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1452 lines
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HTML
1452 lines
50 KiB
HTML
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<a href="Phaser.DOM.html">DOM</a>
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<a href="Phaser.Easing.html">Easing</a>
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<a href="Phaser.Ellipse.html">Ellipse</a>
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<a href="Phaser.Events.html">Events</a>
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<a href="Phaser.Filter.html">Filter</a>
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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<a href="Phaser.FlexLayer.html">FlexLayer</a>
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<a href="Phaser.Frame.html">Frame</a>
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<a href="Phaser.FrameData.html">FrameData</a>
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<a href="Phaser.Game.html">Game</a>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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<a href="Phaser.Gamepad.html">Gamepad</a>
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<a href="Phaser.Group.html">Group</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.Keyboard.html">Keyboard</a>
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<a href="Phaser.Line.html">Line</a>
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<a href="Phaser.LinkedList.html">LinkedList</a>
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<a href="Phaser.Loader.html">Loader</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Arcade.html#TilemapCollision">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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</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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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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</li>
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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 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 class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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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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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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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 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.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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<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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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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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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<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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<a href="Phaser.Stage.html">Stage</a>
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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 class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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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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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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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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<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 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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<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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<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>
|
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|
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<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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<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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<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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<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>
|
|
<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>
|
|
<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>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</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.Ellipse.html">Ellipse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
</ul>
|
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</li>
|
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|
|
<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<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>
|
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<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>
|
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
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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">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>
|
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<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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|
|
<li class="dropdown">
|
|
<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/gameobjects/GameObjectCreator.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}
|
|
*/
|
|
|
|
/**
|
|
* The GameObjectCreator is a quick way to create common game objects _without_ adding them to the game world.
|
|
* The object creator can be accessed with {@linkcode Phaser.Game#make `game.make`}.
|
|
*
|
|
* @class Phaser.GameObjectCreator
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
*/
|
|
Phaser.GameObjectCreator = function (game) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
* @protected
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {Phaser.World} world - A reference to the game world.
|
|
* @protected
|
|
*/
|
|
this.world = this.game.world;
|
|
|
|
};
|
|
|
|
Phaser.GameObjectCreator.prototype = {
|
|
|
|
/**
|
|
* Create a new Image object.
|
|
*
|
|
* An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
|
|
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
|
|
*
|
|
* @method Phaser.GameObjectCreator#image
|
|
* @param {number} x - X position of the image.
|
|
* @param {number} y - Y position of the image.
|
|
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
|
|
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
|
|
* @returns {Phaser.Image} the newly created sprite object.
|
|
*/
|
|
image: function (x, y, key, frame) {
|
|
|
|
return new Phaser.Image(this.game, x, y, key, frame);
|
|
|
|
},
|
|
|
|
/**
|
|
* Create a new Sprite with specific position and sprite sheet key.
|
|
*
|
|
* @method Phaser.GameObjectCreator#sprite
|
|
* @param {number} x - X position of the new sprite.
|
|
* @param {number} y - Y position of the new sprite.
|
|
* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
|
|
* @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
|
|
* @returns {Phaser.Sprite} the newly created sprite object.
|
|
*/
|
|
sprite: function (x, y, key, frame) {
|
|
|
|
return new Phaser.Sprite(this.game, x, y, key, frame);
|
|
|
|
},
|
|
|
|
/**
|
|
* Create a tween object for a specific object.
|
|
*
|
|
* The object can be any JavaScript object or Phaser object such as Sprite.
|
|
*
|
|
* @method Phaser.GameObjectCreator#tween
|
|
* @param {object} obj - Object the tween will be run on.
|
|
* @return {Phaser.Tween} The Tween object.
|
|
*/
|
|
tween: function (obj) {
|
|
|
|
return new Phaser.Tween(obj, this.game, this.game.tweens);
|
|
|
|
},
|
|
|
|
/**
|
|
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
|
|
*
|
|
* @method Phaser.GameObjectCreator#group
|
|
* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
|
|
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
|
|
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
|
|
* @param {boolean} [enableBody=false] - If true all Sprites created with `Group.create` or `Group.createMulitple` will have a physics body created on them. Change the body type with physicsBodyType.
|
|
* @param {number} [physicsBodyType=0] - If enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.
|
|
* @return {Phaser.Group} The newly created Group.
|
|
*/
|
|
group: function (parent, name, addToStage, enableBody, physicsBodyType) {
|
|
|
|
return new Phaser.Group(this.game, null, name, addToStage, enableBody, physicsBodyType);
|
|
|
|
},
|
|
|
|
/**
|
|
* Create a new SpriteBatch.
|
|
*
|
|
* @method Phaser.GameObjectCreator#spriteBatch
|
|
* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
|
|
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
|
|
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
|
|
* @return {Phaser.SpriteBatch} The newly created group.
|
|
*/
|
|
spriteBatch: function (parent, name, addToStage) {
|
|
|
|
if (typeof name === 'undefined') { name = 'group'; }
|
|
if (typeof addToStage === 'undefined') { addToStage = false; }
|
|
|
|
return new Phaser.SpriteBatch(this.game, parent, name, addToStage);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Sound object.
|
|
*
|
|
* @method Phaser.GameObjectCreator#audio
|
|
* @param {string} key - The Game.cache key of the sound that this object will use.
|
|
* @param {number} [volume=1] - The volume at which the sound will be played.
|
|
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
|
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
|
|
* @return {Phaser.Sound} The newly created text object.
|
|
*/
|
|
audio: function (key, volume, loop, connect) {
|
|
|
|
return this.game.sound.add(key, volume, loop, connect);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new AudioSprite object.
|
|
*
|
|
* @method Phaser.GameObjectCreator#audioSprite
|
|
* @param {string} key - The Game.cache key of the sound that this object will use.
|
|
* @return {Phaser.AudioSprite} The newly created AudioSprite object.
|
|
*/
|
|
audioSprite: function (key) {
|
|
|
|
return this.game.sound.addSprite(key);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Sound object.
|
|
*
|
|
* @method Phaser.GameObjectCreator#sound
|
|
* @param {string} key - The Game.cache key of the sound that this object will use.
|
|
* @param {number} [volume=1] - The volume at which the sound will be played.
|
|
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
|
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
|
|
* @return {Phaser.Sound} The newly created text object.
|
|
*/
|
|
sound: function (key, volume, loop, connect) {
|
|
|
|
return this.game.sound.add(key, volume, loop, connect);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new TileSprite object.
|
|
*
|
|
* @method Phaser.GameObjectCreator#tileSprite
|
|
* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
|
|
* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
|
|
* @param {number} width - The width of the TileSprite.
|
|
* @param {number} height - The height of the TileSprite.
|
|
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
|
|
* @param {string|number} frame - If this TileSprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
|
|
* @return {Phaser.TileSprite} The newly created tileSprite object.
|
|
*/
|
|
tileSprite: function (x, y, width, height, key, frame) {
|
|
|
|
return new Phaser.TileSprite(this.game, x, y, width, height, key, frame);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Rope object.
|
|
*
|
|
* @method Phaser.GameObjectCreator#rope
|
|
* @param {number} x - The x coordinate (in world space) to position the Rope at.
|
|
* @param {number} y - The y coordinate (in world space) to position the Rope at.
|
|
* @param {number} width - The width of the Rope.
|
|
* @param {number} height - The height of the Rope.
|
|
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
|
|
* @param {string|number} frame - If this Rope is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
|
|
* @return {Phaser.Rope} The newly created rope object.
|
|
*/
|
|
rope: function (x, y, key, frame, points) {
|
|
|
|
return new Phaser.Rope(this.game, x, y, key, frame, points);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Text object.
|
|
*
|
|
* @method Phaser.GameObjectCreator#text
|
|
* @param {number} x - X position of the new text object.
|
|
* @param {number} y - Y position of the new text object.
|
|
* @param {string} text - The actual text that will be written.
|
|
* @param {object} style - The style object containing style attributes like font, font size , etc.
|
|
* @return {Phaser.Text} The newly created text object.
|
|
*/
|
|
text: function (x, y, text, style) {
|
|
|
|
return new Phaser.Text(this.game, x, y, text, style);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Button object.
|
|
*
|
|
* @method Phaser.GameObjectCreator#button
|
|
* @param {number} [x] X position of the new button object.
|
|
* @param {number} [y] Y position of the new button object.
|
|
* @param {string} [key] The image key as defined in the Game.Cache to use as the texture for this button.
|
|
* @param {function} [callback] The function to call when this button is pressed
|
|
* @param {object} [callbackContext] The context in which the callback will be called (usually 'this')
|
|
* @param {string|number} [overFrame] This is the frame or frameName that will be set when this button is in an over state. Give either a number to use a frame ID or a string for a frame name.
|
|
* @param {string|number} [outFrame] This is the frame or frameName that will be set when this button is in an out state. Give either a number to use a frame ID or a string for a frame name.
|
|
* @param {string|number} [downFrame] This is the frame or frameName that will be set when this button is in a down state. Give either a number to use a frame ID or a string for a frame name.
|
|
* @param {string|number} [upFrame] This is the frame or frameName that will be set when this button is in an up state. Give either a number to use a frame ID or a string for a frame name.
|
|
* @return {Phaser.Button} The newly created button object.
|
|
*/
|
|
button: function (x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame) {
|
|
|
|
return new Phaser.Button(this.game, x, y, key, callback, callbackContext, overFrame, outFrame, downFrame, upFrame);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Graphics object.
|
|
*
|
|
* @method Phaser.GameObjectCreator#graphics
|
|
* @param {number} x - X position of the new graphics object.
|
|
* @param {number} y - Y position of the new graphics object.
|
|
* @return {Phaser.Graphics} The newly created graphics object.
|
|
*/
|
|
graphics: function (x, y) {
|
|
|
|
return new Phaser.Graphics(this.game, x, y);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creat a new Emitter.
|
|
*
|
|
* An Emitter is a lightweight particle emitter. It can be used for one-time explosions or for
|
|
* continuous effects like rain and fire. All it really does is launch Particle objects out
|
|
* at set intervals, and fixes their positions and velocities accorindgly.
|
|
*
|
|
* @method Phaser.GameObjectCreator#emitter
|
|
* @param {number} [x=0] - The x coordinate within the Emitter that the particles are emitted from.
|
|
* @param {number} [y=0] - The y coordinate within the Emitter that the particles are emitted from.
|
|
* @param {number} [maxParticles=50] - The total number of particles in this emitter.
|
|
* @return {Phaser.Emitter} The newly created emitter object.
|
|
*/
|
|
emitter: function (x, y, maxParticles) {
|
|
|
|
return new Phaser.Particles.Arcade.Emitter(this.game, x, y, maxParticles);
|
|
|
|
},
|
|
|
|
/**
|
|
* Create a new RetroFont object.
|
|
*
|
|
* A RetroFont can be used as a texture for an Image or Sprite and optionally add it to the Cache.
|
|
* A RetroFont uses a bitmap which contains fixed with characters for the font set. You use character spacing to define the set.
|
|
* If you need variable width character support then use a BitmapText object instead. The main difference between a RetroFont and a BitmapText
|
|
* is that a RetroFont creates a single texture that you can apply to a game object, where-as a BitmapText creates one Sprite object per letter of text.
|
|
* The texture can be asssigned or one or multiple images/sprites, but note that the text the RetroFont uses will be shared across them all,
|
|
* i.e. if you need each Image to have different text in it, then you need to create multiple RetroFont objects.
|
|
*
|
|
* @method Phaser.GameObjectCreator#retroFont
|
|
* @param {string} font - The key of the image in the Game.Cache that the RetroFont will use.
|
|
* @param {number} characterWidth - The width of each character in the font set.
|
|
* @param {number} characterHeight - The height of each character in the font set.
|
|
* @param {string} chars - The characters used in the font set, in display order. You can use the TEXT_SET consts for common font set arrangements.
|
|
* @param {number} charsPerRow - The number of characters per row in the font set.
|
|
* @param {number} [xSpacing=0] - If the characters in the font set have horizontal spacing between them set the required amount here.
|
|
* @param {number} [ySpacing=0] - If the characters in the font set have vertical spacing between them set the required amount here.
|
|
* @param {number} [xOffset=0] - If the font set doesn't start at the top left of the given image, specify the X coordinate offset here.
|
|
* @param {number} [yOffset=0] - If the font set doesn't start at the top left of the given image, specify the Y coordinate offset here.
|
|
* @return {Phaser.RetroFont} The newly created RetroFont texture which can be applied to an Image or Sprite.
|
|
*/
|
|
retroFont: function (font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset) {
|
|
|
|
return new Phaser.RetroFont(this.game, font, characterWidth, characterHeight, chars, charsPerRow, xSpacing, ySpacing, xOffset, yOffset);
|
|
|
|
},
|
|
|
|
/**
|
|
* Create a new BitmapText object.
|
|
*
|
|
* @method Phaser.GameObjectCreator#bitmapText
|
|
* @param {number} x - X position of the new bitmapText object.
|
|
* @param {number} y - Y position of the new bitmapText object.
|
|
* @param {string} font - The key of the BitmapText font as stored in Game.Cache.
|
|
* @param {string} [text] - The actual text that will be rendered. Can be set later via BitmapText.text.
|
|
* @param {number} [size] - The size the font will be rendered in, in pixels.
|
|
* @return {Phaser.BitmapText} The newly created bitmapText object.
|
|
*/
|
|
bitmapText: function (x, y, font, text, size) {
|
|
|
|
return new Phaser.BitmapText(this.game, x, y, font, text, size);
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Phaser.Tilemap object.
|
|
*
|
|
* The map can either be populated with data from a Tiled JSON file or from a CSV file.
|
|
* To do this pass the Cache key as the first parameter. When using Tiled data you need only provide the key.
|
|
* When using CSV data you must provide the key and the tileWidth and tileHeight parameters.
|
|
* If creating a blank tilemap to be populated later, you can either specify no parameters at all and then use `Tilemap.create` or pass the map and tile dimensions here.
|
|
* Note that all Tilemaps use a base tile size to calculate dimensions from, but that a TilemapLayer may have its own unique tile size that overrides it.
|
|
*
|
|
* @method Phaser.GameObjectCreator#tilemap
|
|
* @param {string} [key] - The key of the tilemap data as stored in the Cache. If you're creating a blank map either leave this parameter out or pass `null`.
|
|
* @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
|
|
* @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
|
|
* @param {number} [width=10] - The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
|
|
* @param {number} [height=10] - The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
|
|
*/
|
|
tilemap: function (key, tileWidth, tileHeight, width, height) {
|
|
|
|
return new Phaser.Tilemap(this.game, key, tileWidth, tileHeight, width, height);
|
|
|
|
},
|
|
|
|
/**
|
|
* A dynamic initially blank canvas to which images can be drawn.
|
|
*
|
|
* @method Phaser.GameObjectCreator#renderTexture
|
|
* @param {number} [width=100] - the width of the RenderTexture.
|
|
* @param {number} [height=100] - the height of the RenderTexture.
|
|
* @param {string} [key=''] - Asset key for the RenderTexture when stored in the Cache (see addToCache parameter).
|
|
* @param {boolean} [addToCache=false] - Should this RenderTexture be added to the Game.Cache? If so you can retrieve it with Cache.getTexture(key)
|
|
* @return {Phaser.RenderTexture} The newly created RenderTexture object.
|
|
*/
|
|
renderTexture: function (width, height, key, addToCache) {
|
|
|
|
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
|
|
if (typeof addToCache === 'undefined') { addToCache = false; }
|
|
|
|
var texture = new Phaser.RenderTexture(this.game, width, height, key);
|
|
|
|
if (addToCache)
|
|
{
|
|
this.game.cache.addRenderTexture(key, texture);
|
|
}
|
|
|
|
return texture;
|
|
|
|
},
|
|
|
|
/**
|
|
* Create a BitmpaData object.
|
|
*
|
|
* A BitmapData object can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites.
|
|
*
|
|
* @method Phaser.GameObjectCreator#bitmapData
|
|
* @param {number} [width=256] - The width of the BitmapData in pixels.
|
|
* @param {number} [height=256] - The height of the BitmapData in pixels.
|
|
* @param {string} [key=''] - Asset key for the BitmapData when stored in the Cache (see addToCache parameter).
|
|
* @param {boolean} [addToCache=false] - Should this BitmapData be added to the Game.Cache? If so you can retrieve it with Cache.getBitmapData(key)
|
|
* @return {Phaser.BitmapData} The newly created BitmapData object.
|
|
*/
|
|
bitmapData: function (width, height, key, addToCache) {
|
|
|
|
if (typeof addToCache === 'undefined') { addToCache = false; }
|
|
if (typeof key === 'undefined' || key === '') { key = this.game.rnd.uuid(); }
|
|
|
|
var texture = new Phaser.BitmapData(this.game, key, width, height);
|
|
|
|
if (addToCache)
|
|
{
|
|
this.game.cache.addBitmapData(key, texture);
|
|
}
|
|
|
|
return texture;
|
|
|
|
},
|
|
|
|
/**
|
|
* A WebGL shader/filter that can be applied to Sprites.
|
|
*
|
|
* @method Phaser.GameObjectCreator#filter
|
|
* @param {string} filter - The name of the filter you wish to create, for example HueRotate or SineWave.
|
|
* @param {any} - Whatever parameters are needed to be passed to the filter init function.
|
|
* @return {Phaser.Filter} The newly created Phaser.Filter object.
|
|
*/
|
|
filter: function (filter) {
|
|
|
|
var args = Array.prototype.splice.call(arguments, 1);
|
|
|
|
var filter = new Phaser.Filter[filter](this.game);
|
|
|
|
filter.init.apply(filter, args);
|
|
|
|
return filter;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.GameObjectCreator.prototype.constructor = Phaser.GameObjectCreator;
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
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