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1349 lines
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1349 lines
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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.ScaleManager.html">ScaleManager</a>
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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>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.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.BitmapText.html">BitmapText</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.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.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.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.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
|
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</li>
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<li class="class-depth-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.PolyK.html">PolyK</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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<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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<li class="class-depth-1">
|
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<a href="PIXI.Stage.html">Stage</a>
|
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</li>
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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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|
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<li class="class-depth-1">
|
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<a href="PIXI.Text.html">Text</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.VideoTexture.html">VideoTexture</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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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</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="RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
|
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</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
|
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class="caret"></b></a>
|
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|
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<ul class="dropdown-menu ">
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#append">append</a>
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#apply">apply</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#applyInverse">applyInverse</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#clone">clone</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#contains">contains</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#fromArray">fromArray</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#identity">identity</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#rotate">rotate</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#scale">scale</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#scaleModes">scaleModes</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#sort">sort</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#toArray">toArray</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#translate">translate</a>
|
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</li>
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</ul>
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</li>
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<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<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.Game.html">Game</a></li>
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<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
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<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
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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="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
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</ul>
|
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</li>
|
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|
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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.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
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<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
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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>
|
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
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</ul>
|
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</li>
|
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|
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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.Rectangle.html">Rectangle</a></li>
|
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<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.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
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</ul>
|
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</li>
|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/learn">Weekly Coding Tips</a></li>
|
|
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
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<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
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|
|
|
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<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/animation/AnimationParser.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2015 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
|
|
*
|
|
* @class Phaser.AnimationParser
|
|
* @static
|
|
*/
|
|
Phaser.AnimationParser = {
|
|
|
|
/**
|
|
* Parse a Sprite Sheet and extract the animation frame data from it.
|
|
*
|
|
* @method Phaser.AnimationParser.spriteSheet
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {string} key - The Game.Cache asset key of the Sprite Sheet image.
|
|
* @param {number} frameWidth - The fixed width of each frame of the animation.
|
|
* @param {number} frameHeight - The fixed height of each frame of the animation.
|
|
* @param {number} [frameMax=-1] - The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
|
|
* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
|
|
* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing) {
|
|
|
|
// How big is our image?
|
|
var img = game.cache.getImage(key);
|
|
|
|
if (img == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
var width = img.width;
|
|
var height = img.height;
|
|
|
|
if (frameWidth <= 0)
|
|
{
|
|
frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
|
|
}
|
|
|
|
if (frameHeight <= 0)
|
|
{
|
|
frameHeight = Math.floor(-height / Math.min(-1, frameHeight));
|
|
}
|
|
|
|
var row = Math.floor((width - margin) / (frameWidth + spacing));
|
|
var column = Math.floor((height - margin) / (frameHeight + spacing));
|
|
var total = row * column;
|
|
|
|
if (frameMax !== -1)
|
|
{
|
|
total = frameMax;
|
|
}
|
|
|
|
// Zero or smaller than frame sizes?
|
|
if (width === 0 || height === 0 || width < frameWidth || height < frameHeight || total === 0)
|
|
{
|
|
console.warn("Phaser.AnimationParser.spriteSheet: '" + key + "'s width/height zero or width/height < given frameWidth/frameHeight");
|
|
return null;
|
|
}
|
|
|
|
// Let's create some frames then
|
|
var data = new Phaser.FrameData();
|
|
var x = margin;
|
|
var y = margin;
|
|
|
|
for (var i = 0; i < total; i++)
|
|
{
|
|
var uuid = game.rnd.uuid();
|
|
|
|
// uuid needed?
|
|
data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
|
|
|
|
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
|
|
x: x,
|
|
y: y,
|
|
width: frameWidth,
|
|
height: frameHeight
|
|
});
|
|
|
|
x += frameWidth + spacing;
|
|
|
|
if (x + frameWidth > width)
|
|
{
|
|
x = margin;
|
|
y += frameHeight + spacing;
|
|
}
|
|
}
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
/**
|
|
* Parse the JSON data and extract the animation frame data from it.
|
|
*
|
|
* @method Phaser.AnimationParser.JSONData
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {object} json - The JSON data from the Texture Atlas. Must be in Array format.
|
|
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
JSONData: function (game, json, cacheKey) {
|
|
|
|
// Malformed?
|
|
if (!json['frames'])
|
|
{
|
|
console.warn("Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
|
|
console.log(json);
|
|
return;
|
|
}
|
|
|
|
// Let's create some frames then
|
|
var data = new Phaser.FrameData();
|
|
|
|
// By this stage frames is a fully parsed array
|
|
var frames = json['frames'];
|
|
var newFrame;
|
|
|
|
for (var i = 0; i < frames.length; i++)
|
|
{
|
|
var uuid = game.rnd.uuid();
|
|
|
|
newFrame = data.addFrame(new Phaser.Frame(
|
|
i,
|
|
frames[i].frame.x,
|
|
frames[i].frame.y,
|
|
frames[i].frame.w,
|
|
frames[i].frame.h,
|
|
frames[i].filename,
|
|
uuid
|
|
));
|
|
|
|
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
|
x: frames[i].frame.x,
|
|
y: frames[i].frame.y,
|
|
width: frames[i].frame.w,
|
|
height: frames[i].frame.h
|
|
});
|
|
|
|
if (frames[i].trimmed)
|
|
{
|
|
newFrame.setTrim(
|
|
frames[i].trimmed,
|
|
frames[i].sourceSize.w,
|
|
frames[i].sourceSize.h,
|
|
frames[i].spriteSourceSize.x,
|
|
frames[i].spriteSourceSize.y,
|
|
frames[i].spriteSourceSize.w,
|
|
frames[i].spriteSourceSize.h
|
|
);
|
|
}
|
|
}
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
/**
|
|
* Parse the JSON data and extract the animation frame data from it.
|
|
*
|
|
* @method Phaser.AnimationParser.JSONDataHash
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
|
|
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
JSONDataHash: function (game, json, cacheKey) {
|
|
|
|
// Malformed?
|
|
if (!json['frames'])
|
|
{
|
|
console.warn("Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
|
|
console.log(json);
|
|
return;
|
|
}
|
|
|
|
// Let's create some frames then
|
|
var data = new Phaser.FrameData();
|
|
|
|
// By this stage frames is a fully parsed array
|
|
var frames = json['frames'];
|
|
var newFrame;
|
|
var i = 0;
|
|
|
|
for (var key in frames)
|
|
{
|
|
var uuid = game.rnd.uuid();
|
|
|
|
newFrame = data.addFrame(new Phaser.Frame(
|
|
i,
|
|
frames[key].frame.x,
|
|
frames[key].frame.y,
|
|
frames[key].frame.w,
|
|
frames[key].frame.h,
|
|
key,
|
|
uuid
|
|
));
|
|
|
|
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
|
x: frames[key].frame.x,
|
|
y: frames[key].frame.y,
|
|
width: frames[key].frame.w,
|
|
height: frames[key].frame.h
|
|
});
|
|
|
|
if (frames[key].trimmed)
|
|
{
|
|
newFrame.setTrim(
|
|
frames[key].trimmed,
|
|
frames[key].sourceSize.w,
|
|
frames[key].sourceSize.h,
|
|
frames[key].spriteSourceSize.x,
|
|
frames[key].spriteSourceSize.y,
|
|
frames[key].spriteSourceSize.w,
|
|
frames[key].spriteSourceSize.h
|
|
);
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
/**
|
|
* Parse the XML data and extract the animation frame data from it.
|
|
*
|
|
* @method Phaser.AnimationParser.XMLData
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
|
|
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
XMLData: function (game, xml, cacheKey) {
|
|
|
|
// Malformed?
|
|
if (!xml.getElementsByTagName('TextureAtlas'))
|
|
{
|
|
console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
|
|
return;
|
|
}
|
|
|
|
// Let's create some frames then
|
|
var data = new Phaser.FrameData();
|
|
var frames = xml.getElementsByTagName('SubTexture');
|
|
var newFrame;
|
|
|
|
var uuid;
|
|
var name;
|
|
var frame;
|
|
var x;
|
|
var y;
|
|
var width;
|
|
var height;
|
|
var frameX;
|
|
var frameY;
|
|
var frameWidth;
|
|
var frameHeight;
|
|
|
|
for (var i = 0; i < frames.length; i++)
|
|
{
|
|
uuid = game.rnd.uuid();
|
|
|
|
frame = frames[i].attributes;
|
|
|
|
name = frame.name.value;
|
|
x = parseInt(frame.x.value, 10);
|
|
y = parseInt(frame.y.value, 10);
|
|
width = parseInt(frame.width.value, 10);
|
|
height = parseInt(frame.height.value, 10);
|
|
|
|
frameX = null;
|
|
frameY = null;
|
|
|
|
if (frame.frameX)
|
|
{
|
|
frameX = Math.abs(parseInt(frame.frameX.value, 10));
|
|
frameY = Math.abs(parseInt(frame.frameY.value, 10));
|
|
frameWidth = parseInt(frame.frameWidth.value, 10);
|
|
frameHeight = parseInt(frame.frameHeight.value, 10);
|
|
}
|
|
|
|
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid));
|
|
|
|
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
|
x: x,
|
|
y: y,
|
|
width: width,
|
|
height: height
|
|
});
|
|
// Trimmed?
|
|
if (frameX !== null || frameY !== null)
|
|
{
|
|
newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
|
|
}
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
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|
|
|
|
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</div>
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|
|
<div class="clearfix"></div>
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<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2015 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
|
|
on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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