the string.
|
|
*/
|
|
Phaser.RetroFont.prototype.removeUnsupportedCharacters = function (stripCR) {
|
|
|
|
var newString = "";
|
|
|
|
for (var c = 0; c < this._text.length; c++)
|
|
{
|
|
var aChar = this._text[c];
|
|
var code = aChar.charCodeAt(0);
|
|
|
|
if (this.grabData[code] >= 0 || (!stripCR && aChar === "\n"))
|
|
{
|
|
newString = newString.concat(aChar);
|
|
}
|
|
}
|
|
|
|
return newString;
|
|
|
|
};
|
|
|
|
/**
|
|
* Updates the x and/or y offset that the font is rendered from. This updates all of the texture frames, so be careful how often it is called.
|
|
* Note that the values given for the x and y properties are either ADDED to or SUBTRACTED from (if negative) the existing offsetX/Y values of the characters.
|
|
* So if the current offsetY is 8 and you want it to start rendering from y16 you would call updateOffset(0, 8) to add 8 to the current y offset.
|
|
*
|
|
* @method Phaser.RetroFont#updateOffset
|
|
* @memberof Phaser.RetroFont
|
|
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
|
|
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
|
|
*/
|
|
Phaser.RetroFont.prototype.updateOffset = function (x, y) {
|
|
|
|
if (this.offsetX === x && this.offsetY === y)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var diffX = x - this.offsetX;
|
|
var diffY = y - this.offsetY;
|
|
|
|
var frames = this.game.cache.getFrameData(this.stamp.key).getFrames();
|
|
var i = frames.length;
|
|
|
|
while (i--)
|
|
{
|
|
frames[i].x += diffX;
|
|
frames[i].y += diffY;
|
|
}
|
|
|
|
this.buildRetroFontText();
|
|
|
|
};
|
|
|
|
/**
|
|
* @name Phaser.RetroFont#text
|
|
* @property {string} text - Set this value to update the text in this sprite. Carriage returns are automatically stripped out if multiLine is false. Text is converted to upper case if autoUpperCase is true.
|
|
*/
|
|
Object.defineProperty(Phaser.RetroFont.prototype, "text", {
|
|
|
|
get: function () {
|
|
|
|
return this._text;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
var newText;
|
|
|
|
if (this.autoUpperCase)
|
|
{
|
|
newText = value.toUpperCase();
|
|
}
|
|
else
|
|
{
|
|
newText = value;
|
|
}
|
|
|
|
if (newText !== this._text)
|
|
{
|
|
this._text = newText;
|
|
|
|
this.removeUnsupportedCharacters(this.multiLine);
|
|
|
|
this.buildRetroFontText();
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.RetroFont#smoothed
|
|
* @property {boolean} smoothed - Sets if the stamp is smoothed or not.
|
|
*/
|
|
Object.defineProperty(Phaser.RetroFont.prototype, "smoothed", {
|
|
|
|
get: function () {
|
|
|
|
return this.stamp.smoothed;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.stamp.smoothed = value;
|
|
this.buildRetroFontText();
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
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|
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|
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</div>
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<div class="clearfix"></div>
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<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2016 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
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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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