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938 lines
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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.Touch.html">Touch</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<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: core/FlexGrid.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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* WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming versions and is incomplete.
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* Please try to avoid using in production games with a long time to build.
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* This is also why the documentation is incomplete.
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*
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* FlexGrid is a a responsive grid manager that works in conjunction with the ScaleManager RESIZE scaling mode and FlexLayers
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* to provide for game object positioning in a responsive manner.
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*
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* @class Phaser.FlexGrid
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* @constructor
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* @param {Phaser.ScaleManager} manager - The ScaleManager.
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* @param {number} width - The width of the game.
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* @param {number} height - The height of the game.
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*/
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Phaser.FlexGrid = function (manager, width, height) {
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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 = manager.game;
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/**
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* @property {Phaser.ScaleManager} scale - A reference to the ScaleManager.
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*/
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this.manager = manager;
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// The perfect dimensions on which everything else is based
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this.width = width;
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this.height = height;
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this.boundsCustom = new Phaser.Rectangle(0, 0, width, height);
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this.boundsFluid = new Phaser.Rectangle(0, 0, width, height);
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this.boundsFull = new Phaser.Rectangle(0, 0, width, height);
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this.boundsNone = new Phaser.Rectangle(0, 0, width, height);
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/**
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* @property {Phaser.Point} position -
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* @readonly
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*/
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this.positionCustom = new Phaser.Point(0, 0);
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this.positionFluid = new Phaser.Point(0, 0);
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this.positionFull = new Phaser.Point(0, 0);
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this.positionNone = new Phaser.Point(0, 0);
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/**
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* @property {Phaser.Point} scaleFactor - The scale factor based on the game dimensions vs. the scaled dimensions.
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* @readonly
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*/
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this.scaleCustom = new Phaser.Point(1, 1);
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this.scaleFluid = new Phaser.Point(1, 1);
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this.scaleFluidInversed = new Phaser.Point(1, 1);
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this.scaleFull = new Phaser.Point(1, 1);
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this.scaleNone = new Phaser.Point(1, 1);
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this.customWidth = 0;
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this.customHeight = 0;
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this.customOffsetX = 0;
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this.customOffsetY = 0;
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this.ratioH = width / height;
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this.ratioV = height / width;
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this.multiplier = 0;
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this.layers = [];
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};
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Phaser.FlexGrid.prototype = {
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/**
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* Sets the core game size. This resets the w/h parameters and bounds.
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*
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* @method setSize
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* @param {number} width - The new dimensions.
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* @param {number} height - The new dimensions.
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*/
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setSize: function (width, height) {
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// These are locked and don't change until setSize is called again
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this.width = width;
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this.height = height;
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this.ratioH = width / height;
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this.ratioV = height / width;
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this.scaleNone = new Phaser.Point(1, 1);
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this.boundsNone.width = this.width;
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this.boundsNone.height = this.height;
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this.refresh();
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},
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// Need ability to create your own layers with custom scaling, etc.
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/**
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* A custom layer is centered on the game and maintains its aspect ratio as it scales up and down.
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*
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* @method createCustomLayer
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* @param {number} width - Width of this layer in pixels.
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* @param {number} height - Height of this layer in pixels.
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* @param {array} [children] - An array of children that are used to populate the FlexLayer.
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* @return {Phaser.FlexLayer} The Layer object.
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*/
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createCustomLayer: function (width, height, children, addToWorld) {
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if (typeof addToWorld === 'undefined') { addToWorld = true; }
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this.customWidth = width;
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this.customHeight = height;
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this.boundsCustom.width = width;
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this.boundsCustom.height = height;
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var layer = new Phaser.FlexLayer(this, this.positionCustom, this.boundsCustom, this.scaleCustom);
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if (addToWorld)
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{
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this.game.world.add(layer);
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}
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this.layers.push(layer);
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if (typeof children !== 'undefined' && typeof children !== null)
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{
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layer.addMultiple(children);
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}
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return layer;
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},
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/**
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* A fluid layer is centered on the game and maintains its aspect ratio as it scales up and down.
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*
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* @method createFluidLayer
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* @param {array} [children] - An array of children that are used to populate the FlexLayer.
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* @return {Phaser.FlexLayer} The Layer object.
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*/
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createFluidLayer: function (children, addToWorld) {
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if (typeof addToWorld === 'undefined') { addToWorld = true; }
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var layer = new Phaser.FlexLayer(this, this.positionFluid, this.boundsFluid, this.scaleFluid);
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if (addToWorld)
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{
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this.game.world.add(layer);
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}
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this.layers.push(layer);
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if (typeof children !== 'undefined' && typeof children !== null)
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{
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layer.addMultiple(children);
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}
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return layer;
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},
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/**
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* A full layer is placed at 0,0 and extends to the full size of the game. Children are scaled according to the fluid ratios.
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*
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* @method createFullLayer
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* @param {array} [children] - An array of children that are used to populate the FlexLayer.
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* @return {Phaser.FlexLayer} The Layer object.
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*/
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createFullLayer: function (children) {
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var layer = new Phaser.FlexLayer(this, this.positionFull, this.boundsFull, this.scaleFluid);
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this.game.world.add(layer);
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this.layers.push(layer);
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if (typeof children !== 'undefined')
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{
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layer.addMultiple(children);
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}
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return layer;
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},
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/**
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* A fixed layer is centered on the game and is the size of the required dimensions and is never scaled.
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*
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* @method createFixedLayer
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* @param {array} [children] - An array of children that are used to populate the FlexLayer.
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* @return {Phaser.FlexLayer} The Layer object.
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*/
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createFixedLayer: function (children) {
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var layer = new Phaser.FlexLayer(this, this.positionNone, this.boundsNone, this.scaleNone);
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this.game.world.add(layer);
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this.layers.push(layer);
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if (typeof children !== 'undefined')
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{
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layer.addMultiple(children);
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}
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return layer;
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},
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/**
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* Resets the layer children references
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*
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* @method reset
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*/
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reset: function () {
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var i = this.layers.length;
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while (i--)
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{
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if (!this.layers[i].persist)
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{
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// Remove references to this class
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this.layers[i].position = null;
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this.layers[i].scale = null;
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this.layers.slice(i, 1);
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}
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}
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},
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/**
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* Called when the game container changes dimensions.
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*
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* @method onResize
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* @param {number} width - The new width of the game container.
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* @param {number} height - The new height of the game container.
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*/
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onResize: function (width, height) {
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this.refresh(width, height);
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},
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/**
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* Updates all internal vars such as the bounds and scale values.
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*
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* @method refresh
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*/
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refresh: function () {
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this.multiplier = Math.min((this.manager.height / this.height), (this.manager.width / this.width));
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this.boundsFluid.width = Math.round(this.width * this.multiplier);
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this.boundsFluid.height = Math.round(this.height * this.multiplier);
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this.scaleFluid.set(this.boundsFluid.width / this.width, this.boundsFluid.height / this.height);
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this.scaleFluidInversed.set(this.width / this.boundsFluid.width, this.height / this.boundsFluid.height);
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this.scaleFull.set(this.boundsFull.width / this.width, this.boundsFull.height / this.height);
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this.boundsFull.width = this.manager.width * this.scaleFluidInversed.x;
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this.boundsFull.height = this.manager.height * this.scaleFluidInversed.y;
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this.boundsFluid.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
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this.boundsNone.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
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this.positionFluid.set(this.boundsFluid.x, this.boundsFluid.y);
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this.positionNone.set(this.boundsNone.x, this.boundsNone.y);
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// Custom Layer
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/*
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if (this.customWidth > 0)
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{
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var customMultiplier = Math.min((this.manager.height / this.customHeight), (this.manager.width / this.customWidth));
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this.boundsCustom.width = Math.round(this.customWidth * customMultiplier);
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this.boundsCustom.height = Math.round(this.customHeight * customMultiplier);
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this.boundsCustom.centerOn(this.manager.bounds.centerX, this.manager.bounds.centerY);
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this.scaleCustom.set(this.boundsCustom.width / this.width, this.boundsCustom.height / this.height);
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this.positionCustom.set(this.boundsCustom.x, this.boundsCustom.y);
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}
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*/
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},
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/**
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* Call in the render function to output the bounds rects.
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*
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* @method debug
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*/
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debug: function () {
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// for (var i = 0; i < this.layers.length; i++)
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// {
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// this.layers[i].debug();
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// }
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// this.game.debug.text(this.boundsFull.width + ' x ' + this.boundsFull.height, this.boundsFull.x + 4, this.boundsFull.y + 16);
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// this.game.debug.geom(this.boundsFull, 'rgba(0,0,255,0.9', false);
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this.game.debug.text(this.boundsFluid.width + ' x ' + this.boundsFluid.height, this.boundsFluid.x + 4, this.boundsFluid.y + 16);
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this.game.debug.geom(this.boundsFluid, 'rgba(255,0,0,0.9', false);
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// this.game.debug.text(this.boundsNone.width + ' x ' + this.boundsNone.height, this.boundsNone.x + 4, this.boundsNone.y + 16);
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// this.game.debug.geom(this.boundsNone, 'rgba(0,255,0,0.9', false);
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// this.game.debug.text(this.boundsCustom.width + ' x ' + this.boundsCustom.height, this.boundsCustom.x + 4, this.boundsCustom.y + 16);
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// this.game.debug.geom(this.boundsCustom, 'rgba(255,255,0,0.9', false);
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}
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};
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Phaser.FlexGrid.prototype.constructor = Phaser.FlexGrid;
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</pre>
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</article>
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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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