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1929 lines
56 KiB
HTML
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1929 lines
56 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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<li class="class-depth-2">
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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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<li class="class-depth-1">
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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 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/geom/Circle.js</h1>
|
|
|
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<section>
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<article>
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|
<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}
|
|
*/
|
|
|
|
/**
|
|
* Creates a new Circle object with the center coordinate specified by the x and y parameters and the diameter specified by the diameter parameter.
|
|
* If you call this function without parameters, a circle with x, y, diameter and radius properties set to 0 is created.
|
|
*
|
|
* @class Phaser.Circle
|
|
* @constructor
|
|
* @param {number} [x=0] - The x coordinate of the center of the circle.
|
|
* @param {number} [y=0] - The y coordinate of the center of the circle.
|
|
* @param {number} [diameter=0] - The diameter of the circle.
|
|
*/
|
|
Phaser.Circle = function (x, y, diameter) {
|
|
|
|
x = x || 0;
|
|
y = y || 0;
|
|
diameter = diameter || 0;
|
|
|
|
/**
|
|
* @property {number} x - The x coordinate of the center of the circle.
|
|
*/
|
|
this.x = x;
|
|
|
|
/**
|
|
* @property {number} y - The y coordinate of the center of the circle.
|
|
*/
|
|
this.y = y;
|
|
|
|
/**
|
|
* @property {number} _diameter - The diameter of the circle.
|
|
* @private
|
|
*/
|
|
this._diameter = diameter;
|
|
|
|
/**
|
|
* @property {number} _radius - The radius of the circle.
|
|
* @private
|
|
*/
|
|
this._radius = 0;
|
|
|
|
if (diameter > 0)
|
|
{
|
|
this._radius = diameter * 0.5;
|
|
}
|
|
|
|
/**
|
|
* @property {number} type - The const type of this object.
|
|
* @readonly
|
|
*/
|
|
this.type = Phaser.CIRCLE;
|
|
|
|
};
|
|
|
|
Phaser.Circle.prototype = {
|
|
|
|
/**
|
|
* The circumference of the circle.
|
|
*
|
|
* @method Phaser.Circle#circumference
|
|
* @return {number} The circumference of the circle.
|
|
*/
|
|
circumference: function () {
|
|
|
|
return 2 * (Math.PI * this._radius);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns a uniformly distributed random point from anywhere within this Circle.
|
|
*
|
|
* @method Phaser.Circle#random
|
|
* @param {Phaser.Point|object} [out] - A Phaser.Point, or any object with public x/y properties, that the values will be set in.
|
|
* If no object is provided a new Phaser.Point object will be created. In high performance areas avoid this by re-using an existing object.
|
|
* @return {Phaser.Point} An object containing the random point in its `x` and `y` properties.
|
|
*/
|
|
random: function (out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
var t = 2 * Math.PI * Math.random();
|
|
var u = Math.random() + Math.random();
|
|
var r = (u > 1) ? 2 - u : u;
|
|
var x = r * Math.cos(t);
|
|
var y = r * Math.sin(t);
|
|
|
|
out.x = this.x + (x * this.radius);
|
|
out.y = this.y + (y * this.radius);
|
|
|
|
return out;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the framing rectangle of the circle as a Phaser.Rectangle object.
|
|
*
|
|
* @method Phaser.Circle#getBounds
|
|
* @return {Phaser.Rectangle} The bounds of the Circle.
|
|
*/
|
|
getBounds: function () {
|
|
|
|
return new Phaser.Rectangle(this.x - this.radius, this.y - this.radius, this.diameter, this.diameter);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the members of Circle to the specified values.
|
|
* @method Phaser.Circle#setTo
|
|
* @param {number} x - The x coordinate of the center of the circle.
|
|
* @param {number} y - The y coordinate of the center of the circle.
|
|
* @param {number} diameter - The diameter of the circle.
|
|
* @return {Circle} This circle object.
|
|
*/
|
|
setTo: function (x, y, diameter) {
|
|
|
|
this.x = x;
|
|
this.y = y;
|
|
this._diameter = diameter;
|
|
this._radius = diameter * 0.5;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Copies the x, y and diameter properties from any given object to this Circle.
|
|
* @method Phaser.Circle#copyFrom
|
|
* @param {any} source - The object to copy from.
|
|
* @return {Circle} This Circle object.
|
|
*/
|
|
copyFrom: function (source) {
|
|
|
|
return this.setTo(source.x, source.y, source.diameter);
|
|
|
|
},
|
|
|
|
/**
|
|
* Copies the x, y and diameter properties from this Circle to any given object.
|
|
* @method Phaser.Circle#copyTo
|
|
* @param {any} dest - The object to copy to.
|
|
* @return {object} This dest object.
|
|
*/
|
|
copyTo: function (dest) {
|
|
|
|
dest.x = this.x;
|
|
dest.y = this.y;
|
|
dest.diameter = this._diameter;
|
|
|
|
return dest;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the distance from the center of the Circle object to the given object
|
|
* (can be Circle, Point or anything with x/y properties)
|
|
* @method Phaser.Circle#distance
|
|
* @param {object} dest - The target object. Must have visible x and y properties that represent the center of the object.
|
|
* @param {boolean} [round=false] - Round the distance to the nearest integer.
|
|
* @return {number} The distance between this Point object and the destination Point object.
|
|
*/
|
|
distance: function (dest, round) {
|
|
|
|
var distance = Phaser.Math.distance(this.x, this.y, dest.x, dest.y);
|
|
return round ? Math.round(distance) : distance;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns a new Circle object with the same values for the x, y, width, and height properties as this Circle object.
|
|
* @method Phaser.Circle#clone
|
|
* @param {Phaser.Circle} output - Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned.
|
|
* @return {Phaser.Circle} The cloned Circle object.
|
|
*/
|
|
clone: function (output) {
|
|
|
|
if (output === undefined || output === null)
|
|
{
|
|
output = new Phaser.Circle(this.x, this.y, this.diameter);
|
|
}
|
|
else
|
|
{
|
|
output.setTo(this.x, this.y, this.diameter);
|
|
}
|
|
|
|
return output;
|
|
|
|
},
|
|
|
|
/**
|
|
* Return true if the given x/y coordinates are within this Circle object.
|
|
* @method Phaser.Circle#contains
|
|
* @param {number} x - The X value of the coordinate to test.
|
|
* @param {number} y - The Y value of the coordinate to test.
|
|
* @return {boolean} True if the coordinates are within this circle, otherwise false.
|
|
*/
|
|
contains: function (x, y) {
|
|
|
|
return Phaser.Circle.contains(this, x, y);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.
|
|
* @method Phaser.Circle#circumferencePoint
|
|
* @param {number} angle - The angle in radians (unless asDegrees is true) to return the point from.
|
|
* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
|
|
* @param {Phaser.Point} [out] - An optional Point object to put the result in to. If none specified a new Point object will be created.
|
|
* @return {Phaser.Point} The Point object holding the result.
|
|
*/
|
|
circumferencePoint: function (angle, asDegrees, out) {
|
|
|
|
return Phaser.Circle.circumferencePoint(this, angle, asDegrees, out);
|
|
|
|
},
|
|
|
|
/**
|
|
* Adjusts the location of the Circle object, as determined by its center coordinate, by the specified amounts.
|
|
* @method Phaser.Circle#offset
|
|
* @param {number} dx - Moves the x value of the Circle object by this amount.
|
|
* @param {number} dy - Moves the y value of the Circle object by this amount.
|
|
* @return {Circle} This Circle object.
|
|
*/
|
|
offset: function (dx, dy) {
|
|
|
|
this.x += dx;
|
|
this.y += dy;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adjusts the location of the Circle object using a Point object as a parameter. This method is similar to the Circle.offset() method, except that it takes a Point object as a parameter.
|
|
* @method Phaser.Circle#offsetPoint
|
|
* @param {Point} point A Point object to use to offset this Circle object (or any valid object with exposed x and y properties).
|
|
* @return {Circle} This Circle object.
|
|
*/
|
|
offsetPoint: function (point) {
|
|
return this.offset(point.x, point.y);
|
|
},
|
|
|
|
/**
|
|
* Returns a string representation of this object.
|
|
* @method Phaser.Circle#toString
|
|
* @return {string} a string representation of the instance.
|
|
*/
|
|
toString: function () {
|
|
return "[{Phaser.Circle (x=" + this.x + " y=" + this.y + " diameter=" + this.diameter + " radius=" + this.radius + ")}]";
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Circle.prototype.constructor = Phaser.Circle;
|
|
|
|
/**
|
|
* The largest distance between any two points on the circle. The same as the radius * 2.
|
|
*
|
|
* @name Phaser.Circle#diameter
|
|
* @property {number} diameter - Gets or sets the diameter of the circle.
|
|
*/
|
|
Object.defineProperty(Phaser.Circle.prototype, "diameter", {
|
|
|
|
get: function () {
|
|
return this._diameter;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value > 0)
|
|
{
|
|
this._diameter = value;
|
|
this._radius = value * 0.5;
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The length of a line extending from the center of the circle to any point on the circle itself. The same as half the diameter.
|
|
* @name Phaser.Circle#radius
|
|
* @property {number} radius - Gets or sets the radius of the circle.
|
|
*/
|
|
Object.defineProperty(Phaser.Circle.prototype, "radius", {
|
|
|
|
get: function () {
|
|
return this._radius;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value > 0)
|
|
{
|
|
this._radius = value;
|
|
this._diameter = value * 2;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The x coordinate of the leftmost point of the circle. Changing the left property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
|
|
* @name Phaser.Circle#left
|
|
* @propety {number} left - Gets or sets the value of the leftmost point of the circle.
|
|
*/
|
|
Object.defineProperty(Phaser.Circle.prototype, "left", {
|
|
|
|
get: function () {
|
|
return this.x - this._radius;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value > this.x)
|
|
{
|
|
this._radius = 0;
|
|
this._diameter = 0;
|
|
}
|
|
else
|
|
{
|
|
this.radius = this.x - value;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The x coordinate of the rightmost point of the circle. Changing the right property of a Circle object has no effect on the x and y properties. However it does affect the diameter, whereas changing the x value does not affect the diameter property.
|
|
* @name Phaser.Circle#right
|
|
* @property {number} right - Gets or sets the value of the rightmost point of the circle.
|
|
*/
|
|
Object.defineProperty(Phaser.Circle.prototype, "right", {
|
|
|
|
get: function () {
|
|
return this.x + this._radius;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value < this.x)
|
|
{
|
|
this._radius = 0;
|
|
this._diameter = 0;
|
|
}
|
|
else
|
|
{
|
|
this.radius = value - this.x;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The sum of the y minus the radius property. Changing the top property of a Circle object has no effect on the x and y properties, but does change the diameter.
|
|
* @name Phaser.Circle#top
|
|
* @property {number} top - Gets or sets the top of the circle.
|
|
*/
|
|
Object.defineProperty(Phaser.Circle.prototype, "top", {
|
|
|
|
get: function () {
|
|
return this.y - this._radius;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value > this.y)
|
|
{
|
|
this._radius = 0;
|
|
this._diameter = 0;
|
|
}
|
|
else
|
|
{
|
|
this.radius = this.y - value;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The sum of the y and radius properties. Changing the bottom property of a Circle object has no effect on the x and y properties, but does change the diameter.
|
|
* @name Phaser.Circle#bottom
|
|
* @property {number} bottom - Gets or sets the bottom of the circle.
|
|
*/
|
|
Object.defineProperty(Phaser.Circle.prototype, "bottom", {
|
|
|
|
get: function () {
|
|
return this.y + this._radius;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value < this.y)
|
|
{
|
|
this._radius = 0;
|
|
this._diameter = 0;
|
|
}
|
|
else
|
|
{
|
|
this.radius = value - this.y;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The area of this Circle.
|
|
* @name Phaser.Circle#area
|
|
* @property {number} area - The area of this circle.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Circle.prototype, "area", {
|
|
|
|
get: function () {
|
|
|
|
if (this._radius > 0)
|
|
{
|
|
return Math.PI * this._radius * this._radius;
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Determines whether or not this Circle object is empty. Will return a value of true if the Circle objects diameter is less than or equal to 0; otherwise false.
|
|
* If set to true it will reset all of the Circle objects properties to 0. A Circle object is empty if its diameter is less than or equal to 0.
|
|
* @name Phaser.Circle#empty
|
|
* @property {boolean} empty - Gets or sets the empty state of the circle.
|
|
*/
|
|
Object.defineProperty(Phaser.Circle.prototype, "empty", {
|
|
|
|
get: function () {
|
|
return (this._diameter === 0);
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value === true)
|
|
{
|
|
this.setTo(0, 0, 0);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Return true if the given x/y coordinates are within the Circle object.
|
|
* @method Phaser.Circle.contains
|
|
* @param {Phaser.Circle} a - The Circle to be checked.
|
|
* @param {number} x - The X value of the coordinate to test.
|
|
* @param {number} y - The Y value of the coordinate to test.
|
|
* @return {boolean} True if the coordinates are within this circle, otherwise false.
|
|
*/
|
|
Phaser.Circle.contains = function (a, x, y) {
|
|
|
|
// Check if x/y are within the bounds first
|
|
if (a.radius > 0 && x >= a.left && x <= a.right && y >= a.top && y <= a.bottom)
|
|
{
|
|
var dx = (a.x - x) * (a.x - x);
|
|
var dy = (a.y - y) * (a.y - y);
|
|
|
|
return (dx + dy) <= (a.radius * a.radius);
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Determines whether the two Circle objects match. This method compares the x, y and diameter properties.
|
|
* @method Phaser.Circle.equals
|
|
* @param {Phaser.Circle} a - The first Circle object.
|
|
* @param {Phaser.Circle} b - The second Circle object.
|
|
* @return {boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false.
|
|
*/
|
|
Phaser.Circle.equals = function (a, b) {
|
|
|
|
return (a.x === b.x && a.y === b.y && a.diameter === b.diameter);
|
|
|
|
};
|
|
|
|
/**
|
|
* Determines whether the two Circle objects intersect.
|
|
* This method checks the radius distances between the two Circle objects to see if they intersect.
|
|
* @method Phaser.Circle.intersects
|
|
* @param {Phaser.Circle} a - The first Circle object.
|
|
* @param {Phaser.Circle} b - The second Circle object.
|
|
* @return {boolean} A value of true if the specified object intersects with this Circle object; otherwise false.
|
|
*/
|
|
Phaser.Circle.intersects = function (a, b) {
|
|
|
|
return (Phaser.Math.distance(a.x, a.y, b.x, b.y) <= (a.radius + b.radius));
|
|
|
|
};
|
|
|
|
/**
|
|
* Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle.
|
|
* @method Phaser.Circle.circumferencePoint
|
|
* @param {Phaser.Circle} a - The first Circle object.
|
|
* @param {number} angle - The angle in radians (unless asDegrees is true) to return the point from.
|
|
* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
|
|
* @param {Phaser.Point} [out] - An optional Point object to put the result in to. If none specified a new Point object will be created.
|
|
* @return {Phaser.Point} The Point object holding the result.
|
|
*/
|
|
Phaser.Circle.circumferencePoint = function (a, angle, asDegrees, out) {
|
|
|
|
if (asDegrees === undefined) { asDegrees = false; }
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
if (asDegrees === true)
|
|
{
|
|
angle = Phaser.Math.degToRad(angle);
|
|
}
|
|
|
|
out.x = a.x + a.radius * Math.cos(angle);
|
|
out.y = a.y + a.radius * Math.sin(angle);
|
|
|
|
return out;
|
|
|
|
};
|
|
|
|
/**
|
|
* Checks if the given Circle and Rectangle objects intersect.
|
|
* @method Phaser.Circle.intersectsRectangle
|
|
* @param {Phaser.Circle} c - The Circle object to test.
|
|
* @param {Phaser.Rectangle} r - The Rectangle object to test.
|
|
* @return {boolean} True if the two objects intersect, otherwise false.
|
|
*/
|
|
Phaser.Circle.intersectsRectangle = function (c, r) {
|
|
|
|
var cx = Math.abs(c.x - r.x - r.halfWidth);
|
|
var xDist = r.halfWidth + c.radius;
|
|
|
|
if (cx > xDist)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var cy = Math.abs(c.y - r.y - r.halfHeight);
|
|
var yDist = r.halfHeight + c.radius;
|
|
|
|
if (cy > yDist)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (cx <= r.halfWidth || cy <= r.halfHeight)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
var xCornerDist = cx - r.halfWidth;
|
|
var yCornerDist = cy - r.halfHeight;
|
|
var xCornerDistSq = xCornerDist * xCornerDist;
|
|
var yCornerDistSq = yCornerDist * yCornerDist;
|
|
var maxCornerDistSq = c.radius * c.radius;
|
|
|
|
return xCornerDistSq + yCornerDistSq <= maxCornerDistSq;
|
|
|
|
};
|
|
|
|
// Because PIXI uses its own Circle, we'll replace it with ours to avoid duplicating code or confusion.
|
|
PIXI.Circle = Phaser.Circle;
|
|
</pre>
|
|
</article>
|
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</section>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2016 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 3.4.0</a>
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on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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