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2175 lines
60 KiB
HTML
Executable file
2175 lines
60 KiB
HTML
Executable file
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<a href="Phaser.Component.Destroy.html">Destroy</a>
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<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
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<a href="Phaser.Component.Overlap.html">Overlap</a>
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<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
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<a href="Phaser.Component.Reset.html">Reset</a>
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<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
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<a href="Phaser.Component.Smoothed.html">Smoothed</a>
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<li class="class-depth-1">
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<a href="Phaser.Create.html">Create</a>
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<a href="Phaser.Creature.html">Creature</a>
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<li class="class-depth-1">
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<a href="Phaser.Device.html">Device</a>
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<li class="class-depth-1">
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<a href="Phaser.DeviceButton.html">DeviceButton</a>
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<li class="class-depth-1">
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<a href="Phaser.DOM.html">DOM</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Easing.html">Easing</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Back.html">Back</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Bounce.html">Bounce</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Circular.html">Circular</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Cubic.html">Cubic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Elastic.html">Elastic</a>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Linear.html">Linear</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quartic.html">Quartic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Ellipse.html">Ellipse</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Events.html">Events</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Filter.html">Filter</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FlexLayer.html">FlexLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Frame.html">Frame</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.FrameData.html">FrameData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Game.html">Game</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Gamepad.html">Gamepad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Group.html">Group</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Hermite.html">Hermite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Image.html">Image</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ImageCollection.html">ImageCollection</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Input.html">Input</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.InputHandler.html">InputHandler</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Key.html">Key</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Keyboard.html">Keyboard</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.KeyCode.html">KeyCode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Line.html">Line</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LinkedList.html">LinkedList</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Loader.html">Loader</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Math.html">Math</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Matrix.html">Matrix</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Mouse.html">Mouse</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.MSPointer.html">MSPointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Net.html">Net</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Particle.html">Particle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Particles.html">Particles</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Path.html">Path</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PathFollower.html">PathFollower</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PathPoint.html">PathPoint</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Physics.html">Physics</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.P2.html">P2</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Plugin.PathManager.html">PathManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rope.html">Rope</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Sprite.html">Sprite</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Video.html">Video</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Weapon.html">Weapon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EarCut.html">EarCut</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-2">
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.Rope.html">Rope</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
|
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|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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|
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<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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<li class="class-depth-1">
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
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|
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<ul class="dropdown-menu ">
|
|
|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#AUTO">AUTO</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#blendModes">blendModes</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BUTTON">BUTTON</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CANVAS">CANVAS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#CENTER">CENTER</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#CIRCLE">CIRCLE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#CREATURE">CREATURE</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#displayList">displayList</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ELLIPSE">ELLIPSE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#emit">emit</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#EMITTER">EMITTER</a>
|
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</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#GAMES">GAMES</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#GRAPHICS">GRAPHICS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#GROUP">GROUP</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#HEADLESS">HEADLESS</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#IMAGE">IMAGE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT">LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LINE">LINE</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#listeners">listeners</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#MATRIX">MATRIX</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#NONE">NONE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#off">off</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#on">on</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#once">once</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
|
</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#POINT">POINT</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#POINTER">POINTER</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#POLYGON">POLYGON</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#PORTRAIT">PORTRAIT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#RECTANGLE">RECTANGLE</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#removeAllListeners">removeAllListeners</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: src/input/Keyboard.js</h1>
|
|
|
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<section>
|
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<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* The Keyboard class monitors keyboard input and dispatches keyboard events.
|
|
*
|
|
* _Note_: many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting.
|
|
* See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details.
|
|
*
|
|
* Also please be aware that certain browser extensions can disable or override Phaser keyboard handling.
|
|
* For example the Chrome extension vimium is known to disable Phaser from using the D key. And there are others.
|
|
* So please check your extensions before opening Phaser issues.
|
|
*
|
|
* @class Phaser.Keyboard
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
*/
|
|
Phaser.Keyboard = function (game) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - Local reference to game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* Keyboard input will only be processed if enabled.
|
|
* @property {boolean} enabled
|
|
* @default
|
|
*/
|
|
this.enabled = true;
|
|
|
|
/**
|
|
* @property {object} event - The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released.
|
|
*/
|
|
this.event = null;
|
|
|
|
/**
|
|
* @property {object} pressEvent - The most recent DOM event from keypress.
|
|
*/
|
|
this.pressEvent = null;
|
|
|
|
/**
|
|
* @property {object} callbackContext - The context under which the callbacks are run.
|
|
*/
|
|
this.callbackContext = this;
|
|
|
|
/**
|
|
* @property {function} onDownCallback - This callback is invoked every time a key is pressed down, including key repeats when a key is held down.
|
|
*/
|
|
this.onDownCallback = null;
|
|
|
|
/**
|
|
* @property {function} onPressCallback - This callback is invoked every time a DOM onkeypress event is raised, which is only for printable keys.
|
|
*/
|
|
this.onPressCallback = null;
|
|
|
|
/**
|
|
* @property {function} onUpCallback - This callback is invoked every time a key is released.
|
|
*/
|
|
this.onUpCallback = null;
|
|
|
|
/**
|
|
* @property {array<Phaser.Key>} _keys - The array the Phaser.Key objects are stored in.
|
|
* @private
|
|
*/
|
|
this._keys = [];
|
|
|
|
/**
|
|
* @property {array} _capture - The array the key capture values are stored in.
|
|
* @private
|
|
*/
|
|
this._capture = [];
|
|
|
|
/**
|
|
* @property {function} _onKeyDown
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._onKeyDown = null;
|
|
|
|
/**
|
|
* @property {function} _onKeyPress
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._onKeyPress = null;
|
|
|
|
/**
|
|
* @property {function} _onKeyUp
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._onKeyUp = null;
|
|
|
|
/**
|
|
* @property {number} _i - Internal cache var
|
|
* @private
|
|
*/
|
|
this._i = 0;
|
|
|
|
/**
|
|
* @property {number} _k - Internal cache var
|
|
* @private
|
|
*/
|
|
this._k = 0;
|
|
|
|
};
|
|
|
|
Phaser.Keyboard.prototype = {
|
|
|
|
/**
|
|
* Add callbacks to the Keyboard handler so that each time a key is pressed down or released the callbacks are activated.
|
|
*
|
|
* @method Phaser.Keyboard#addCallbacks
|
|
* @param {object} context - The context under which the callbacks are run.
|
|
* @param {function} [onDown=null] - This callback is invoked every time a key is pressed down.
|
|
* @param {function} [onUp=null] - This callback is invoked every time a key is released.
|
|
* @param {function} [onPress=null] - This callback is invoked every time the onkeypress event is raised.
|
|
*/
|
|
addCallbacks: function (context, onDown, onUp, onPress) {
|
|
|
|
this.callbackContext = context;
|
|
|
|
if (onDown !== undefined && onDown !== null)
|
|
{
|
|
this.onDownCallback = onDown;
|
|
}
|
|
|
|
if (onUp !== undefined && onUp !== null)
|
|
{
|
|
this.onUpCallback = onUp;
|
|
}
|
|
|
|
if (onPress !== undefined && onPress !== null)
|
|
{
|
|
this.onPressCallback = onPress;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.
|
|
* The Key object can then be polled, have events attached to it, etc.
|
|
*
|
|
* @method Phaser.Keyboard#addKey
|
|
* @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key.
|
|
* @return {Phaser.Key} The Key object which you can store locally and reference directly.
|
|
*/
|
|
addKey: function (keycode) {
|
|
|
|
if (!this._keys[keycode])
|
|
{
|
|
this._keys[keycode] = new Phaser.Key(this.game, keycode);
|
|
|
|
this.addKeyCapture(keycode);
|
|
}
|
|
|
|
return this._keys[keycode];
|
|
|
|
},
|
|
|
|
/**
|
|
* A practical way to create an object containing user selected hotkeys.
|
|
*
|
|
* For example,
|
|
*
|
|
* addKeys( { 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S, 'left': Phaser.KeyCode.A, 'right': Phaser.KeyCode.D } );
|
|
*
|
|
* would return an object containing properties (`up`, `down`, `left` and `right`) referring to {@link Phaser.Key} object.
|
|
*
|
|
* @method Phaser.Keyboard#addKeys
|
|
* @param {object} keys - A key mapping object, i.e. `{ 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S }` or `{ 'up': 52, 'down': 53 }`.
|
|
* @return {object} An object containing the properties mapped to {@link Phaser.Key} values.
|
|
*/
|
|
addKeys: function (keys) {
|
|
|
|
var output = {};
|
|
|
|
for (var key in keys)
|
|
{
|
|
output[key] = this.addKey(keys[key]);
|
|
}
|
|
|
|
return output;
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes a Key object from the Keyboard manager.
|
|
*
|
|
* @method Phaser.Keyboard#removeKey
|
|
* @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to remove.
|
|
*/
|
|
removeKey: function (keycode) {
|
|
|
|
if (this._keys[keycode])
|
|
{
|
|
this._keys[keycode] = null;
|
|
|
|
this.removeKeyCapture(keycode);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right.
|
|
*
|
|
* @method Phaser.Keyboard#createCursorKeys
|
|
* @return {object} An object containing properties: `up`, `down`, `left` and `right` of {@link Phaser.Key} objects.
|
|
*/
|
|
createCursorKeys: function () {
|
|
|
|
return this.addKeys({ 'up': Phaser.KeyCode.UP, 'down': Phaser.KeyCode.DOWN, 'left': Phaser.KeyCode.LEFT, 'right': Phaser.KeyCode.RIGHT });
|
|
|
|
},
|
|
|
|
/**
|
|
* Starts the Keyboard event listeners running (keydown and keyup). They are attached to the window.
|
|
* This is called automatically by Phaser.Input and should not normally be invoked directly.
|
|
*
|
|
* @method Phaser.Keyboard#start
|
|
* @protected
|
|
*/
|
|
start: function () {
|
|
|
|
if (this.game.device.cocoonJS)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this._onKeyDown !== null)
|
|
{
|
|
// Avoid setting multiple listeners
|
|
return;
|
|
}
|
|
|
|
var _this = this;
|
|
|
|
this._onKeyDown = function (event) {
|
|
return _this.processKeyDown(event);
|
|
};
|
|
|
|
this._onKeyUp = function (event) {
|
|
return _this.processKeyUp(event);
|
|
};
|
|
|
|
this._onKeyPress = function (event) {
|
|
return _this.processKeyPress(event);
|
|
};
|
|
|
|
window.addEventListener('keydown', this._onKeyDown, false);
|
|
window.addEventListener('keyup', this._onKeyUp, false);
|
|
window.addEventListener('keypress', this._onKeyPress, false);
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.
|
|
*
|
|
* @method Phaser.Keyboard#stop
|
|
*/
|
|
stop: function () {
|
|
|
|
window.removeEventListener('keydown', this._onKeyDown);
|
|
window.removeEventListener('keyup', this._onKeyUp);
|
|
window.removeEventListener('keypress', this._onKeyPress);
|
|
|
|
this._onKeyDown = null;
|
|
this._onKeyUp = null;
|
|
this._onKeyPress = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window.
|
|
* Also clears all key captures and currently created Key objects.
|
|
*
|
|
* @method Phaser.Keyboard#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.stop();
|
|
|
|
this.clearCaptures();
|
|
|
|
this._keys.length = 0;
|
|
this._i = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* By default when a key is pressed Phaser will not stop the event from propagating up to the browser.
|
|
* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
|
|
*
|
|
* The `addKeyCapture` method enables consuming keyboard event for specific keys so it doesn't bubble up to the the browser
|
|
* and cause the default browser behavior.
|
|
*
|
|
* Pass in either a single keycode or an array/hash of keycodes.
|
|
*
|
|
* @method Phaser.Keyboard#addKeyCapture
|
|
* @param {integer|integer[]|object} keycode - Either a single {@link Phaser.KeyCode keycode} or an array/hash of keycodes such as `[65, 67, 68]`.
|
|
*/
|
|
addKeyCapture: function (keycode) {
|
|
|
|
if (typeof keycode === 'object')
|
|
{
|
|
for (var key in keycode)
|
|
{
|
|
this._capture[keycode[key]] = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this._capture[keycode] = true;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Removes an existing key capture.
|
|
*
|
|
* @method Phaser.Keyboard#removeKeyCapture
|
|
* @param {integer} keycode - The {@link Phaser.KeyCode keycode} to remove capturing of.
|
|
*/
|
|
removeKeyCapture: function (keycode) {
|
|
|
|
delete this._capture[keycode];
|
|
|
|
},
|
|
|
|
/**
|
|
* Clear all set key captures.
|
|
*
|
|
* @method Phaser.Keyboard#clearCaptures
|
|
*/
|
|
clearCaptures: function () {
|
|
|
|
this._capture = {};
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates all currently defined keys.
|
|
*
|
|
* @method Phaser.Keyboard#update
|
|
*/
|
|
update: function () {
|
|
|
|
this._i = this._keys.length;
|
|
|
|
while (this._i--)
|
|
{
|
|
if (this._keys[this._i])
|
|
{
|
|
this._keys[this._i].update();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Process the keydown event.
|
|
*
|
|
* @method Phaser.Keyboard#processKeyDown
|
|
* @param {KeyboardEvent} event
|
|
* @protected
|
|
*/
|
|
processKeyDown: function (event) {
|
|
|
|
this.event = event;
|
|
|
|
if (!this.game.input.enabled || !this.enabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var key = event.keyCode;
|
|
|
|
// The event is being captured but another hotkey may need it
|
|
if (this._capture[key])
|
|
{
|
|
event.preventDefault();
|
|
}
|
|
|
|
if (!this._keys[key])
|
|
{
|
|
this._keys[key] = new Phaser.Key(this.game, key);
|
|
}
|
|
|
|
this._keys[key].processKeyDown(event);
|
|
|
|
this._k = key;
|
|
|
|
if (this.onDownCallback)
|
|
{
|
|
this.onDownCallback.call(this.callbackContext, event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Process the keypress event.
|
|
*
|
|
* @method Phaser.Keyboard#processKeyPress
|
|
* @param {KeyboardEvent} event
|
|
* @protected
|
|
*/
|
|
processKeyPress: function (event) {
|
|
|
|
this.pressEvent = event;
|
|
|
|
if (!this.game.input.enabled || !this.enabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.onPressCallback)
|
|
{
|
|
this.onPressCallback.call(this.callbackContext, String.fromCharCode(event.charCode), event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Process the keyup event.
|
|
*
|
|
* @method Phaser.Keyboard#processKeyUp
|
|
* @param {KeyboardEvent} event
|
|
* @protected
|
|
*/
|
|
processKeyUp: function (event) {
|
|
|
|
this.event = event;
|
|
|
|
if (!this.game.input.enabled || !this.enabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var key = event.keyCode;
|
|
|
|
if (this._capture[key])
|
|
{
|
|
event.preventDefault();
|
|
}
|
|
|
|
if (!this._keys[key])
|
|
{
|
|
this._keys[key] = new Phaser.Key(this.game, key);
|
|
}
|
|
|
|
this._keys[key].processKeyUp(event);
|
|
|
|
if (this.onUpCallback)
|
|
{
|
|
this.onUpCallback.call(this.callbackContext, event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets all Keys.
|
|
*
|
|
* @method Phaser.Keyboard#reset
|
|
* @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will.
|
|
*/
|
|
reset: function (hard) {
|
|
|
|
if (hard === undefined) { hard = true; }
|
|
|
|
this.event = null;
|
|
|
|
var i = this._keys.length;
|
|
|
|
while (i--)
|
|
{
|
|
if (this._keys[i])
|
|
{
|
|
this._keys[i].reset(hard);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
|
|
* or was pressed down longer ago than then given duration.
|
|
*
|
|
* @method Phaser.Keyboard#downDuration
|
|
* @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.
|
|
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
|
|
* @return {boolean} True if the key was pressed down within the given duration, false if not or null if the Key wasn't found.
|
|
*/
|
|
downDuration: function (keycode, duration) {
|
|
|
|
if (this._keys[keycode])
|
|
{
|
|
return this._keys[keycode].downDuration(duration);
|
|
}
|
|
else
|
|
{
|
|
return null;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
|
|
* or was pressed down longer ago than then given duration.
|
|
*
|
|
* @method Phaser.Keyboard#upDuration
|
|
* @param {Phaser.KeyCode|integer} keycode - The keycode of the key to check, i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.
|
|
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
|
|
* @return {boolean} True if the key was released within the given duration, false if not or null if the Key wasn't found.
|
|
*/
|
|
upDuration: function (keycode, duration) {
|
|
|
|
if (this._keys[keycode])
|
|
{
|
|
return this._keys[keycode].upDuration(duration);
|
|
}
|
|
else
|
|
{
|
|
return null;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
|
|
*
|
|
* @method Phaser.Keyboard#isDown
|
|
* @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.
|
|
* @return {boolean} True if the key is currently down, false if not or null if the Key wasn't found.
|
|
*/
|
|
isDown: function (keycode) {
|
|
|
|
if (this._keys[keycode])
|
|
{
|
|
return this._keys[keycode].isDown;
|
|
}
|
|
else
|
|
{
|
|
return null;
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Returns the string value of the most recently pressed key.
|
|
* @name Phaser.Keyboard#lastChar
|
|
* @property {string} lastChar - The string value of the most recently pressed key.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Keyboard.prototype, "lastChar", {
|
|
|
|
get: function () {
|
|
|
|
if (this.event.charCode === 32)
|
|
{
|
|
return '';
|
|
}
|
|
else
|
|
{
|
|
return String.fromCharCode(this.pressEvent.charCode);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Returns the most recently pressed Key. This is a Phaser.Key object and it changes every time a key is pressed.
|
|
* @name Phaser.Keyboard#lastKey
|
|
* @property {Phaser.Key} lastKey - The most recently pressed Key.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Keyboard.prototype, "lastKey", {
|
|
|
|
get: function () {
|
|
|
|
return this._keys[this._k];
|
|
|
|
}
|
|
|
|
});
|
|
|
|
Phaser.Keyboard.prototype.constructor = Phaser.Keyboard;
|
|
|
|
/**
|
|
* A key code represents a physical key on a keyboard.
|
|
*
|
|
* The KeyCode class contains commonly supported keyboard key codes which can be used
|
|
* as keycode`-parameters in several {@link Phaser.Keyboard} and {@link Phaser.Key} methods.
|
|
*
|
|
* _Note_: These values should only be used indirectly, eg. as `Phaser.KeyCode.KEY`.
|
|
* Future versions may replace the actual values, such that they remain compatible with `keycode`-parameters.
|
|
* The current implementation maps to the {@link https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/keyCode KeyboardEvent.keyCode} property.
|
|
*
|
|
* _Note_: Use `Phaser.KeyCode.KEY` instead of `Phaser.Keyboard.KEY` to refer to a key code;
|
|
* the latter approach is supported for compatibility.
|
|
*
|
|
* @class Phaser.KeyCode
|
|
*/
|
|
Phaser.KeyCode = {
|
|
/** @static */
|
|
A: "A".charCodeAt(0),
|
|
/** @static */
|
|
B: "B".charCodeAt(0),
|
|
/** @static */
|
|
C: "C".charCodeAt(0),
|
|
/** @static */
|
|
D: "D".charCodeAt(0),
|
|
/** @static */
|
|
E: "E".charCodeAt(0),
|
|
/** @static */
|
|
F: "F".charCodeAt(0),
|
|
/** @static */
|
|
G: "G".charCodeAt(0),
|
|
/** @static */
|
|
H: "H".charCodeAt(0),
|
|
/** @static */
|
|
I: "I".charCodeAt(0),
|
|
/** @static */
|
|
J: "J".charCodeAt(0),
|
|
/** @static */
|
|
K: "K".charCodeAt(0),
|
|
/** @static */
|
|
L: "L".charCodeAt(0),
|
|
/** @static */
|
|
M: "M".charCodeAt(0),
|
|
/** @static */
|
|
N: "N".charCodeAt(0),
|
|
/** @static */
|
|
O: "O".charCodeAt(0),
|
|
/** @static */
|
|
P: "P".charCodeAt(0),
|
|
/** @static */
|
|
Q: "Q".charCodeAt(0),
|
|
/** @static */
|
|
R: "R".charCodeAt(0),
|
|
/** @static */
|
|
S: "S".charCodeAt(0),
|
|
/** @static */
|
|
T: "T".charCodeAt(0),
|
|
/** @static */
|
|
U: "U".charCodeAt(0),
|
|
/** @static */
|
|
V: "V".charCodeAt(0),
|
|
/** @static */
|
|
W: "W".charCodeAt(0),
|
|
/** @static */
|
|
X: "X".charCodeAt(0),
|
|
/** @static */
|
|
Y: "Y".charCodeAt(0),
|
|
/** @static */
|
|
Z: "Z".charCodeAt(0),
|
|
/** @static */
|
|
ZERO: "0".charCodeAt(0),
|
|
/** @static */
|
|
ONE: "1".charCodeAt(0),
|
|
/** @static */
|
|
TWO: "2".charCodeAt(0),
|
|
/** @static */
|
|
THREE: "3".charCodeAt(0),
|
|
/** @static */
|
|
FOUR: "4".charCodeAt(0),
|
|
/** @static */
|
|
FIVE: "5".charCodeAt(0),
|
|
/** @static */
|
|
SIX: "6".charCodeAt(0),
|
|
/** @static */
|
|
SEVEN: "7".charCodeAt(0),
|
|
/** @static */
|
|
EIGHT: "8".charCodeAt(0),
|
|
/** @static */
|
|
NINE: "9".charCodeAt(0),
|
|
/** @static */
|
|
NUMPAD_0: 96,
|
|
/** @static */
|
|
NUMPAD_1: 97,
|
|
/** @static */
|
|
NUMPAD_2: 98,
|
|
/** @static */
|
|
NUMPAD_3: 99,
|
|
/** @static */
|
|
NUMPAD_4: 100,
|
|
/** @static */
|
|
NUMPAD_5: 101,
|
|
/** @static */
|
|
NUMPAD_6: 102,
|
|
/** @static */
|
|
NUMPAD_7: 103,
|
|
/** @static */
|
|
NUMPAD_8: 104,
|
|
/** @static */
|
|
NUMPAD_9: 105,
|
|
/** @static */
|
|
NUMPAD_MULTIPLY: 106,
|
|
/** @static */
|
|
NUMPAD_ADD: 107,
|
|
/** @static */
|
|
NUMPAD_ENTER: 108,
|
|
/** @static */
|
|
NUMPAD_SUBTRACT: 109,
|
|
/** @static */
|
|
NUMPAD_DECIMAL: 110,
|
|
/** @static */
|
|
NUMPAD_DIVIDE: 111,
|
|
/** @static */
|
|
F1: 112,
|
|
/** @static */
|
|
F2: 113,
|
|
/** @static */
|
|
F3: 114,
|
|
/** @static */
|
|
F4: 115,
|
|
/** @static */
|
|
F5: 116,
|
|
/** @static */
|
|
F6: 117,
|
|
/** @static */
|
|
F7: 118,
|
|
/** @static */
|
|
F8: 119,
|
|
/** @static */
|
|
F9: 120,
|
|
/** @static */
|
|
F10: 121,
|
|
/** @static */
|
|
F11: 122,
|
|
/** @static */
|
|
F12: 123,
|
|
/** @static */
|
|
F13: 124,
|
|
/** @static */
|
|
F14: 125,
|
|
/** @static */
|
|
F15: 126,
|
|
/** @static */
|
|
COLON: 186,
|
|
/** @static */
|
|
EQUALS: 187,
|
|
/** @static */
|
|
COMMA: 188,
|
|
/** @static */
|
|
UNDERSCORE: 189,
|
|
/** @static */
|
|
PERIOD: 190,
|
|
/** @static */
|
|
QUESTION_MARK: 191,
|
|
/** @static */
|
|
TILDE: 192,
|
|
/** @static */
|
|
OPEN_BRACKET: 219,
|
|
/** @static */
|
|
BACKWARD_SLASH: 220,
|
|
/** @static */
|
|
CLOSED_BRACKET: 221,
|
|
/** @static */
|
|
QUOTES: 222,
|
|
/** @static */
|
|
BACKSPACE: 8,
|
|
/** @static */
|
|
TAB: 9,
|
|
/** @static */
|
|
CLEAR: 12,
|
|
/** @static */
|
|
ENTER: 13,
|
|
/** @static */
|
|
SHIFT: 16,
|
|
/** @static */
|
|
CONTROL: 17,
|
|
/** @static */
|
|
ALT: 18,
|
|
/** @static */
|
|
CAPS_LOCK: 20,
|
|
/** @static */
|
|
ESC: 27,
|
|
/** @static */
|
|
SPACEBAR: 32,
|
|
/** @static */
|
|
PAGE_UP: 33,
|
|
/** @static */
|
|
PAGE_DOWN: 34,
|
|
/** @static */
|
|
END: 35,
|
|
/** @static */
|
|
HOME: 36,
|
|
/** @static */
|
|
LEFT: 37,
|
|
/** @static */
|
|
UP: 38,
|
|
/** @static */
|
|
RIGHT: 39,
|
|
/** @static */
|
|
DOWN: 40,
|
|
/** @static */
|
|
PLUS: 43,
|
|
/** @static */
|
|
MINUS: 44,
|
|
/** @static */
|
|
INSERT: 45,
|
|
/** @static */
|
|
DELETE: 46,
|
|
/** @static */
|
|
HELP: 47,
|
|
/** @static */
|
|
NUM_LOCK: 144
|
|
};
|
|
|
|
// Duplicate Phaser.KeyCode values in Phaser.Keyboard for compatibility
|
|
for (var key in Phaser.KeyCode)
|
|
{
|
|
if (Phaser.KeyCode.hasOwnProperty(key) && !key.match(/[a-z]/))
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{
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