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1980 lines
56 KiB
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">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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<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 class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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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 class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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<li class="class-depth-2">
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<a href="Phaser.Plugin.PathManager.html">PathManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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<li 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 class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<li class="class-depth-1">
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<a href="Phaser.Rope.html">Rope</a>
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<li class="class-depth-1">
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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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 class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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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 class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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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 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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<li class="class-depth-1">
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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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<li class="class-depth-1">
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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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<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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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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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 class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<li class="class-depth-1">
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<a href="Phaser.Video.html">Video</a>
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<li class="class-depth-1">
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<a href="Phaser.Weapon.html">Weapon</a>
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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 class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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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 class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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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 class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<li class="class-depth-1">
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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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 class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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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 class="class-depth-1">
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<a href="PIXI.EarCut.html">EarCut</a>
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<a href="PIXI.Event.html">Event</a>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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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 class="class-depth-2">
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
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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 class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
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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 class="class-depth-1">
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<a href="PIXI.Rope.html">Rope</a>
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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.Strip.html">Strip</a>
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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 class="class-depth-1">
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<a href="PIXI.Texture.html">Texture</a>
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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 class="class-depth-1">
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
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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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</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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<ul class="dropdown-menu ">
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<li class="class-depth-0">
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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<li class="class-depth-0">
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<a href="global.html#AUTO">AUTO</a>
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<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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<li class="class-depth-0">
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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<li class="class-depth-0">
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<a href="global.html#blendModes">blendModes</a>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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<li class="class-depth-0">
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<a href="global.html#BUTTON">BUTTON</a>
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<li class="class-depth-0">
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<a href="global.html#CANVAS">CANVAS</a>
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<li class="class-depth-0">
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CENTER">CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CIRCLE">CIRCLE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CREATURE">CREATURE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#displayList">displayList</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#DOWN">DOWN</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ELLIPSE">ELLIPSE</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#emit">emit</a>
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#EMITTER">EMITTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#GAMES">GAMES</a>
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<li class="class-depth-0">
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<a href="global.html#GRAPHICS">GRAPHICS</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#GROUP">GROUP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#HEADLESS">HEADLESS</a>
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<li class="class-depth-0">
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#IMAGE">IMAGE</a>
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<li class="class-depth-0">
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
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<li class="class-depth-0">
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<a href="global.html#LEFT">LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LINE">LINE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#listeners">listeners</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#MATRIX">MATRIX</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#mixin">mixin</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#NONE">NONE</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#off">off</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#on">on</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#once">once</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
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</li>
|
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|
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<li class="class-depth-2">
|
|
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#POINT">POINT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#POINTER">POINTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#POLYGON">POLYGON</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#PORTRAIT">PORTRAIT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#RECTANGLE">RECTANGLE</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#removeAllListeners">removeAllListeners</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#RETROFONT">RETROFONT</a>
|
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</li>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
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<div class="row-fluid">
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<div class="span12">
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<div id="main">
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|
|
|
|
|
|
<h1 class="page-title">Source: src/time/Time.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* This is the core internal game clock.
|
|
*
|
|
* It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens,
|
|
* and also handles the standard Timer pool.
|
|
*
|
|
* To create a general timed event, use the master {@link Phaser.Timer} accessible through {@link Phaser.Time.events events}.
|
|
*
|
|
* There are different *types* of time in Phaser:
|
|
*
|
|
* - ***Game time*** always runs at the speed of time in real life.
|
|
*
|
|
* Unlike wall-clock time, *game time stops when Phaser is paused*.
|
|
*
|
|
* Game time is used for {@link Phaser.Timer timer events}.
|
|
*
|
|
* - ***Physics time*** represents the amount of time given to physics calculations.
|
|
*
|
|
* *When {@link #slowMotion} is in effect physics time runs slower than game time.*
|
|
* Like game time, physics time stops when Phaser is paused.
|
|
*
|
|
* Physics time is used for physics calculations and {@link Phaser.Tween tweens}.
|
|
*
|
|
* - {@link https://en.wikipedia.org/wiki/Wall-clock_time ***Wall-clock time***} represents the duration between two events in real life time.
|
|
*
|
|
* This time is independent of Phaser and always progresses, regardless of if Phaser is paused.
|
|
*
|
|
* @class Phaser.Time
|
|
* @constructor
|
|
* @param {Phaser.Game} game A reference to the currently running game.
|
|
*/
|
|
Phaser.Time = function (game) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - Local reference to game.
|
|
* @protected
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* The `Date.now()` value when the time was last updated.
|
|
* @property {integer} time
|
|
* @protected
|
|
*/
|
|
this.time = 0;
|
|
|
|
/**
|
|
* The `now` when the previous update occurred.
|
|
* @property {number} prevTime
|
|
* @protected
|
|
*/
|
|
this.prevTime = 0;
|
|
|
|
/**
|
|
* An increasing value representing cumulative milliseconds since an undisclosed epoch.
|
|
*
|
|
* While this value is in milliseconds and can be used to compute time deltas,
|
|
* it must must _not_ be used with `Date.now()` as it may not use the same epoch / starting reference.
|
|
*
|
|
* The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now;
|
|
* the value can only be relied upon within a particular game instance.
|
|
*
|
|
* @property {number} now
|
|
* @protected
|
|
*/
|
|
this.now = 0;
|
|
|
|
/**
|
|
* Elapsed time since the last time update, in milliseconds, based on `now`.
|
|
*
|
|
* This value _may_ include time that the game is paused/inactive.
|
|
*
|
|
* _Note:_ This is updated only once per game loop - even if multiple logic update steps are done.
|
|
* Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead.
|
|
*
|
|
* @property {number} elapsed
|
|
* @see Phaser.Time.time
|
|
* @protected
|
|
*/
|
|
this.elapsed = 0;
|
|
|
|
/**
|
|
* The time in ms since the last time update, in milliseconds, based on `time`.
|
|
*
|
|
* This value is corrected for game pauses and will be "about zero" after a game is resumed.
|
|
*
|
|
* _Note:_ This is updated once per game loop - even if multiple logic update steps are done.
|
|
* Use {@link Phaser.Timer#physicsTime physicsTime} as a basis of game/logic calculations instead.
|
|
*
|
|
* @property {integer} elapsedMS
|
|
* @protected
|
|
*/
|
|
this.elapsedMS = 0;
|
|
|
|
/**
|
|
* The physics update delta, in fractional seconds.
|
|
*
|
|
* This should be used as an applicable multiplier by all logic update steps (eg. `preUpdate/postUpdate/update`)
|
|
* to ensure consistent game timing. Game/logic timing can drift from real-world time if the system
|
|
* is unable to consistently maintain the desired FPS.
|
|
*
|
|
* With fixed-step updates this is normally equivalent to `1.0 / desiredFps`.
|
|
*
|
|
* @property {number} physicsElapsed
|
|
*/
|
|
this.physicsElapsed = 1 / 60;
|
|
|
|
/**
|
|
* The physics update delta, in milliseconds - equivalent to `physicsElapsed * 1000`.
|
|
*
|
|
* @property {number} physicsElapsedMS
|
|
*/
|
|
this.physicsElapsedMS = (1 / 60) * 1000;
|
|
|
|
/**
|
|
* The desiredFps multiplier as used by Game.update.
|
|
* @property {integer} desiredFpsMult
|
|
* @protected
|
|
*/
|
|
this.desiredFpsMult = 1.0 / 60;
|
|
|
|
/**
|
|
* The desired frame rate of the game.
|
|
*
|
|
* This is used is used to calculate the physic/logic multiplier and how to apply catch-up logic updates.
|
|
*
|
|
* @property {number} _desiredFps
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._desiredFps = 60;
|
|
|
|
/**
|
|
* The suggested frame rate for your game, based on an averaged real frame rate.
|
|
* This value is only populated if `Time.advancedTiming` is enabled.
|
|
*
|
|
* _Note:_ This is not available until after a few frames have passed; until then
|
|
* it's set to the same value as desiredFps.
|
|
*
|
|
* @property {number} suggestedFps
|
|
* @default
|
|
*/
|
|
this.suggestedFps = this.desiredFps;
|
|
|
|
/**
|
|
* Scaling factor to make the game move smoothly in slow motion
|
|
* - 1.0 = normal speed
|
|
* - 2.0 = half speed
|
|
* @property {number} slowMotion
|
|
* @default
|
|
*/
|
|
this.slowMotion = 1.0;
|
|
|
|
/**
|
|
* If true then advanced profiling, including the fps rate, fps min/max, suggestedFps and msMin/msMax are updated.
|
|
* @property {boolean} advancedTiming
|
|
* @default
|
|
*/
|
|
this.advancedTiming = false;
|
|
|
|
/**
|
|
* Advanced timing result: The number of render frames record in the last second.
|
|
*
|
|
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
|
|
* @property {integer} frames
|
|
* @readonly
|
|
*/
|
|
this.frames = 0;
|
|
|
|
/**
|
|
* Advanced timing result: Frames per second.
|
|
*
|
|
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
|
|
* @property {number} fps
|
|
* @readonly
|
|
*/
|
|
this.fps = 0;
|
|
|
|
/**
|
|
* Advanced timing result: The lowest rate the fps has dropped to.
|
|
*
|
|
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
|
|
* This value can be manually reset.
|
|
* @property {number} fpsMin
|
|
*/
|
|
this.fpsMin = 1000;
|
|
|
|
/**
|
|
* Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps).
|
|
*
|
|
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
|
|
* This value can be manually reset.
|
|
* @property {number} fpsMax
|
|
*/
|
|
this.fpsMax = 0;
|
|
|
|
/**
|
|
* Advanced timing result: The minimum amount of time the game has taken between consecutive frames.
|
|
*
|
|
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
|
|
* This value can be manually reset.
|
|
* @property {number} msMin
|
|
* @default
|
|
*/
|
|
this.msMin = 1000;
|
|
|
|
/**
|
|
* Advanced timing result: The maximum amount of time the game has taken between consecutive frames.
|
|
*
|
|
* Only calculated if {@link Phaser.Time#advancedTiming advancedTiming} is enabled.
|
|
* This value can be manually reset.
|
|
* @property {number} msMax
|
|
*/
|
|
this.msMax = 0;
|
|
|
|
/**
|
|
* Records how long the game was last paused, in milliseconds.
|
|
* (This is not updated until the game is resumed.)
|
|
* @property {number} pauseDuration
|
|
*/
|
|
this.pauseDuration = 0;
|
|
|
|
/**
|
|
* @property {number} timeToCall - The value that setTimeout needs to work out when to next update
|
|
* @protected
|
|
*/
|
|
this.timeToCall = 0;
|
|
|
|
/**
|
|
* @property {number} timeExpected - The time when the next call is expected when using setTimer to control the update loop
|
|
* @protected
|
|
*/
|
|
this.timeExpected = 0;
|
|
|
|
/**
|
|
* A {@link Phaser.Timer} object bound to the master clock (this Time object) which events can be added to.
|
|
* @property {Phaser.Timer} events
|
|
*/
|
|
this.events = new Phaser.Timer(this.game, false);
|
|
|
|
/**
|
|
* @property {number} _frameCount - count the number of calls to time.update since the last suggestedFps was calculated
|
|
* @private
|
|
*/
|
|
this._frameCount = 0;
|
|
|
|
/**
|
|
* @property {number} _elapsedAcumulator - sum of the elapsed time since the last suggestedFps was calculated
|
|
* @private
|
|
*/
|
|
this._elapsedAccumulator = 0;
|
|
|
|
/**
|
|
* @property {number} _started - The time at which the Game instance started.
|
|
* @private
|
|
*/
|
|
this._started = 0;
|
|
|
|
/**
|
|
* @property {number} _timeLastSecond - The time (in ms) that the last second counter ticked over.
|
|
* @private
|
|
*/
|
|
this._timeLastSecond = 0;
|
|
|
|
/**
|
|
* @property {number} _pauseStarted - The time the game started being paused.
|
|
* @private
|
|
*/
|
|
this._pauseStarted = 0;
|
|
|
|
/**
|
|
* @property {boolean} _justResumed - Internal value used to recover from the game pause state.
|
|
* @private
|
|
*/
|
|
this._justResumed = false;
|
|
|
|
/**
|
|
* @property {Phaser.Timer[]} _timers - Internal store of Phaser.Timer objects.
|
|
* @private
|
|
*/
|
|
this._timers = [];
|
|
|
|
};
|
|
|
|
Phaser.Time.prototype = {
|
|
|
|
/**
|
|
* Called automatically by Phaser.Game after boot. Should not be called directly.
|
|
*
|
|
* @method Phaser.Time#boot
|
|
* @protected
|
|
*/
|
|
boot: function () {
|
|
|
|
this._started = Date.now();
|
|
this.time = Date.now();
|
|
this.events.start();
|
|
this.timeExpected = this.time;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds an existing Phaser.Timer object to the Timer pool.
|
|
*
|
|
* @method Phaser.Time#add
|
|
* @param {Phaser.Timer} timer - An existing Phaser.Timer object.
|
|
* @return {Phaser.Timer} The given Phaser.Timer object.
|
|
*/
|
|
add: function (timer) {
|
|
|
|
this._timers.push(timer);
|
|
|
|
return timer;
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new stand-alone Phaser.Timer object.
|
|
*
|
|
* @method Phaser.Time#create
|
|
* @param {boolean} [autoDestroy=true] - A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
|
|
* @return {Phaser.Timer} The Timer object that was created.
|
|
*/
|
|
create: function (autoDestroy) {
|
|
|
|
if (autoDestroy === undefined) { autoDestroy = true; }
|
|
|
|
var timer = new Phaser.Timer(this.game, autoDestroy);
|
|
|
|
this._timers.push(timer);
|
|
|
|
return timer;
|
|
|
|
},
|
|
|
|
/**
|
|
* Remove all Timer objects, regardless of their state and clears all Timers from the {@link Phaser.Time#events events} timer.
|
|
*
|
|
* @method Phaser.Time#removeAll
|
|
*/
|
|
removeAll: function () {
|
|
|
|
for (var i = 0; i < this._timers.length; i++)
|
|
{
|
|
this._timers[i].destroy();
|
|
}
|
|
|
|
this._timers = [];
|
|
|
|
this.events.removeAll();
|
|
|
|
},
|
|
|
|
/**
|
|
* Refreshes the Time.time and Time.elapsedMS properties from the system clock.
|
|
*
|
|
* @method Phaser.Time#refresh
|
|
*/
|
|
refresh: function () {
|
|
|
|
// Set to the old Date.now value
|
|
var previousDateNow = this.time;
|
|
|
|
// this.time always holds a Date.now value
|
|
this.time = Date.now();
|
|
|
|
// Adjust accordingly.
|
|
this.elapsedMS = this.time - previousDateNow;
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.
|
|
*
|
|
* @method Phaser.Time#update
|
|
* @protected
|
|
* @param {number} time - The current relative timestamp; see {@link Phaser.Time#now now}.
|
|
*/
|
|
update: function (time) {
|
|
|
|
// Set to the old Date.now value
|
|
var previousDateNow = this.time;
|
|
|
|
// this.time always holds a Date.now value
|
|
this.time = Date.now();
|
|
|
|
// Adjust accordingly.
|
|
this.elapsedMS = this.time - previousDateNow;
|
|
|
|
// 'now' is currently still holding the time of the last call, move it into prevTime
|
|
this.prevTime = this.now;
|
|
|
|
// update 'now' to hold the current time
|
|
// this.now may hold the RAF high resolution time value if RAF is available (otherwise it also holds Date.now)
|
|
this.now = time;
|
|
|
|
// elapsed time between previous call and now - this could be a high resolution value
|
|
this.elapsed = this.now - this.prevTime;
|
|
|
|
if (this.game.raf._isSetTimeOut)
|
|
{
|
|
// console.log('Time isSet', this._desiredFps, 'te', this.timeExpected, 'time', time);
|
|
|
|
// time to call this function again in ms in case we're using timers instead of RequestAnimationFrame to update the game
|
|
this.timeToCall = Math.floor(Math.max(0, (1000.0 / this._desiredFps) - (this.timeExpected - time)));
|
|
|
|
// time when the next call is expected if using timers
|
|
this.timeExpected = time + this.timeToCall;
|
|
|
|
// console.log('Time expect', this.timeExpected);
|
|
}
|
|
|
|
if (this.advancedTiming)
|
|
{
|
|
this.updateAdvancedTiming();
|
|
}
|
|
|
|
// Paused but still running?
|
|
if (!this.game.paused)
|
|
{
|
|
// Our internal Phaser.Timer
|
|
this.events.update(this.time);
|
|
|
|
if (this._timers.length)
|
|
{
|
|
this.updateTimers();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles the updating of the Phaser.Timers (if any)
|
|
* Called automatically by Time.update.
|
|
*
|
|
* @method Phaser.Time#updateTimers
|
|
* @private
|
|
*/
|
|
updateTimers: function () {
|
|
|
|
// Any game level timers
|
|
var i = 0;
|
|
var len = this._timers.length;
|
|
|
|
while (i < len)
|
|
{
|
|
if (this._timers[i].update(this.time))
|
|
{
|
|
i++;
|
|
}
|
|
else
|
|
{
|
|
// Timer requests to be removed
|
|
this._timers.splice(i, 1);
|
|
len--;
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Handles the updating of the advanced timing values (if enabled)
|
|
* Called automatically by Time.update.
|
|
*
|
|
* @method Phaser.Time#updateAdvancedTiming
|
|
* @private
|
|
*/
|
|
updateAdvancedTiming: function () {
|
|
|
|
// count the number of time.update calls
|
|
this._frameCount++;
|
|
this._elapsedAccumulator += this.elapsed;
|
|
|
|
// occasionally recalculate the suggestedFps based on the accumulated elapsed time
|
|
if (this._frameCount >= this._desiredFps * 2)
|
|
{
|
|
// this formula calculates suggestedFps in multiples of 5 fps
|
|
this.suggestedFps = Math.floor(200 / (this._elapsedAccumulator / this._frameCount)) * 5;
|
|
this._frameCount = 0;
|
|
this._elapsedAccumulator = 0;
|
|
}
|
|
|
|
this.msMin = Math.min(this.msMin, this.elapsed);
|
|
this.msMax = Math.max(this.msMax, this.elapsed);
|
|
|
|
this.frames++;
|
|
|
|
if (this.now > this._timeLastSecond + 1000)
|
|
{
|
|
this.fps = Math.round((this.frames * 1000) / (this.now - this._timeLastSecond));
|
|
this.fpsMin = Math.min(this.fpsMin, this.fps);
|
|
this.fpsMax = Math.max(this.fpsMax, this.fps);
|
|
this._timeLastSecond = this.now;
|
|
this.frames = 0;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the game enters a paused state.
|
|
*
|
|
* @method Phaser.Time#gamePaused
|
|
* @private
|
|
*/
|
|
gamePaused: function () {
|
|
|
|
this._pauseStarted = Date.now();
|
|
|
|
this.events.pause();
|
|
|
|
var i = this._timers.length;
|
|
|
|
while (i--)
|
|
{
|
|
this._timers[i]._pause();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the game resumes from a paused state.
|
|
*
|
|
* @method Phaser.Time#gameResumed
|
|
* @private
|
|
*/
|
|
gameResumed: function () {
|
|
|
|
// Set the parameter which stores Date.now() to make sure it's correct on resume
|
|
this.time = Date.now();
|
|
|
|
this.pauseDuration = this.time - this._pauseStarted;
|
|
|
|
this.events.resume();
|
|
|
|
var i = this._timers.length;
|
|
|
|
while (i--)
|
|
{
|
|
this._timers[i]._resume();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The number of seconds that have elapsed since the game was started.
|
|
*
|
|
* @method Phaser.Time#totalElapsedSeconds
|
|
* @return {number} The number of seconds that have elapsed since the game was started.
|
|
*/
|
|
totalElapsedSeconds: function() {
|
|
return (this.time - this._started) * 0.001;
|
|
},
|
|
|
|
/**
|
|
* How long has passed since the given time.
|
|
*
|
|
* @method Phaser.Time#elapsedSince
|
|
* @param {number} since - The time you want to measure against.
|
|
* @return {number} The difference between the given time and now.
|
|
*/
|
|
elapsedSince: function (since) {
|
|
return this.time - since;
|
|
},
|
|
|
|
/**
|
|
* How long has passed since the given time (in seconds).
|
|
*
|
|
* @method Phaser.Time#elapsedSecondsSince
|
|
* @param {number} since - The time you want to measure (in seconds).
|
|
* @return {number} Duration between given time and now (in seconds).
|
|
*/
|
|
elapsedSecondsSince: function (since) {
|
|
return (this.time - since) * 0.001;
|
|
},
|
|
|
|
/**
|
|
* Resets the private _started value to now and removes all currently running Timers.
|
|
*
|
|
* @method Phaser.Time#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
this._started = this.time;
|
|
this.removeAll();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* The desired frame rate of the game.
|
|
*
|
|
* This is used is used to calculate the physic / logic multiplier and how to apply catch-up logic updates.
|
|
*
|
|
* @name Phaser.Time#desiredFps
|
|
* @property {integer} desiredFps - The desired frame rate of the game. Defaults to 60.
|
|
*/
|
|
Object.defineProperty(Phaser.Time.prototype, "desiredFps", {
|
|
|
|
get: function () {
|
|
|
|
return this._desiredFps;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this._desiredFps = value;
|
|
|
|
// Set the physics elapsed time... this will always be 1 / this.desiredFps
|
|
// because we're using fixed time steps in game.update
|
|
this.physicsElapsed = 1 / value;
|
|
|
|
this.physicsElapsedMS = this.physicsElapsed * 1000;
|
|
|
|
this.desiredFpsMult = 1.0 / value;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
Phaser.Time.prototype.constructor = Phaser.Time;
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
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<div class="clearfix"></div>
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<footer>
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|
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|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2016 Photon Storm Ltd.
|
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</span>
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<br />
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<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
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on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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