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1716 lines
49 KiB
HTML
Executable file
1716 lines
49 KiB
HTML
Executable file
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<a href="Phaser.Component.Destroy.html">Destroy</a>
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<a href="Phaser.Component.LifeSpan.html">LifeSpan</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>
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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>
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<li class="class-depth-1">
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<a href="Phaser.DOM.html">DOM</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Easing.html">Easing</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Back.html">Back</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Bounce.html">Bounce</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Circular.html">Circular</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Cubic.html">Cubic</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Easing.Elastic.html">Elastic</a>
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</li>
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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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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
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<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
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<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
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<li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li>
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: src/input/Key.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}
|
|
*/
|
|
|
|
/**
|
|
* If you need more fine-grained control over the handling of specific keys you can create and use Phaser.Key objects.
|
|
*
|
|
* @class Phaser.Key
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Current game instance.
|
|
* @param {integer} keycode - The key code this Key is responsible for. See {@link Phaser.KeyCode}.
|
|
*/
|
|
Phaser.Key = function (game, keycode) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* The enabled state of the key - see `enabled`.
|
|
* @property {boolean} _enabled
|
|
* @private
|
|
*/
|
|
this._enabled = true;
|
|
|
|
/**
|
|
* @property {object} event - Stores the most recent DOM event.
|
|
* @readonly
|
|
*/
|
|
this.event = null;
|
|
|
|
/**
|
|
* @property {boolean} isDown - The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.
|
|
* @default
|
|
*/
|
|
this.isDown = false;
|
|
|
|
/**
|
|
* @property {boolean} isUp - The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.
|
|
* @default
|
|
*/
|
|
this.isUp = true;
|
|
|
|
/**
|
|
* @property {boolean} altKey - The down state of the ALT key, if pressed at the same time as this key.
|
|
* @default
|
|
*/
|
|
this.altKey = false;
|
|
|
|
/**
|
|
* @property {boolean} ctrlKey - The down state of the CTRL key, if pressed at the same time as this key.
|
|
* @default
|
|
*/
|
|
this.ctrlKey = false;
|
|
|
|
/**
|
|
* @property {boolean} shiftKey - The down state of the SHIFT key, if pressed at the same time as this key.
|
|
* @default
|
|
*/
|
|
this.shiftKey = false;
|
|
|
|
/**
|
|
* @property {number} timeDown - The timestamp when the key was last pressed down. This is based on Game.time.now.
|
|
*/
|
|
this.timeDown = 0;
|
|
|
|
/**
|
|
* If the key is down this value holds the duration of that key press and is constantly updated.
|
|
* If the key is up it holds the duration of the previous down session.
|
|
* @property {number} duration - The number of milliseconds this key has been held down for.
|
|
* @default
|
|
*/
|
|
this.duration = 0;
|
|
|
|
/**
|
|
* @property {number} timeUp - The timestamp when the key was last released. This is based on Game.time.now.
|
|
* @default
|
|
*/
|
|
this.timeUp = -2500;
|
|
|
|
/**
|
|
* @property {number} repeats - If a key is held down this holds down the number of times the key has 'repeated'.
|
|
* @default
|
|
*/
|
|
this.repeats = 0;
|
|
|
|
/**
|
|
* @property {number} keyCode - The keycode of this key.
|
|
*/
|
|
this.keyCode = keycode;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onDown - This Signal is dispatched every time this Key is pressed down. It is only dispatched once (until the key is released again).
|
|
*/
|
|
this.onDown = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {function} onHoldCallback - A callback that is called while this Key is held down. Warning: Depending on refresh rate that could be 60+ times per second.
|
|
*/
|
|
this.onHoldCallback = null;
|
|
|
|
/**
|
|
* @property {object} onHoldContext - The context under which the onHoldCallback will be called.
|
|
*/
|
|
this.onHoldContext = null;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this Key is released. It is only dispatched once (until the key is pressed and released again).
|
|
*/
|
|
this.onUp = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {boolean} _justDown - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
|
|
* @private
|
|
*/
|
|
this._justDown = false;
|
|
|
|
/**
|
|
* @property {boolean} _justUp - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
|
|
* @private
|
|
*/
|
|
this._justUp = false;
|
|
|
|
};
|
|
|
|
Phaser.Key.prototype = {
|
|
|
|
/**
|
|
* Called automatically by Phaser.Keyboard.
|
|
*
|
|
* @method Phaser.Key#update
|
|
* @protected
|
|
*/
|
|
update: function () {
|
|
|
|
if (!this._enabled) { return; }
|
|
|
|
if (this.isDown)
|
|
{
|
|
this.duration = this.game.time.time - this.timeDown;
|
|
this.repeats++;
|
|
|
|
if (this.onHoldCallback)
|
|
{
|
|
this.onHoldCallback.call(this.onHoldContext, this);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called automatically by Phaser.Keyboard.
|
|
*
|
|
* @method Phaser.Key#processKeyDown
|
|
* @param {KeyboardEvent} event - The DOM event that triggered this.
|
|
* @protected
|
|
*/
|
|
processKeyDown: function (event) {
|
|
|
|
if (!this._enabled) { return; }
|
|
|
|
this.event = event;
|
|
|
|
// exit if this key down is from auto-repeat
|
|
if (this.isDown)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.altKey = event.altKey;
|
|
this.ctrlKey = event.ctrlKey;
|
|
this.shiftKey = event.shiftKey;
|
|
|
|
this.isDown = true;
|
|
this.isUp = false;
|
|
this.timeDown = this.game.time.time;
|
|
this.duration = 0;
|
|
this.repeats = 0;
|
|
|
|
// _justDown will remain true until it is read via the justDown Getter
|
|
// this enables the game to poll for past presses, or reset it at the start of a new game state
|
|
this._justDown = true;
|
|
|
|
this.onDown.dispatch(this);
|
|
|
|
},
|
|
|
|
/**
|
|
* Called automatically by Phaser.Keyboard.
|
|
*
|
|
* @method Phaser.Key#processKeyUp
|
|
* @param {KeyboardEvent} event - The DOM event that triggered this.
|
|
* @protected
|
|
*/
|
|
processKeyUp: function (event) {
|
|
|
|
if (!this._enabled) { return; }
|
|
|
|
this.event = event;
|
|
|
|
if (this.isUp)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
this.timeUp = this.game.time.time;
|
|
this.duration = this.game.time.time - this.timeDown;
|
|
|
|
// _justUp will remain true until it is read via the justUp Getter
|
|
// this enables the game to poll for past presses, or reset it at the start of a new game state
|
|
this._justUp = true;
|
|
|
|
this.onUp.dispatch(this);
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the state of this Key.
|
|
*
|
|
* This sets isDown to false, isUp to true, resets the time to be the current time, and _enables_ the key.
|
|
* In addition, if it is a "hard reset", it clears clears any callbacks associated with the onDown and onUp events and removes the onHoldCallback.
|
|
*
|
|
* @method Phaser.Key#reset
|
|
* @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks; a hard reset will.
|
|
*/
|
|
reset: function (hard) {
|
|
|
|
if (hard === undefined) { hard = true; }
|
|
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
this.timeUp = this.game.time.time;
|
|
this.duration = 0;
|
|
this._enabled = true; // .enabled causes reset(false)
|
|
this._justDown = false;
|
|
this._justUp = false;
|
|
|
|
if (hard)
|
|
{
|
|
this.onDown.removeAll();
|
|
this.onUp.removeAll();
|
|
this.onHoldCallback = null;
|
|
this.onHoldContext = null;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
|
|
* or was pressed down longer ago than then given duration.
|
|
*
|
|
* @method Phaser.Key#downDuration
|
|
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
|
|
* @return {boolean} True if the key was pressed down within the given duration.
|
|
*/
|
|
downDuration: function (duration) {
|
|
|
|
if (duration === undefined) { duration = 50; }
|
|
|
|
return (this.isDown && this.duration < duration);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
|
|
* or was pressed down longer ago than then given duration.
|
|
*
|
|
* @method Phaser.Key#upDuration
|
|
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
|
|
* @return {boolean} True if the key was released within the given duration.
|
|
*/
|
|
upDuration: function (duration) {
|
|
|
|
if (duration === undefined) { duration = 50; }
|
|
|
|
return (!this.isDown && ((this.game.time.time - this.timeUp) < duration));
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* The justDown value allows you to test if this Key has just been pressed down or not.
|
|
* When you check this value it will return `true` if the Key is down, otherwise `false`.
|
|
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
|
|
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
|
|
*
|
|
* @property {boolean} justDown
|
|
* @memberof Phaser.Key
|
|
* @default false
|
|
*/
|
|
Object.defineProperty(Phaser.Key.prototype, "justDown", {
|
|
|
|
get: function () {
|
|
|
|
var current = this._justDown;
|
|
this._justDown = false;
|
|
return current;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The justUp value allows you to test if this Key has just been released or not.
|
|
* When you check this value it will return `true` if the Key is up, otherwise `false`.
|
|
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
|
|
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
|
|
*
|
|
* @property {boolean} justUp
|
|
* @memberof Phaser.Key
|
|
* @default false
|
|
*/
|
|
Object.defineProperty(Phaser.Key.prototype, "justUp", {
|
|
|
|
get: function () {
|
|
|
|
var current = this._justUp;
|
|
this._justUp = false;
|
|
return current;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* An enabled key processes its update and dispatches events.
|
|
* A key can be disabled momentarily at runtime instead of deleting it.
|
|
*
|
|
* @property {boolean} enabled
|
|
* @memberof Phaser.Key
|
|
* @default true
|
|
*/
|
|
Object.defineProperty(Phaser.Key.prototype, "enabled", {
|
|
|
|
get: function () {
|
|
|
|
return this._enabled;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
value = !!value;
|
|
|
|
if (value !== this._enabled)
|
|
{
|
|
if (!value)
|
|
{
|
|
this.reset(false);
|
|
}
|
|
|
|
this._enabled = value;
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
Phaser.Key.prototype.constructor = Phaser.Key;
|
|
</pre>
|
|
</article>
|
|
</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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