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https://github.com/photonstorm/phaser
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2688 lines
76 KiB
HTML
Executable file
2688 lines
76 KiB
HTML
Executable file
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>Phaser Source: src/tilemap/TilemapLayer.js</title>
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class="caret"></b></a>
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<a href="Phaser.html">Phaser</a>
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<a href="PIXI.html">PIXI</a>
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class="caret"></b></a>
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<a href="Event.html">Event</a>
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<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
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<a href="Phaser.AudioSprite.html">AudioSprite</a>
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<a href="Phaser.Button.html">Button</a>
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<a href="Phaser.Cache.html">Cache</a>
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<li class="class-depth-1">
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<a href="Phaser.Camera.html">Camera</a>
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<a href="Phaser.Canvas.html">Canvas</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Circle.html">Circle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Color.html">Color</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.Angle.html">Angle</a>
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<a href="Phaser.Component.Animation.html">Animation</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.AutoCull.html">AutoCull</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Bounds.html">Bounds</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.BringToTop.html">BringToTop</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Core.html">Core</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Crop.html">Crop</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Delta.html">Delta</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Destroy.html">Destroy</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.Health.html">Health</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.InCamera.html">InCamera</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.InputEnabled.html">InputEnabled</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.InWorld.html">InWorld</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Component.LifeSpan.html">LifeSpan</a>
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</li>
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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>
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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>
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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>
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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>
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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>
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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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|
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|
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<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
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<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
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<a href="global.html#ROPE">ROPE</a>
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|
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
|
|
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|
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|
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<li class="class-depth-0">
|
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<a href="global.html#scaleModes">scaleModes</a>
|
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|
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|
|
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|
|
<a href="global.html#SPRITE">SPRITE</a>
|
|
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|
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|
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<li class="class-depth-0">
|
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
|
|
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|
|
|
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|
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<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
|
|
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|
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|
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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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|
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<li class="class-depth-0">
|
|
<a href="global.html#TILEMAP">TILEMAP</a>
|
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|
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|
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<li class="class-depth-0">
|
|
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
|
|
</li>
|
|
|
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<li class="class-depth-0">
|
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<a href="global.html#TILESPRITE">TILESPRITE</a>
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<a href="global.html#TOP_CENTER">TOP_CENTER</a>
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<a href="global.html#TOP_LEFT">TOP_LEFT</a>
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<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
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<a href="global.html#UP">UP</a>
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<a href="global.html#VERSION">VERSION</a>
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<a href="global.html#VERTICAL">VERTICAL</a>
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<a href="global.html#VIDEO">VIDEO</a>
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<a href="global.html#WEBGL">WEBGL</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
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<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<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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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
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|
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</li>
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
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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>
|
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<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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</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 ">
|
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
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<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
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<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>
|
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<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></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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<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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|
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<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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</div>
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<div class="row-fluid">
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<div class="span12">
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<div id="main">
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|
|
|
|
|
|
<h1 class="page-title">Source: src/tilemap/TilemapLayer.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}
|
|
*/
|
|
|
|
/**
|
|
* A TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap.
|
|
*
|
|
* Since a TilemapLayer is a Sprite it can be moved around the display, added to other groups or display objects, etc.
|
|
*
|
|
* By default TilemapLayers have fixedToCamera set to `true`. Changing this will break Camera follow and scrolling behavior.
|
|
*
|
|
* @class Phaser.TilemapLayer
|
|
* @extends Phaser.Sprite
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Game reference to the currently running game.
|
|
* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.
|
|
* @param {integer} index - The index of the TileLayer to render within the Tilemap.
|
|
* @param {integer} width - Width of the renderable area of the layer (in pixels).
|
|
* @param {integer} height - Height of the renderable area of the layer (in pixels).
|
|
*/
|
|
Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
|
|
|
|
width |= 0;
|
|
height |= 0;
|
|
|
|
Phaser.Sprite.call(this, game, 0, 0);
|
|
|
|
/**
|
|
* The Tilemap to which this layer is bound.
|
|
* @property {Phaser.Tilemap} map
|
|
* @protected
|
|
* @readonly
|
|
*/
|
|
this.map = tilemap;
|
|
|
|
/**
|
|
* The index of this layer within the Tilemap.
|
|
* @property {number} index
|
|
* @protected
|
|
* @readonly
|
|
*/
|
|
this.index = index;
|
|
|
|
/**
|
|
* The layer object within the Tilemap that this layer represents.
|
|
* @property {object} layer
|
|
* @protected
|
|
* @readonly
|
|
*/
|
|
this.layer = tilemap.layers[index];
|
|
|
|
/**
|
|
* The canvas to which this TilemapLayer draws.
|
|
* @property {HTMLCanvasElement} canvas
|
|
* @protected
|
|
*/
|
|
this.canvas = PIXI.CanvasPool.create(this, width, height);
|
|
|
|
/**
|
|
* The 2d context of the canvas.
|
|
* @property {CanvasRenderingContext2D} context
|
|
* @private
|
|
*/
|
|
this.context = this.canvas.getContext('2d');
|
|
|
|
this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas)));
|
|
|
|
/**
|
|
* The const type of this object.
|
|
* @property {number} type
|
|
* @readonly
|
|
* @protected
|
|
* @default Phaser.TILEMAPLAYER
|
|
*/
|
|
this.type = Phaser.TILEMAPLAYER;
|
|
|
|
/**
|
|
* @property {number} physicsType - The const physics body type of this object.
|
|
* @readonly
|
|
*/
|
|
this.physicsType = Phaser.TILEMAPLAYER;
|
|
|
|
/**
|
|
* Settings that control standard (non-diagnostic) rendering.
|
|
*
|
|
* @property {boolean} [enableScrollDelta=true] - Delta scroll rendering only draws tiles/edges as they come into view.
|
|
* This can greatly improve scrolling rendering performance, especially when there are many small tiles.
|
|
* It should only be disabled in rare cases.
|
|
*
|
|
* @property {?DOMCanvasElement} [copyCanvas=(auto)] - [Internal] If set, force using a separate (shared) copy canvas.
|
|
* Using a canvas bitblt/copy when the source and destinations region overlap produces unexpected behavior
|
|
* in some browsers, notably Safari.
|
|
*
|
|
* @default
|
|
*/
|
|
this.renderSettings = {
|
|
enableScrollDelta: false,
|
|
overdrawRatio: 0.20,
|
|
copyCanvas: null
|
|
};
|
|
|
|
/**
|
|
* Enable an additional "debug rendering" pass to display collision information.
|
|
*
|
|
* @property {boolean} debug
|
|
* @default
|
|
*/
|
|
this.debug = false;
|
|
|
|
/**
|
|
* @property {boolean} exists - Controls if the core game loop and physics update this game object or not.
|
|
*/
|
|
this.exists = true;
|
|
|
|
/**
|
|
* Settings used for debugging and diagnostics.
|
|
*
|
|
* @property {?string} missingImageFill - A tile is rendered as a rectangle using the following fill if a valid tileset/image cannot be found. A value of `null` prevents additional rendering for tiles without a valid tileset image. _This takes effect even when debug rendering for the layer is not enabled._
|
|
*
|
|
* @property {?string} debuggedTileOverfill - If a Tile has `Tile#debug` true then, after normal tile image rendering, a rectangle with the following fill is drawn above/over it. _This takes effect even when debug rendering for the layer is not enabled._
|
|
*
|
|
* @property {boolean} forceFullRedraw - When debug rendering (`debug` is true), and this option is enabled, the a full redraw is forced and rendering optimization is suppressed.
|
|
*
|
|
* @property {number} debugAlpha - When debug rendering (`debug` is true), the tileset is initially rendered with this alpha level. This can make the tile edges clearer.
|
|
*
|
|
* @property {?string} facingEdgeStroke - When debug rendering (`debug` is true), this color/stroke is used to draw "face" edges. A value of `null` disables coloring facing edges.
|
|
*
|
|
* @property {?string} collidingTileOverfill - When debug rendering (`debug` is true), this fill is used for tiles that are collidable. A value of `null` disables applying the additional overfill.
|
|
*
|
|
*/
|
|
this.debugSettings = {
|
|
|
|
missingImageFill: 'rgb(255,255,255)',
|
|
debuggedTileOverfill: 'rgba(0,255,0,0.4)',
|
|
|
|
forceFullRedraw: true,
|
|
|
|
debugAlpha: 0.5,
|
|
facingEdgeStroke: 'rgba(0,255,0,1)',
|
|
collidingTileOverfill: 'rgba(0,255,0,0.2)'
|
|
|
|
};
|
|
|
|
/**
|
|
* Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do).
|
|
* @property {number} scrollFactorX
|
|
* @public
|
|
* @default
|
|
*/
|
|
this.scrollFactorX = 1;
|
|
|
|
/**
|
|
* Speed at which this layer scrolls vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do)
|
|
* @property {number} scrollFactorY
|
|
* @public
|
|
* @default
|
|
*/
|
|
this.scrollFactorY = 1;
|
|
|
|
/**
|
|
* If true tiles will be force rendered, even if such is not believed to be required.
|
|
* @property {boolean} dirty
|
|
* @protected
|
|
*/
|
|
this.dirty = true;
|
|
|
|
/**
|
|
* When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance.
|
|
* @property {integer} rayStepRate
|
|
* @default
|
|
*/
|
|
this.rayStepRate = 4;
|
|
|
|
/**
|
|
* Flag controlling if the layer tiles wrap at the edges.
|
|
* @property {boolean} _wrap
|
|
* @private
|
|
*/
|
|
this._wrap = false;
|
|
|
|
/**
|
|
* Local map data and calculation cache.
|
|
* @property {object} _mc
|
|
* @private
|
|
*/
|
|
this._mc = {
|
|
|
|
// Used to bypass rendering without reliance on `dirty` and detect changes.
|
|
scrollX: 0,
|
|
scrollY: 0,
|
|
renderWidth: 0,
|
|
renderHeight: 0,
|
|
|
|
tileWidth: tilemap.tileWidth,
|
|
tileHeight: tilemap.tileHeight,
|
|
|
|
// Collision width/height (pixels)
|
|
// What purpose do these have? Most things use tile width/height directly.
|
|
// This also only extends collisions right and down.
|
|
cw: tilemap.tileWidth,
|
|
ch: tilemap.tileHeight,
|
|
|
|
// Cached tilesets from index -> Tileset
|
|
tilesets: []
|
|
|
|
};
|
|
|
|
/**
|
|
* The current canvas left after scroll is applied.
|
|
* @property {number} _scrollX
|
|
* @private
|
|
*/
|
|
this._scrollX = 0;
|
|
|
|
/**
|
|
* The current canvas top after scroll is applied.
|
|
* @propety {number} _scrollY
|
|
* @private
|
|
*/
|
|
this._scrollY = 0;
|
|
|
|
/**
|
|
* Used for caching the tiles / array of tiles.
|
|
* @property {Phaser.Tile[]} _results
|
|
* @private
|
|
*/
|
|
this._results = [];
|
|
|
|
if (!game.device.canvasBitBltShift)
|
|
{
|
|
this.renderSettings.copyCanvas = Phaser.TilemapLayer.ensureSharedCopyCanvas();
|
|
}
|
|
|
|
this.fixedToCamera = true;
|
|
|
|
};
|
|
|
|
Phaser.TilemapLayer.prototype = Object.create(Phaser.Sprite.prototype);
|
|
Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
|
|
|
|
Phaser.TilemapLayer.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
|
|
|
|
/**
|
|
* The shared double-copy canvas, created as needed.
|
|
*
|
|
* @private
|
|
* @static
|
|
*/
|
|
Phaser.TilemapLayer.sharedCopyCanvas = null;
|
|
|
|
/**
|
|
* Create if needed (and return) a shared copy canvas that is shared across all TilemapLayers.
|
|
*
|
|
* Code that uses the canvas is responsible to ensure the dimensions and save/restore state as appropriate.
|
|
*
|
|
* @method Phaser.TilemapLayer#ensureSharedCopyCanvas
|
|
* @protected
|
|
* @static
|
|
*/
|
|
Phaser.TilemapLayer.ensureSharedCopyCanvas = function () {
|
|
|
|
if (!this.sharedCopyCanvas)
|
|
{
|
|
this.sharedCopyCanvas = PIXI.CanvasPool.create(this, 2, 2);
|
|
}
|
|
|
|
return this.sharedCopyCanvas;
|
|
|
|
};
|
|
|
|
/**
|
|
* Automatically called by World.preUpdate.
|
|
*
|
|
* @method Phaser.TilemapLayer#preUpdate
|
|
*/
|
|
Phaser.TilemapLayer.prototype.preUpdate = function() {
|
|
|
|
return this.preUpdateCore();
|
|
|
|
};
|
|
|
|
/**
|
|
* Automatically called by World.postUpdate. Handles cache updates.
|
|
*
|
|
* @method Phaser.TilemapLayer#postUpdate
|
|
* @protected
|
|
*/
|
|
Phaser.TilemapLayer.prototype.postUpdate = function () {
|
|
|
|
if (this.fixedToCamera)
|
|
{
|
|
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
|
|
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
|
|
}
|
|
|
|
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
|
|
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
|
|
|
|
};
|
|
|
|
/**
|
|
* Automatically called by the Canvas Renderer.
|
|
* Overrides the Sprite._renderCanvas function.
|
|
*
|
|
* @method Phaser.TilemapLayer#_renderCanvas
|
|
* @private
|
|
*/
|
|
Phaser.TilemapLayer.prototype._renderCanvas = function (renderSession) {
|
|
|
|
if (this.fixedToCamera)
|
|
{
|
|
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
|
|
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
|
|
}
|
|
|
|
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
|
|
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
|
|
|
|
this.render();
|
|
|
|
PIXI.Sprite.prototype._renderCanvas.call(this, renderSession);
|
|
|
|
};
|
|
|
|
/**
|
|
* Automatically called by the Canvas Renderer.
|
|
* Overrides the Sprite._renderWebGL function.
|
|
*
|
|
* @method Phaser.TilemapLayer#_renderWebGL
|
|
* @private
|
|
*/
|
|
Phaser.TilemapLayer.prototype._renderWebGL = function (renderSession) {
|
|
|
|
if (this.fixedToCamera)
|
|
{
|
|
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
|
|
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
|
|
}
|
|
|
|
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
|
|
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
|
|
|
|
this.render();
|
|
|
|
PIXI.Sprite.prototype._renderWebGL.call(this, renderSession);
|
|
|
|
};
|
|
|
|
/**
|
|
* Destroys this TilemapLayer.
|
|
*
|
|
* @method Phaser.TilemapLayer#destroy
|
|
*/
|
|
Phaser.TilemapLayer.prototype.destroy = function() {
|
|
|
|
PIXI.CanvasPool.remove(this);
|
|
|
|
Phaser.Component.Destroy.prototype.destroy.call(this);
|
|
|
|
};
|
|
|
|
/**
|
|
* Resizes the internal canvas and texture frame used by this TilemapLayer.
|
|
*
|
|
* This is an expensive call, so don't bind it to a window resize event! But instead call it at carefully
|
|
* selected times.
|
|
*
|
|
* Be aware that no validation of the new sizes takes place and the current map scroll coordinates are not
|
|
* modified either. You will have to handle both of these things from your game code if required.
|
|
*
|
|
* @method Phaser.TilemapLayer#resize
|
|
* @param {number} width - The new width of the TilemapLayer
|
|
* @param {number} height - The new height of the TilemapLayer
|
|
*/
|
|
Phaser.TilemapLayer.prototype.resize = function (width, height) {
|
|
|
|
this.canvas.width = width;
|
|
this.canvas.height = height;
|
|
|
|
this.texture.frame.resize(width, height);
|
|
|
|
this.texture.width = width;
|
|
this.texture.height = height;
|
|
|
|
this.texture.crop.width = width;
|
|
this.texture.crop.height = height;
|
|
|
|
this.texture.baseTexture.width = width;
|
|
this.texture.baseTexture.height = height;
|
|
|
|
this.texture.baseTexture.dirty();
|
|
this.texture.requiresUpdate = true;
|
|
|
|
this.texture._updateUvs();
|
|
|
|
this.dirty = true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Sets the world size to match the size of this layer.
|
|
*
|
|
* @method Phaser.TilemapLayer#resizeWorld
|
|
* @public
|
|
*/
|
|
Phaser.TilemapLayer.prototype.resizeWorld = function () {
|
|
|
|
this.game.world.setBounds(0, 0, this.layer.widthInPixels * this.scale.x, this.layer.heightInPixels * this.scale.y);
|
|
|
|
};
|
|
|
|
/**
|
|
* Take an x coordinate that doesn't account for scrollFactorX and 'fix' it into a scrolled local space.
|
|
*
|
|
* @method Phaser.TilemapLayer#_fixX
|
|
* @private
|
|
* @param {number} x - x coordinate in camera space
|
|
* @return {number} x coordinate in scrollFactor-adjusted dimensions
|
|
*/
|
|
Phaser.TilemapLayer.prototype._fixX = function (x) {
|
|
|
|
if (this.scrollFactorX === 1 || (this.scrollFactorX === 0 && this.position.x === 0))
|
|
{
|
|
return x;
|
|
}
|
|
|
|
// This executes if the scrollFactorX is 0 and the x position of the tilemap is off from standard.
|
|
if (this.scrollFactorX === 0 && this.position.x !== 0)
|
|
{
|
|
return x - this.position.x;
|
|
}
|
|
|
|
return this._scrollX + (x - (this._scrollX / this.scrollFactorX));
|
|
|
|
};
|
|
|
|
/**
|
|
* Take an x coordinate that _does_ account for scrollFactorX and 'unfix' it back to camera space.
|
|
*
|
|
* @method Phaser.TilemapLayer#_unfixX
|
|
* @private
|
|
* @param {number} x - x coordinate in scrollFactor-adjusted dimensions
|
|
* @return {number} x coordinate in camera space
|
|
*/
|
|
Phaser.TilemapLayer.prototype._unfixX = function (x) {
|
|
|
|
if (this.scrollFactorX === 1)
|
|
{
|
|
return x;
|
|
}
|
|
|
|
return (this._scrollX / this.scrollFactorX) + (x - this._scrollX);
|
|
|
|
};
|
|
|
|
/**
|
|
* Take a y coordinate that doesn't account for scrollFactorY and 'fix' it into a scrolled local space.
|
|
*
|
|
* @method Phaser.TilemapLayer#_fixY
|
|
* @private
|
|
* @param {number} y - y coordinate in camera space
|
|
* @return {number} y coordinate in scrollFactor-adjusted dimensions
|
|
*/
|
|
Phaser.TilemapLayer.prototype._fixY = function (y) {
|
|
|
|
if (this.scrollFactorY === 1 || (this.scrollFactorY === 0 && this.position.y === 0))
|
|
{
|
|
return y;
|
|
}
|
|
|
|
// This executes if the scrollFactorY is 0 and the y position of the tilemap is off from standard.
|
|
if (this.scrollFactorY === 0 && this.position.y !== 0)
|
|
{
|
|
return y - this.position.y;
|
|
}
|
|
|
|
return this._scrollY + (y - (this._scrollY / this.scrollFactorY));
|
|
|
|
};
|
|
|
|
/**
|
|
* Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it back to camera space.
|
|
*
|
|
* @method Phaser.TilemapLayer#_unfixY
|
|
* @private
|
|
* @param {number} y - y coordinate in scrollFactor-adjusted dimensions
|
|
* @return {number} y coordinate in camera space
|
|
*/
|
|
Phaser.TilemapLayer.prototype._unfixY = function (y) {
|
|
|
|
if (this.scrollFactorY === 1)
|
|
{
|
|
return y;
|
|
}
|
|
|
|
return (this._scrollY / this.scrollFactorY) + (y - this._scrollY);
|
|
|
|
};
|
|
|
|
/**
|
|
* Convert a pixel value to a tile coordinate.
|
|
*
|
|
* @method Phaser.TilemapLayer#getTileX
|
|
* @public
|
|
* @param {number} x - X position of the point in target tile (in pixels).
|
|
* @return {integer} The X map location of the tile.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getTileX = function (x) {
|
|
|
|
// var tileWidth = this.tileWidth * this.scale.x;
|
|
return Math.floor(this._fixX(x) / this._mc.tileWidth);
|
|
|
|
};
|
|
|
|
/**
|
|
* Convert a pixel value to a tile coordinate.
|
|
*
|
|
* @method Phaser.TilemapLayer#getTileY
|
|
* @public
|
|
* @param {number} y - Y position of the point in target tile (in pixels).
|
|
* @return {integer} The Y map location of the tile.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getTileY = function (y) {
|
|
|
|
// var tileHeight = this.tileHeight * this.scale.y;
|
|
return Math.floor(this._fixY(y) / this._mc.tileHeight);
|
|
|
|
};
|
|
|
|
/**
|
|
* Convert a pixel coordinate to a tile coordinate.
|
|
*
|
|
* @method Phaser.TilemapLayer#getTileXY
|
|
* @public
|
|
* @param {number} x - X position of the point in target tile (in pixels).
|
|
* @param {number} y - Y position of the point in target tile (in pixels).
|
|
* @param {(Phaser.Point|object)} point - The Point/object to update.
|
|
* @return {(Phaser.Point|object)} A Point/object with its `x` and `y` properties set.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) {
|
|
|
|
point.x = this.getTileX(x);
|
|
point.y = this.getTileY(y);
|
|
|
|
return point;
|
|
|
|
};
|
|
|
|
/**
|
|
* Gets all tiles that intersect with the given line.
|
|
*
|
|
* @method Phaser.TilemapLayer#getRayCastTiles
|
|
* @public
|
|
* @param {Phaser.Line} line - The line used to determine which tiles to return.
|
|
* @param {integer} [stepRate=(rayStepRate)] - How many steps through the ray will we check? Defaults to `rayStepRate`.
|
|
* @param {boolean} [collides=false] - If true, _only_ return tiles that collide on one or more faces.
|
|
* @param {boolean} [interestingFace=false] - If true, _only_ return tiles that have interesting faces.
|
|
* @return {Phaser.Tile[]} An array of Phaser.Tiles.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getRayCastTiles = function (line, stepRate, collides, interestingFace) {
|
|
|
|
if (!stepRate) { stepRate = this.rayStepRate; }
|
|
if (collides === undefined) { collides = false; }
|
|
if (interestingFace === undefined) { interestingFace = false; }
|
|
|
|
// First get all tiles that touch the bounds of the line
|
|
var tiles = this.getTiles(line.x, line.y, line.width, line.height, collides, interestingFace);
|
|
|
|
if (tiles.length === 0)
|
|
{
|
|
return [];
|
|
}
|
|
|
|
// Now we only want the tiles that intersect with the points on this line
|
|
var coords = line.coordinatesOnLine(stepRate);
|
|
var results = [];
|
|
|
|
for (var i = 0; i < tiles.length; i++)
|
|
{
|
|
for (var t = 0; t < coords.length; t++)
|
|
{
|
|
var tile = tiles[i];
|
|
var coord = coords[t];
|
|
if (tile.containsPoint(coord[0], coord[1]))
|
|
{
|
|
results.push(tile);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return results;
|
|
|
|
};
|
|
|
|
/**
|
|
* Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles.
|
|
*
|
|
* @method Phaser.TilemapLayer#getTiles
|
|
* @public
|
|
* @param {number} x - X position of the top left corner (in pixels).
|
|
* @param {number} y - Y position of the top left corner (in pixels).
|
|
* @param {number} width - Width of the area to get (in pixels).
|
|
* @param {number} height - Height of the area to get (in pixels).
|
|
* @param {boolean} [collides=false] - If true, _only_ return tiles that collide on one or more faces.
|
|
* @param {boolean} [interestingFace=false] - If true, _only_ return tiles that have interesting faces.
|
|
* @return {array<Phaser.Tile>} An array of Tiles.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides, interestingFace) {
|
|
|
|
// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
|
|
if (collides === undefined) { collides = false; }
|
|
if (interestingFace === undefined) { interestingFace = false; }
|
|
|
|
var fetchAll = !(collides || interestingFace);
|
|
|
|
// Adjust the x,y coordinates for scrollFactor
|
|
x = this._fixX(x);
|
|
y = this._fixY(y);
|
|
|
|
// Convert the pixel values into tile coordinates
|
|
var tx = Math.floor(x / (this._mc.cw * this.scale.x));
|
|
var ty = Math.floor(y / (this._mc.ch * this.scale.y));
|
|
// Don't just use ceil(width/cw) to allow account for x/y diff within cell
|
|
var tw = Math.ceil((x + width) / (this._mc.cw * this.scale.x)) - tx;
|
|
var th = Math.ceil((y + height) / (this._mc.ch * this.scale.y)) - ty;
|
|
|
|
while (this._results.length)
|
|
{
|
|
this._results.pop();
|
|
}
|
|
|
|
for (var wy = ty; wy < ty + th; wy++)
|
|
{
|
|
for (var wx = tx; wx < tx + tw; wx++)
|
|
{
|
|
var row = this.layer.data[wy];
|
|
|
|
if (row && row[wx])
|
|
{
|
|
if (fetchAll || row[wx].isInteresting(collides, interestingFace))
|
|
{
|
|
this._results.push(row[wx]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return this._results.slice();
|
|
|
|
};
|
|
|
|
/**
|
|
* Returns the appropriate tileset for the index, updating the internal cache as required.
|
|
* This should only be called if `tilesets[index]` evaluates to undefined.
|
|
*
|
|
* @method Phaser.TilemapLayer#resolveTileset
|
|
* @private
|
|
* @param {integer} Tile index
|
|
* @return {Phaser.Tileset|null} Returns the associated tileset or null if there is no such mapping.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.resolveTileset = function (tileIndex) {
|
|
|
|
var tilesets = this._mc.tilesets;
|
|
|
|
// Try for dense array if reasonable
|
|
if (tileIndex < 2000)
|
|
{
|
|
while (tilesets.length < tileIndex)
|
|
{
|
|
tilesets.push(undefined);
|
|
}
|
|
}
|
|
|
|
var setIndex = this.map.tiles[tileIndex] && this.map.tiles[tileIndex][2];
|
|
|
|
if (setIndex !== null)
|
|
{
|
|
var tileset = this.map.tilesets[setIndex];
|
|
|
|
if (tileset && tileset.containsTileIndex(tileIndex))
|
|
{
|
|
return (tilesets[tileIndex] = tileset);
|
|
}
|
|
}
|
|
|
|
return (tilesets[tileIndex] = null);
|
|
|
|
};
|
|
|
|
/**
|
|
* The TilemapLayer caches tileset look-ups.
|
|
*
|
|
* Call this method of clear the cache if tilesets have been added or updated after the layer has been rendered.
|
|
*
|
|
* @method Phaser.TilemapLayer#resetTilesetCache
|
|
* @public
|
|
*/
|
|
Phaser.TilemapLayer.prototype.resetTilesetCache = function () {
|
|
|
|
var tilesets = this._mc.tilesets;
|
|
|
|
while (tilesets.length)
|
|
{
|
|
tilesets.pop();
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* This method will set the scale of the tilemap as well as update the underlying block data of this layer.
|
|
*
|
|
* @method Phaser.TilemapLayer#setScale
|
|
* @param {number} [xScale=1] - The scale factor along the X-plane
|
|
* @param {number} [yScale] - The scale factor along the Y-plane
|
|
*/
|
|
Phaser.TilemapLayer.prototype.setScale = function (xScale, yScale) {
|
|
|
|
xScale = xScale || 1;
|
|
yScale = yScale || xScale;
|
|
|
|
for (var y = 0; y < this.layer.data.length; y++)
|
|
{
|
|
var row = this.layer.data[y];
|
|
|
|
for (var x = 0; x < row.length; x++)
|
|
{
|
|
var tile = row[x];
|
|
|
|
tile.width = this.map.tileWidth * xScale;
|
|
tile.height = this.map.tileHeight * yScale;
|
|
|
|
tile.worldX = tile.x * tile.width;
|
|
tile.worldY = tile.y * tile.height;
|
|
}
|
|
}
|
|
|
|
this.scale.setTo(xScale, yScale);
|
|
|
|
};
|
|
|
|
/**
|
|
* Shifts the contents of the canvas - does extra math so that different browsers agree on the result.
|
|
*
|
|
* The specified (x/y) will be shifted to (0,0) after the copy and the newly exposed canvas area will need to be filled in.
|
|
*
|
|
* @method Phaser.TilemapLayer#shiftCanvas
|
|
* @private
|
|
* @param {CanvasRenderingContext2D} context - The context to shift
|
|
* @param {integer} x
|
|
* @param {integer} y
|
|
*/
|
|
Phaser.TilemapLayer.prototype.shiftCanvas = function (context, x, y) {
|
|
|
|
var canvas = context.canvas;
|
|
var copyW = canvas.width - Math.abs(x);
|
|
var copyH = canvas.height - Math.abs(y);
|
|
|
|
// When x/y non-negative
|
|
var dx = 0;
|
|
var dy = 0;
|
|
var sx = x;
|
|
var sy = y;
|
|
|
|
if (x < 0)
|
|
{
|
|
dx = -x;
|
|
sx = 0;
|
|
}
|
|
|
|
if (y < 0)
|
|
{
|
|
dy = -y;
|
|
sy = 0;
|
|
}
|
|
|
|
var copyCanvas = this.renderSettings.copyCanvas;
|
|
|
|
if (copyCanvas)
|
|
{
|
|
// Use a second copy buffer, without slice support, for Safari .. again.
|
|
// Ensure copy canvas is large enough
|
|
if (copyCanvas.width < copyW || copyCanvas.height < copyH)
|
|
{
|
|
copyCanvas.width = copyW;
|
|
copyCanvas.height = copyH;
|
|
}
|
|
|
|
var copyContext = copyCanvas.getContext('2d');
|
|
copyContext.clearRect(0, 0, copyW, copyH);
|
|
copyContext.drawImage(canvas, dx, dy, copyW, copyH, 0, 0, copyW, copyH);
|
|
// clear allows default 'source-over' semantics
|
|
context.clearRect(sx, sy, copyW, copyH);
|
|
context.drawImage(copyCanvas, 0, 0, copyW, copyH, sx, sy, copyW, copyH);
|
|
}
|
|
else
|
|
{
|
|
// Avoids a second copy but flickers in Safari / Safari Mobile
|
|
// Ref. https://github.com/photonstorm/phaser/issues/1439
|
|
context.save();
|
|
context.globalCompositeOperation = 'copy';
|
|
context.drawImage(canvas, dx, dy, copyW, copyH, sx, sy, copyW, copyH);
|
|
context.restore();
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Render tiles in the given area given by the virtual tile coordinates biased by the given scroll factor.
|
|
* This will constrain the tile coordinates based on wrapping but not physical coordinates.
|
|
*
|
|
* @method Phaser.TilemapLayer#renderRegion
|
|
* @private
|
|
* @param {integer} scrollX - Render x offset/scroll.
|
|
* @param {integer} scrollY - Render y offset/scroll.
|
|
* @param {integer} left - Leftmost column to render.
|
|
* @param {integer} top - Topmost row to render.
|
|
* @param {integer} right - Rightmost column to render.
|
|
* @param {integer} bottom - Bottommost row to render.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.renderRegion = function (scrollX, scrollY, left, top, right, bottom) {
|
|
|
|
var context = this.context;
|
|
|
|
var width = this.layer.width;
|
|
var height = this.layer.height;
|
|
var tw = this._mc.tileWidth;
|
|
var th = this._mc.tileHeight;
|
|
|
|
var tilesets = this._mc.tilesets;
|
|
var lastAlpha = NaN;
|
|
|
|
if (!this._wrap)
|
|
{
|
|
if (left <= right) // Only adjust if going to render
|
|
{
|
|
left = Math.max(0, left);
|
|
right = Math.min(width - 1, right);
|
|
}
|
|
if (top <= bottom)
|
|
{
|
|
top = Math.max(0, top);
|
|
bottom = Math.min(height - 1, bottom);
|
|
}
|
|
}
|
|
|
|
// top-left pixel of top-left cell
|
|
var baseX = (left * tw) - scrollX;
|
|
var baseY = (top * th) - scrollY;
|
|
|
|
// Fix normStartX/normStartY such it is normalized [0..width/height). This allows a simple conditional and decrement to always keep in range [0..width/height) during the loop. The major offset bias is to take care of negative values.
|
|
var normStartX = (left + ((1 << 20) * width)) % width;
|
|
var normStartY = (top + ((1 << 20) * height)) % height;
|
|
|
|
// tx/ty - are pixel coordinates where tile is drawn
|
|
// x/y - is cell location, normalized [0..width/height) in loop
|
|
// xmax/ymax - remaining cells to render on column/row
|
|
var tx, ty, x, y, xmax, ymax;
|
|
|
|
for (y = normStartY, ymax = bottom - top, ty = baseY; ymax >= 0; y++, ymax--, ty += th)
|
|
{
|
|
if (y >= height)
|
|
{
|
|
y -= height;
|
|
}
|
|
|
|
var row = this.layer.data[y];
|
|
|
|
for (x = normStartX, xmax = right - left, tx = baseX; xmax >= 0; x++, xmax--, tx += tw)
|
|
{
|
|
if (x >= width)
|
|
{
|
|
x -= width;
|
|
}
|
|
|
|
var tile = row[x];
|
|
|
|
if (!tile || tile.index < 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var index = tile.index;
|
|
|
|
var set = tilesets[index];
|
|
|
|
if (set === undefined)
|
|
{
|
|
set = this.resolveTileset(index);
|
|
}
|
|
|
|
// Setting the globalAlpha is "surprisingly expensive" in Chrome (38)
|
|
if (tile.alpha !== lastAlpha && !this.debug)
|
|
{
|
|
context.globalAlpha = tile.alpha;
|
|
lastAlpha = tile.alpha;
|
|
}
|
|
|
|
if (set)
|
|
{
|
|
if (tile.rotation || tile.flipped)
|
|
{
|
|
context.save();
|
|
context.translate(tx + tile.centerX, ty + tile.centerY);
|
|
context.rotate(tile.rotation);
|
|
|
|
if (tile.flipped)
|
|
{
|
|
context.scale(-1, 1);
|
|
}
|
|
|
|
set.draw(context, -tile.centerX, -tile.centerY, index);
|
|
context.restore();
|
|
}
|
|
else
|
|
{
|
|
set.draw(context, tx, ty, index);
|
|
}
|
|
}
|
|
else if (this.debugSettings.missingImageFill)
|
|
{
|
|
context.fillStyle = this.debugSettings.missingImageFill;
|
|
context.fillRect(tx, ty, tw, th);
|
|
}
|
|
|
|
if (tile.debug && this.debugSettings.debuggedTileOverfill)
|
|
{
|
|
context.fillStyle = this.debugSettings.debuggedTileOverfill;
|
|
context.fillRect(tx, ty, tw, th);
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Shifts the canvas and render damaged edge tiles.
|
|
*
|
|
* @method Phaser.TilemapLayer#renderDeltaScroll
|
|
* @private
|
|
*/
|
|
Phaser.TilemapLayer.prototype.renderDeltaScroll = function (shiftX, shiftY) {
|
|
|
|
var scrollX = this._mc.scrollX;
|
|
var scrollY = this._mc.scrollY;
|
|
|
|
var renderW = this.canvas.width;
|
|
var renderH = this.canvas.height;
|
|
|
|
var tw = this._mc.tileWidth;
|
|
var th = this._mc.tileHeight;
|
|
|
|
// Only cells with coordinates in the "plus" formed by `left <= x <= right` OR `top <= y <= bottom` are drawn. These coordinates may be outside the layer bounds.
|
|
|
|
// Start in pixels
|
|
var left = 0;
|
|
var right = -tw;
|
|
var top = 0;
|
|
var bottom = -th;
|
|
|
|
if (shiftX < 0) // layer moving left, damage right
|
|
{
|
|
left = renderW + shiftX; // shiftX neg.
|
|
right = renderW - 1;
|
|
}
|
|
else if (shiftX > 0)
|
|
{
|
|
// left -> 0
|
|
right = shiftX;
|
|
}
|
|
|
|
if (shiftY < 0) // layer moving down, damage top
|
|
{
|
|
top = renderH + shiftY; // shiftY neg.
|
|
bottom = renderH - 1;
|
|
}
|
|
else if (shiftY > 0)
|
|
{
|
|
// top -> 0
|
|
bottom = shiftY;
|
|
}
|
|
|
|
this.shiftCanvas(this.context, shiftX, shiftY);
|
|
|
|
// Transform into tile-space
|
|
left = Math.floor((left + scrollX) / tw);
|
|
right = Math.floor((right + scrollX) / tw);
|
|
top = Math.floor((top + scrollY) / th);
|
|
bottom = Math.floor((bottom + scrollY) / th);
|
|
|
|
if (left <= right)
|
|
{
|
|
// Clear left or right edge
|
|
this.context.clearRect(((left * tw) - scrollX), 0, (right - left + 1) * tw, renderH);
|
|
|
|
var trueTop = Math.floor((0 + scrollY) / th);
|
|
var trueBottom = Math.floor((renderH - 1 + scrollY) / th);
|
|
this.renderRegion(scrollX, scrollY, left, trueTop, right, trueBottom);
|
|
}
|
|
|
|
if (top <= bottom)
|
|
{
|
|
// Clear top or bottom edge
|
|
this.context.clearRect(0, ((top * th) - scrollY), renderW, (bottom - top + 1) * th);
|
|
|
|
var trueLeft = Math.floor((0 + scrollX) / tw);
|
|
var trueRight = Math.floor((renderW - 1 + scrollX) / tw);
|
|
this.renderRegion(scrollX, scrollY, trueLeft, top, trueRight, bottom);
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Clear and render the entire canvas.
|
|
*
|
|
* @method Phaser.TilemapLayer#renderFull
|
|
* @private
|
|
*/
|
|
Phaser.TilemapLayer.prototype.renderFull = function () {
|
|
|
|
var scrollX = this._mc.scrollX;
|
|
var scrollY = this._mc.scrollY;
|
|
|
|
var renderW = this.canvas.width;
|
|
var renderH = this.canvas.height;
|
|
|
|
var tw = this._mc.tileWidth;
|
|
var th = this._mc.tileHeight;
|
|
|
|
var left = Math.floor(scrollX / tw);
|
|
var right = Math.floor((renderW - 1 + scrollX) / tw);
|
|
var top = Math.floor(scrollY / th);
|
|
var bottom = Math.floor((renderH - 1 + scrollY) / th);
|
|
|
|
this.context.clearRect(0, 0, renderW, renderH);
|
|
|
|
this.renderRegion(scrollX, scrollY, left, top, right, bottom);
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders the tiles to the layer canvas and pushes to the display.
|
|
*
|
|
* @method Phaser.TilemapLayer#render
|
|
* @protected
|
|
*/
|
|
Phaser.TilemapLayer.prototype.render = function () {
|
|
|
|
var redrawAll = false;
|
|
|
|
if (!this.visible)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.dirty || this.layer.dirty)
|
|
{
|
|
this.layer.dirty = false;
|
|
redrawAll = true;
|
|
}
|
|
|
|
var renderWidth = this.canvas.width; // Use Sprite.width/height?
|
|
var renderHeight = this.canvas.height;
|
|
|
|
// Scrolling bias; whole pixels only
|
|
var scrollX = this._scrollX | 0;
|
|
var scrollY = this._scrollY | 0;
|
|
|
|
var mc = this._mc;
|
|
var shiftX = mc.scrollX - scrollX; // Negative when scrolling right/down
|
|
var shiftY = mc.scrollY - scrollY;
|
|
|
|
if (!redrawAll &&
|
|
shiftX === 0 && shiftY === 0 &&
|
|
mc.renderWidth === renderWidth && mc.renderHeight === renderHeight)
|
|
{
|
|
// No reason to redraw map, looking at same thing and not invalidated.
|
|
return;
|
|
}
|
|
|
|
this.context.save();
|
|
|
|
mc.scrollX = scrollX;
|
|
mc.scrollY = scrollY;
|
|
|
|
if (mc.renderWidth !== renderWidth || mc.renderHeight !== renderHeight)
|
|
{
|
|
// Could support automatic canvas resizing
|
|
mc.renderWidth = renderWidth;
|
|
mc.renderHeight = renderHeight;
|
|
}
|
|
|
|
if (this.debug)
|
|
{
|
|
this.context.globalAlpha = this.debugSettings.debugAlpha;
|
|
|
|
if (this.debugSettings.forceFullRedraw)
|
|
{
|
|
redrawAll = true;
|
|
}
|
|
}
|
|
|
|
if (!redrawAll &&
|
|
this.renderSettings.enableScrollDelta &&
|
|
(Math.abs(shiftX) + Math.abs(shiftY)) < Math.min(renderWidth, renderHeight))
|
|
{
|
|
this.renderDeltaScroll(shiftX, shiftY);
|
|
}
|
|
else
|
|
{
|
|
// Too much change or otherwise requires full render
|
|
this.renderFull();
|
|
}
|
|
|
|
if (this.debug)
|
|
{
|
|
this.context.globalAlpha = 1;
|
|
this.renderDebug();
|
|
}
|
|
|
|
this.texture.baseTexture.dirty();
|
|
|
|
this.dirty = false;
|
|
|
|
this.context.restore();
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders a debug overlay on-top of the canvas. Called automatically by render when `debug` is true.
|
|
*
|
|
* See `debugSettings` for assorted configuration options.
|
|
*
|
|
* @method Phaser.TilemapLayer#renderDebug
|
|
* @private
|
|
*/
|
|
Phaser.TilemapLayer.prototype.renderDebug = function () {
|
|
|
|
var scrollX = this._mc.scrollX;
|
|
var scrollY = this._mc.scrollY;
|
|
|
|
var context = this.context;
|
|
var renderW = this.canvas.width;
|
|
var renderH = this.canvas.height;
|
|
|
|
var width = this.layer.width;
|
|
var height = this.layer.height;
|
|
var tw = this._mc.tileWidth;
|
|
var th = this._mc.tileHeight;
|
|
|
|
var left = Math.floor(scrollX / tw);
|
|
var right = Math.floor((renderW - 1 + scrollX) / tw);
|
|
var top = Math.floor(scrollY / th);
|
|
var bottom = Math.floor((renderH - 1 + scrollY) / th);
|
|
|
|
var baseX = (left * tw) - scrollX;
|
|
var baseY = (top * th) - scrollY;
|
|
|
|
var normStartX = (left + ((1 << 20) * width)) % width;
|
|
var normStartY = (top + ((1 << 20) * height)) % height;
|
|
|
|
var tx, ty, x, y, xmax, ymax;
|
|
|
|
context.strokeStyle = this.debugSettings.facingEdgeStroke;
|
|
|
|
for (y = normStartY, ymax = bottom - top, ty = baseY; ymax >= 0; y++, ymax--, ty += th)
|
|
{
|
|
if (y >= height)
|
|
{
|
|
y -= height;
|
|
}
|
|
|
|
var row = this.layer.data[y];
|
|
|
|
for (x = normStartX, xmax = right - left, tx = baseX; xmax >= 0; x++, xmax--, tx += tw)
|
|
{
|
|
if (x >= width)
|
|
{
|
|
x -= width;
|
|
}
|
|
|
|
var tile = row[x];
|
|
if (!tile || tile.index < 0 || !tile.collides)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (this.debugSettings.collidingTileOverfill)
|
|
{
|
|
context.fillStyle = this.debugSettings.collidingTileOverfill;
|
|
context.fillRect(tx, ty, this._mc.cw, this._mc.ch);
|
|
}
|
|
|
|
if (this.debugSettings.facingEdgeStroke)
|
|
{
|
|
context.beginPath();
|
|
|
|
if (tile.faceTop)
|
|
{
|
|
context.moveTo(tx, ty);
|
|
context.lineTo(tx + this._mc.cw, ty);
|
|
}
|
|
|
|
if (tile.faceBottom)
|
|
{
|
|
context.moveTo(tx, ty + this._mc.ch);
|
|
context.lineTo(tx + this._mc.cw, ty + this._mc.ch);
|
|
}
|
|
|
|
if (tile.faceLeft)
|
|
{
|
|
context.moveTo(tx, ty);
|
|
context.lineTo(tx, ty + this._mc.ch);
|
|
}
|
|
|
|
if (tile.faceRight)
|
|
{
|
|
context.moveTo(tx + this._mc.cw, ty);
|
|
context.lineTo(tx + this._mc.cw, ty + this._mc.ch);
|
|
}
|
|
|
|
context.closePath();
|
|
|
|
context.stroke();
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Flag controlling if the layer tiles wrap at the edges. Only works if the World size matches the Map size.
|
|
*
|
|
* @property {boolean} wrap
|
|
* @memberof Phaser.TilemapLayer
|
|
* @public
|
|
* @default false
|
|
*/
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, "wrap", {
|
|
|
|
get: function () {
|
|
return this._wrap;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._wrap = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Scrolls the map horizontally or returns the current x position.
|
|
*
|
|
* @property {number} scrollX
|
|
* @memberof Phaser.TilemapLayer
|
|
* @public
|
|
*/
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {
|
|
|
|
get: function () {
|
|
return this._scrollX;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._scrollX = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Scrolls the map vertically or returns the current y position.
|
|
*
|
|
* @property {number} scrollY
|
|
* @memberof Phaser.TilemapLayer
|
|
* @public
|
|
*/
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
|
|
|
|
get: function () {
|
|
return this._scrollY;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._scrollY = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The width of the collision tiles (in pixels).
|
|
*
|
|
* @property {integer} collisionWidth
|
|
* @memberof Phaser.TilemapLayer
|
|
* @public
|
|
*/
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", {
|
|
|
|
get: function () {
|
|
return this._mc.cw;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._mc.cw = value | 0;
|
|
this.dirty = true;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The height of the collision tiles (in pixels).
|
|
*
|
|
* @property {integer} collisionHeight
|
|
* @memberof Phaser.TilemapLayer
|
|
* @public
|
|
*/
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionHeight", {
|
|
|
|
get: function () {
|
|
return this._mc.ch;
|
|
},
|
|
|
|
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