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1921 lines
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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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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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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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 class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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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 class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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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 class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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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 class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.Plugin.PathManager.html">PathManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rope.html">Rope</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.SoundManager.html">SoundManager</a>
|
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</li>
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<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
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|
<li class="class-depth-1">
|
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Video.html">Video</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Weapon.html">Weapon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EarCut.html">EarCut</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.PIXI.html">PIXI</a>
|
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</li>
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<li class="class-depth-2">
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.PixiShader.html">PixiShader</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Rope.html">Rope</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
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|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
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</li>
|
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|
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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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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#AUTO">AUTO</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#blendModes">blendModes</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#BUTTON">BUTTON</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CANVAS">CANVAS</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#CENTER">CENTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CIRCLE">CIRCLE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CREATURE">CREATURE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#displayList">displayList</a>
|
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</li>
|
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|
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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>
|
|
</li>
|
|
|
|
<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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|
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<li class="class-depth-0">
|
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<a href="global.html#GROUP">GROUP</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#HEADLESS">HEADLESS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#IMAGE">IMAGE</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT">LEFT</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LINE">LINE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#listeners">listeners</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#MATRIX">MATRIX</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#NONE">NONE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#off">off</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#on">on</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#once">once</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#POINT">POINT</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#POINTER">POINTER</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#POLYGON">POLYGON</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#PORTRAIT">PORTRAIT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#RECTANGLE">RECTANGLE</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#removeAllListeners">removeAllListeners</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RETROFONT">RETROFONT</a>
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<a href="global.html#scaleModes">scaleModes</a>
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<a href="global.html#SPRITE">SPRITE</a>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
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<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
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<a href="global.html#stopPropagation">stopPropagation</a>
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<a href="global.html#TEXT">TEXT</a>
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<a href="global.html#TILEMAP">TILEMAP</a>
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<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
|
|
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|
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<a href="global.html#TILESPRITE">TILESPRITE</a>
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<a href="global.html#VERSION">VERSION</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</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="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
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|
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|
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<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
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|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
|
</ul>
|
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</li>
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
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</div>
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<div class="row-fluid">
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<div class="span12">
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<div id="main">
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|
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<h1 class="page-title">Source: src/physics/ninja/Body.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than
|
|
* the Sprite itself. For example you can set the velocity, bounce values etc all on the Body.
|
|
*
|
|
* @class Phaser.Physics.Ninja.Body
|
|
* @constructor
|
|
* @param {Phaser.Physics.Ninja} system - The physics system this Body belongs to.
|
|
* @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to.
|
|
* @param {number} [type=1] - The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile.
|
|
* @param {number} [id=1] - If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.
|
|
* @param {number} [radius=16] - If this body is using a Circle shape this controls the radius.
|
|
* @param {number} [x=0] - The x coordinate of this Body. This is only used if a sprite is not provided.
|
|
* @param {number} [y=0] - The y coordinate of this Body. This is only used if a sprite is not provided.
|
|
* @param {number} [width=0] - The width of this Body. This is only used if a sprite is not provided.
|
|
* @param {number} [height=0] - The height of this Body. This is only used if a sprite is not provided.
|
|
*/
|
|
Phaser.Physics.Ninja.Body = function (system, sprite, type, id, radius, x, y, width, height) {
|
|
|
|
sprite = sprite || null;
|
|
|
|
if (type === undefined) { type = 1; }
|
|
if (id === undefined) { id = 1; }
|
|
if (radius === undefined) { radius = 16; }
|
|
|
|
/**
|
|
* @property {Phaser.Sprite} sprite - Reference to the parent Sprite.
|
|
*/
|
|
this.sprite = sprite;
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - Local reference to game.
|
|
*/
|
|
this.game = system.game;
|
|
|
|
/**
|
|
* @property {number} type - The type of physics system this body belongs to.
|
|
*/
|
|
this.type = Phaser.Physics.NINJA;
|
|
|
|
/**
|
|
* @property {Phaser.Physics.Ninja} system - The parent physics system.
|
|
*/
|
|
this.system = system;
|
|
|
|
/**
|
|
* @property {Phaser.Physics.Ninja.AABB} aabb - The AABB object this body is using for collision.
|
|
*/
|
|
this.aabb = null;
|
|
|
|
/**
|
|
* @property {Phaser.Physics.Ninja.Tile} tile - The Tile object this body is using for collision.
|
|
*/
|
|
this.tile = null;
|
|
|
|
/**
|
|
* @property {Phaser.Physics.Ninja.Circle} circle - The Circle object this body is using for collision.
|
|
*/
|
|
this.circle = null;
|
|
|
|
/**
|
|
* @property {object} shape - A local reference to the body shape.
|
|
*/
|
|
this.shape = null;
|
|
|
|
// Setting drag to 0 and friction to 0 means you get a normalised speed (px psec)
|
|
|
|
/**
|
|
* @property {number} drag - The drag applied to this object as it moves.
|
|
* @default
|
|
*/
|
|
this.drag = 1;
|
|
|
|
/**
|
|
* @property {number} friction - The friction applied to this object as it moves.
|
|
* @default
|
|
*/
|
|
this.friction = 0.05;
|
|
|
|
/**
|
|
* @property {number} gravityScale - How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc.
|
|
* @default
|
|
*/
|
|
this.gravityScale = 1;
|
|
|
|
/**
|
|
* @property {number} bounce - The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering.
|
|
* @default
|
|
*/
|
|
this.bounce = 0.3;
|
|
|
|
/**
|
|
* @property {Phaser.Point} velocity - The velocity in pixels per second sq. of the Body.
|
|
*/
|
|
this.velocity = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {number} facing - A const reference to the direction the Body is traveling or facing.
|
|
* @default
|
|
*/
|
|
this.facing = Phaser.NONE;
|
|
|
|
/**
|
|
* @property {boolean} immovable - An immovable Body will not receive any impacts from other bodies. Not fully implemented.
|
|
* @default
|
|
*/
|
|
this.immovable = false;
|
|
|
|
/**
|
|
* A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.
|
|
* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
|
|
*/
|
|
this.collideWorldBounds = true;
|
|
|
|
/**
|
|
* Set the checkCollision properties to control which directions collision is processed for this Body.
|
|
* For example checkCollision.up = false means it won't collide when the collision happened while moving up.
|
|
* @property {object} checkCollision - An object containing allowed collision.
|
|
*/
|
|
this.checkCollision = { none: false, any: true, up: true, down: true, left: true, right: true };
|
|
|
|
/**
|
|
* This object is populated with boolean values when the Body collides with another.
|
|
* touching.up = true means the collision happened to the top of this Body for example.
|
|
* @property {object} touching - An object containing touching results.
|
|
*/
|
|
this.touching = { none: true, up: false, down: false, left: false, right: false };
|
|
|
|
/**
|
|
* This object is populated with previous touching values from the bodies previous collision.
|
|
* @property {object} wasTouching - An object containing previous touching results.
|
|
*/
|
|
this.wasTouching = { none: true, up: false, down: false, left: false, right: false };
|
|
|
|
/**
|
|
* @property {number} maxSpeed - The maximum speed this body can travel at (taking drag and friction into account)
|
|
* @default
|
|
*/
|
|
this.maxSpeed = 8;
|
|
|
|
if (sprite)
|
|
{
|
|
x = sprite.x;
|
|
y = sprite.y;
|
|
width = sprite.width;
|
|
height = sprite.height;
|
|
|
|
if (sprite.anchor.x === 0)
|
|
{
|
|
x += (sprite.width * 0.5);
|
|
}
|
|
|
|
if (sprite.anchor.y === 0)
|
|
{
|
|
y += (sprite.height * 0.5);
|
|
}
|
|
}
|
|
|
|
if (type === 1)
|
|
{
|
|
this.aabb = new Phaser.Physics.Ninja.AABB(this, x, y, width, height);
|
|
this.shape = this.aabb;
|
|
}
|
|
else if (type === 2)
|
|
{
|
|
this.circle = new Phaser.Physics.Ninja.Circle(this, x, y, radius);
|
|
this.shape = this.circle;
|
|
}
|
|
else if (type === 3)
|
|
{
|
|
this.tile = new Phaser.Physics.Ninja.Tile(this, x, y, width, height, id);
|
|
this.shape = this.tile;
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Physics.Ninja.Body.prototype = {
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method Phaser.Physics.Ninja.Body#preUpdate
|
|
* @protected
|
|
*/
|
|
preUpdate: function () {
|
|
|
|
// Store and reset collision flags
|
|
this.wasTouching.none = this.touching.none;
|
|
this.wasTouching.up = this.touching.up;
|
|
this.wasTouching.down = this.touching.down;
|
|
this.wasTouching.left = this.touching.left;
|
|
this.wasTouching.right = this.touching.right;
|
|
|
|
this.touching.none = true;
|
|
this.touching.up = false;
|
|
this.touching.down = false;
|
|
this.touching.left = false;
|
|
this.touching.right = false;
|
|
|
|
this.shape.integrate();
|
|
|
|
if (this.collideWorldBounds)
|
|
{
|
|
this.shape.collideWorldBounds();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method.
|
|
*
|
|
* @method Phaser.Physics.Ninja.Body#postUpdate
|
|
* @protected
|
|
*/
|
|
postUpdate: function () {
|
|
|
|
if (this.sprite)
|
|
{
|
|
if (this.sprite.type === Phaser.TILESPRITE)
|
|
{
|
|
// TileSprites don't use their anchor property, so we need to adjust the coordinates
|
|
this.sprite.x = this.shape.pos.x - this.shape.xw;
|
|
this.sprite.y = this.shape.pos.y - this.shape.yw;
|
|
}
|
|
else
|
|
{
|
|
this.sprite.x = this.shape.pos.x;
|
|
this.sprite.y = this.shape.pos.y;
|
|
}
|
|
}
|
|
|
|
if (this.velocity.x < 0)
|
|
{
|
|
this.facing = Phaser.LEFT;
|
|
}
|
|
else if (this.velocity.x > 0)
|
|
{
|
|
this.facing = Phaser.RIGHT;
|
|
}
|
|
|
|
if (this.velocity.y < 0)
|
|
{
|
|
this.facing = Phaser.UP;
|
|
}
|
|
else if (this.velocity.y > 0)
|
|
{
|
|
this.facing = Phaser.DOWN;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops all movement of this body.
|
|
*
|
|
* @method Phaser.Physics.Ninja.Body#setZeroVelocity
|
|
*/
|
|
setZeroVelocity: function () {
|
|
|
|
this.shape.oldpos.x = this.shape.pos.x;
|
|
this.shape.oldpos.y = this.shape.pos.y;
|
|
|
|
},
|
|
|
|
/**
|
|
* Moves the Body forwards based on its current angle and the given speed.
|
|
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
|
|
*
|
|
* @method Phaser.Physics.Body#moveTo
|
|
* @param {number} speed - The speed at which it should move forwards.
|
|
* @param {number} angle - The angle in which it should move, given in degrees.
|
|
*/
|
|
moveTo: function (speed, angle) {
|
|
|
|
var magnitude = speed * this.game.time.physicsElapsed;
|
|
var angle = this.game.math.degToRad(angle);
|
|
|
|
this.shape.pos.x = this.shape.oldpos.x + (magnitude * Math.cos(angle));
|
|
this.shape.pos.y = this.shape.oldpos.y + (magnitude * Math.sin(angle));
|
|
|
|
},
|
|
|
|
/**
|
|
* Moves the Body backwards based on its current angle and the given speed.
|
|
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
|
|
*
|
|
* @method Phaser.Physics.Body#moveBackward
|
|
* @param {number} speed - The speed at which it should move backwards.
|
|
* @param {number} angle - The angle in which it should move, given in degrees.
|
|
*/
|
|
moveFrom: function (speed, angle) {
|
|
|
|
var magnitude = -speed * this.game.time.physicsElapsed;
|
|
var angle = this.game.math.degToRad(angle);
|
|
|
|
this.shape.pos.x = this.shape.oldpos.x + (magnitude * Math.cos(angle));
|
|
this.shape.pos.y = this.shape.oldpos.y + (magnitude * Math.sin(angle));
|
|
|
|
},
|
|
|
|
/**
|
|
* If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.
|
|
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
|
|
*
|
|
* @method Phaser.Physics.Body#moveLeft
|
|
* @param {number} speed - The speed at which it should move to the left, in pixels per second.
|
|
*/
|
|
moveLeft: function (speed) {
|
|
|
|
var fx = -speed * this.game.time.physicsElapsed;
|
|
|
|
this.shape.pos.x = this.shape.oldpos.x + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.x - this.shape.oldpos.x + fx));
|
|
|
|
},
|
|
|
|
/**
|
|
* If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed.
|
|
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
|
|
*
|
|
* @method Phaser.Physics.Body#moveRight
|
|
* @param {number} speed - The speed at which it should move to the right, in pixels per second.
|
|
*/
|
|
moveRight: function (speed) {
|
|
|
|
var fx = speed * this.game.time.physicsElapsed;
|
|
|
|
this.shape.pos.x = this.shape.oldpos.x + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.x - this.shape.oldpos.x + fx));
|
|
|
|
},
|
|
|
|
/**
|
|
* If this Body is dynamic then this will move it up by setting its y velocity to the given speed.
|
|
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
|
|
*
|
|
* @method Phaser.Physics.Body#moveUp
|
|
* @param {number} speed - The speed at which it should move up, in pixels per second.
|
|
*/
|
|
moveUp: function (speed) {
|
|
|
|
var fx = -speed * this.game.time.physicsElapsed;
|
|
|
|
this.shape.pos.y = this.shape.oldpos.y + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.y - this.shape.oldpos.y + fx));
|
|
|
|
},
|
|
|
|
/**
|
|
* If this Body is dynamic then this will move it down by setting its y velocity to the given speed.
|
|
* The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
|
|
*
|
|
* @method Phaser.Physics.Body#moveDown
|
|
* @param {number} speed - The speed at which it should move down, in pixels per second.
|
|
*/
|
|
moveDown: function (speed) {
|
|
|
|
var fx = speed * this.game.time.physicsElapsed;
|
|
|
|
this.shape.pos.y = this.shape.oldpos.y + Math.min(this.maxSpeed, Math.max(-this.maxSpeed, this.shape.pos.y - this.shape.oldpos.y + fx));
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets all Body values and repositions on the Sprite.
|
|
*
|
|
* @method Phaser.Physics.Ninja.Body#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
this.velocity.set(0);
|
|
|
|
this.shape.pos.x = this.sprite.x;
|
|
this.shape.pos.y = this.sprite.y;
|
|
|
|
this.shape.oldpos.copyFrom(this.shape.pos);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the absolute delta x value.
|
|
*
|
|
* @method Phaser.Physics.Ninja.Body#deltaAbsX
|
|
* @return {number} The absolute delta value.
|
|
*/
|
|
deltaAbsX: function () {
|
|
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
|
},
|
|
|
|
/**
|
|
* Returns the absolute delta y value.
|
|
*
|
|
* @method Phaser.Physics.Ninja.Body#deltaAbsY
|
|
* @return {number} The absolute delta value.
|
|
*/
|
|
deltaAbsY: function () {
|
|
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
|
|
},
|
|
|
|
/**
|
|
* Returns the delta x value. The difference between Body.x now and in the previous step.
|
|
*
|
|
* @method Phaser.Physics.Ninja.Body#deltaX
|
|
* @return {number} The delta value. Positive if the motion was to the right, negative if to the left.
|
|
*/
|
|
deltaX: function () {
|
|
return this.shape.pos.x - this.shape.oldpos.x;
|
|
},
|
|
|
|
/**
|
|
* Returns the delta y value. The difference between Body.y now and in the previous step.
|
|
*
|
|
* @method Phaser.Physics.Ninja.Body#deltaY
|
|
* @return {number} The delta value. Positive if the motion was downwards, negative if upwards.
|
|
*/
|
|
deltaY: function () {
|
|
return this.shape.pos.y - this.shape.oldpos.y;
|
|
},
|
|
|
|
/**
|
|
* Destroys this body's reference to the sprite and system, and destroys its shape.
|
|
*
|
|
* @method Phaser.Physics.Ninja.Body#destroy
|
|
*/
|
|
destroy: function() {
|
|
this.sprite = null;
|
|
this.system = null;
|
|
this.aabb = null;
|
|
this.tile = null;
|
|
this.circle = null;
|
|
|
|
this.shape.destroy();
|
|
this.shape = null;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Body#x
|
|
* @property {number} x - The x position.
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "x", {
|
|
|
|
get: function () {
|
|
return this.shape.pos.x;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.shape.pos.x = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Body#y
|
|
* @property {number} y - The y position.
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "y", {
|
|
|
|
get: function () {
|
|
return this.shape.pos.y;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.shape.pos.y = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Body#width
|
|
* @property {number} width - The width of this Body
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "width", {
|
|
|
|
get: function () {
|
|
return this.shape.width;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Body#height
|
|
* @property {number} height - The height of this Body
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "height", {
|
|
|
|
get: function () {
|
|
return this.shape.height;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Body#bottom
|
|
* @property {number} bottom - The bottom value of this Body (same as Body.y + Body.height)
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "bottom", {
|
|
|
|
get: function () {
|
|
return this.shape.pos.y + this.shape.yw;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Body#right
|
|
* @property {number} right - The right value of this Body (same as Body.x + Body.width)
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "right", {
|
|
|
|
get: function () {
|
|
return this.shape.pos.x + this.shape.xw;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Body#speed
|
|
* @property {number} speed - The speed of this Body
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "speed", {
|
|
|
|
get: function () {
|
|
return Math.sqrt(this.shape.velocity.x * this.shape.velocity.x + this.shape.velocity.y * this.shape.velocity.y);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Physics.Ninja.Body#angle
|
|
* @property {number} angle - The angle of this Body
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Physics.Ninja.Body.prototype, "angle", {
|
|
|
|
get: function () {
|
|
return Math.atan2(this.shape.velocity.y, this.shape.velocity.x);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Render Sprite's Body.
|
|
*
|
|
* @method Phaser.Physics.Ninja.Body#render
|
|
* @param {object} context - The context to render to.
|
|
* @param {Phaser.Physics.Ninja.Body} body - The Body to render.
|
|
* @param {string} [color='rgba(0,255,0,0.4)'] - color of the debug shape to be rendered. (format is css color string).
|
|
* @param {boolean} [filled=true] - Render the shape as a filled (default, true) or a stroked (false)
|
|
*/
|
|
Phaser.Physics.Ninja.Body.render = function(context, body, color, filled) {
|
|
color = color || 'rgba(0,255,0,0.4)';
|
|
|
|
if (filled === undefined)
|
|
{
|
|
filled = true;
|
|
}
|
|
|
|
if (body.aabb || body.circle)
|
|
{
|
|
body.shape.render(context, body.game.camera.x, body.game.camera.y, color, filled);
|
|
}
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
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|
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|
|
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</div>
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|
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<div class="clearfix"></div>
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<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2016 Photon Storm Ltd.
|
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</span>
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<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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</span>
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