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997 lines
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HTML
997 lines
26 KiB
HTML
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</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 class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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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 class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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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.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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</ul>
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<h1 class="page-title">Source: gameobjects/Graphics.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Creates a new `Graphics` object.
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*
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* @class Phaser.Graphics
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* @constructor
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* @extends PIXI.Graphics
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* @param {Phaser.Game} game Current game instance.
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* @param {number} x - X position of the new graphics object.
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* @param {number} y - Y position of the new graphics object.
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*/
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Phaser.Graphics = function (game, x, y) {
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x = x || 0;
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y = y || 0;
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
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* @default
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*/
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this.exists = true;
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/**
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* @property {string} name - The user defined name given to this object.
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* @default
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*/
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this.name = '';
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/**
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.type = Phaser.GRAPHICS;
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/**
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* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
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*/
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this.z = 0;
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/**
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* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
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*/
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this.world = new Phaser.Point(x, y);
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/**
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* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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*/
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this.cameraOffset = new Phaser.Point();
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PIXI.Graphics.call(this);
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this.position.set(x, y);
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/**
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* A small internal cache:
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* 0 = previous position.x
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* 1 = previous position.y
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* 2 = previous rotation
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* 3 = renderID
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* 4 = fresh? (0 = no, 1 = yes)
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* 5 = outOfBoundsFired (0 = no, 1 = yes)
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* 6 = exists (0 = no, 1 = yes)
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* 7 = fixed to camera (0 = no, 1 = yes)
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* 8 = destroy phase? (0 = no, 1 = yes)
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* @property {Array} _cache
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* @private
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*/
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this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0 ];
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};
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Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
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Phaser.Graphics.prototype.constructor = Phaser.Graphics;
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/**
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* Automatically called by World.preUpdate.
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* @method Phaser.Graphics.prototype.preUpdate
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*/
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Phaser.Graphics.prototype.preUpdate = function () {
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this._cache[0] = this.world.x;
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this._cache[1] = this.world.y;
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this._cache[2] = this.rotation;
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if (!this.exists || !this.parent.exists)
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{
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this.renderOrderID = -1;
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return false;
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}
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if (this.autoCull)
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{
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// Won't get rendered but will still get its transform updated
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this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
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}
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this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
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if (this.visible)
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{
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this._cache[3] = this.game.stage.currentRenderOrderID++;
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}
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return true;
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};
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/**
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* Override and use this function in your own custom objects to handle any update requirements you may have.
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*
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* @method Phaser.Graphics#update
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* @memberof Phaser.Graphics
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*/
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Phaser.Graphics.prototype.update = function() {
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};
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/**
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* Automatically called by World.postUpdate.
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* @method Phaser.Graphics.prototype.postUpdate
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*/
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Phaser.Graphics.prototype.postUpdate = function () {
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// Fixed to Camera?
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if (this._cache[7] === 1)
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{
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this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
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this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
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}
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};
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/**
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* Destroy this Graphics instance.
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*
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* @method Phaser.Graphics.prototype.destroy
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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*/
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Phaser.Graphics.prototype.destroy = function(destroyChildren) {
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if (this.game === null || this.destroyPhase) { return; }
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if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
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this._cache[8] = 1;
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this.clear();
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if (this.parent)
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{
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if (this.parent instanceof Phaser.Group)
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{
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this.parent.remove(this);
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}
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else
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{
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this.parent.removeChild(this);
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}
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}
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var i = this.children.length;
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if (destroyChildren)
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{
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while (i--)
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{
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this.children[i].destroy(destroyChildren);
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}
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}
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else
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{
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while (i--)
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{
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this.removeChild(this.children[i]);
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}
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}
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this.exists = false;
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this.visible = false;
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this.game = null;
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this._cache[8] = 0;
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};
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/*
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* Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled
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*
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* @method Phaser.Graphics.prototype.drawPolygon
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*/
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Phaser.Graphics.prototype.drawPolygon = function (poly) {
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this.moveTo(poly.points[0].x, poly.points[0].y);
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for (var i = 1; i < poly.points.length; i += 1)
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{
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this.lineTo(poly.points[i].x, poly.points[i].y);
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}
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this.lineTo(poly.points[0].x, poly.points[0].y);
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};
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/*
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* Draws a single {Phaser.Polygon} triangle from a {Phaser.Point} array
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*
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* @method Phaser.Graphics.prototype.drawTriangle
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* @param {Array<Phaser.Point>} points - An array of Phaser.Points that make up the three vertices of this triangle
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* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
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*/
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Phaser.Graphics.prototype.drawTriangle = function(points, cull) {
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if (typeof cull === 'undefined') { cull = false; }
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var triangle = new Phaser.Polygon(points);
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if (cull)
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{
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var cameraToFace = new Phaser.Point(this.game.camera.x - points[0].x, this.game.camera.y - points[0].y);
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var ab = new Phaser.Point(points[1].x - points[0].x, points[1].y - points[0].y);
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var cb = new Phaser.Point(points[1].x - points[2].x, points[1].y - points[2].y);
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var faceNormal = cb.cross(ab);
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if (cameraToFace.dot(faceNormal) > 0)
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{
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this.drawPolygon(triangle);
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}
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}
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else
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{
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this.drawPolygon(triangle);
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}
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};
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/*
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* Draws {Phaser.Polygon} triangles
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*
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* @method Phaser.Graphics.prototype.drawTriangles
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* @param {Array<Phaser.Point>|Array<number>} vertices - An array of Phaser.Points or numbers that make up the vertices of the triangles
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* @param {Array<number>} {indices=null} - An array of numbers that describe what order to draw the vertices in
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* @param {boolean} [cull=false] - Should we check if the triangle is back-facing
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*/
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Phaser.Graphics.prototype.drawTriangles = function(vertices, indices, cull) {
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if (typeof cull === 'undefined') { cull = false; }
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var point1 = new Phaser.Point();
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var point2 = new Phaser.Point();
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var point3 = new Phaser.Point();
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var points = [];
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var i;
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if (!indices)
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{
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if (vertices[0] instanceof Phaser.Point)
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{
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for (i = 0; i < vertices.length / 3; i++)
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{
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this.drawTriangle([vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2]], cull);
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}
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}
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else
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{
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for (i = 0; i < vertices.length / 6; i++)
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{
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point1.x = vertices[i * 6 + 0];
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point1.y = vertices[i * 6 + 1];
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point2.x = vertices[i * 6 + 2];
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point2.y = vertices[i * 6 + 3];
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point3.x = vertices[i * 6 + 4];
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point3.y = vertices[i * 6 + 5];
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this.drawTriangle([point1, point2, point3], cull);
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}
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}
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}
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else
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{
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if (vertices[0] instanceof Phaser.Point)
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{
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for (i = 0; i < indices.length /3; i++)
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{
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points.push(vertices[indices[i * 3 ]]);
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points.push(vertices[indices[i * 3 + 1]]);
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points.push(vertices[indices[i * 3 + 2]]);
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if (points.length === 3)
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{
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this.drawTriangle(points, cull);
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points = [];
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}
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}
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}
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else
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{
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for (i = 0; i < indices.length; i++)
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{
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point1.x = vertices[indices[i] * 2];
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point1.y = vertices[indices[i] * 2 + 1];
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points.push(point1.copyTo({}));
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if (points.length === 3)
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{
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this.drawTriangle(points, cull);
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points = [];
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}
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}
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}
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}
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};
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/**
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* Indicates the rotation of the Graphics, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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*
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* @name Phaser.Graphics#angle
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* @property {number} angle - Gets or sets the angle of rotation in degrees.
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*/
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Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
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get: function() {
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return Phaser.Math.radToDeg(this.rotation);
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},
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set: function(value) {
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this.rotation = Phaser.Math.degToRad(value);
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}
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});
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/**
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* An Graphics that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Graphics.cameraOffset.
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* Note that the cameraOffset values are in addition to any parent in the display list.
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* So if this Graphics was in a Group that has x: 200, then this will be added to the cameraOffset.x
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*
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* @name Phaser.Graphics#fixedToCamera
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* @property {boolean} fixedToCamera - Set to true to fix this Graphics to the Camera at its current world coordinates.
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*/
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Object.defineProperty(Phaser.Graphics.prototype, "fixedToCamera", {
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get: function () {
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return !!this._cache[7];
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},
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set: function (value) {
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if (value)
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{
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this._cache[7] = 1;
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this.cameraOffset.set(this.x, this.y);
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}
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else
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{
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this._cache[7] = 0;
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}
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}
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});
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/**
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* @name Phaser.Graphics#destroyPhase
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* @property {boolean} destroyPhase - True if this object is currently being destroyed.
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*/
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Object.defineProperty(Phaser.Graphics.prototype, "destroyPhase", {
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get: function () {
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return !!this._cache[8];
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}
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});
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</pre>
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</article>
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</section>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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