phaser/docs/src_Phaser.js.html
2016-06-03 18:48:34 +01:00

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<a href="global.html#CIRCLE">CIRCLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#CREATURE">CREATURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#ELLIPSE">ELLIPSE</a>
</li>
<li class="class-depth-0">
<a href="global.html#EMITTER">EMITTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#GAMES">GAMES</a>
</li>
<li class="class-depth-0">
<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
<li class="class-depth-0">
<a href="global.html#GROUP">GROUP</a>
</li>
<li class="class-depth-0">
<a href="global.html#HEADLESS">HEADLESS</a>
</li>
<li class="class-depth-0">
<a href="global.html#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#intersectsRectangle">intersectsRectangle</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#MATRIX">MATRIX</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
<li class="class-depth-0">
<a href="global.html#RETROFONT">RETROFONT</a>
</li>
<li class="class-depth-0">
<a href="global.html#RIGHT">RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROPE">ROPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<li class="class-depth-0">
<a href="global.html#TEXT">TEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAP">TILEMAP</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
<li class="class-depth-0">
<a href="global.html#VERSION">VERSION</a>
</li>
<li class="class-depth-0">
<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
</ul>
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<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
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<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: src/Phaser.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/* global Phaser:true */
/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @namespace Phaser
*/
var Phaser = Phaser || {
/**
* The Phaser version number.
* @constant
* @type {string}
*/
VERSION: '2.4.9 RC2',
/**
* An array of Phaser game instances.
* @constant
* @type {array}
*/
GAMES: [],
/**
* AUTO renderer - picks between WebGL or Canvas based on device.
* @constant
* @type {integer}
*/
AUTO: 0,
/**
* Canvas Renderer.
* @constant
* @type {integer}
*/
CANVAS: 1,
/**
* WebGL Renderer.
* @constant
* @type {integer}
*/
WEBGL: 2,
/**
* Headless renderer (not visual output)
* @constant
* @type {integer}
*/
HEADLESS: 3,
/**
* Direction constant.
* @constant
* @type {integer}
*/
NONE: 0,
/**
* Direction constant.
* @constant
* @type {integer}
*/
LEFT: 1,
/**
* Direction constant.
* @constant
* @type {integer}
*/
RIGHT: 2,
/**
* Direction constant.
* @constant
* @type {integer}
*/
UP: 3,
/**
* Direction constant.
* @constant
* @type {integer}
*/
DOWN: 4,
/**
* Game Object type.
* @constant
* @type {integer}
*/
SPRITE: 0,
/**
* Game Object type.
* @constant
* @type {integer}
*/
BUTTON: 1,
/**
* Game Object type.
* @constant
* @type {integer}
*/
IMAGE: 2,
/**
* Game Object type.
* @constant
* @type {integer}
*/
GRAPHICS: 3,
/**
* Game Object type.
* @constant
* @type {integer}
*/
TEXT: 4,
/**
* Game Object type.
* @constant
* @type {integer}
*/
TILESPRITE: 5,
/**
* Game Object type.
* @constant
* @type {integer}
*/
BITMAPTEXT: 6,
/**
* Game Object type.
* @constant
* @type {integer}
*/
GROUP: 7,
/**
* Game Object type.
* @constant
* @type {integer}
*/
RENDERTEXTURE: 8,
/**
* Game Object type.
* @constant
* @type {integer}
*/
TILEMAP: 9,
/**
* Game Object type.
* @constant
* @type {integer}
*/
TILEMAPLAYER: 10,
/**
* Game Object type.
* @constant
* @type {integer}
*/
EMITTER: 11,
/**
* Game Object type.
* @constant
* @type {integer}
*/
POLYGON: 12,
/**
* Game Object type.
* @constant
* @type {integer}
*/
BITMAPDATA: 13,
/**
* Game Object type.
* @constant
* @type {integer}
*/
CANVAS_FILTER: 14,
/**
* Game Object type.
* @constant
* @type {integer}
*/
WEBGL_FILTER: 15,
/**
* Game Object type.
* @constant
* @type {integer}
*/
ELLIPSE: 16,
/**
* Game Object type.
* @constant
* @type {integer}
*/
SPRITEBATCH: 17,
/**
* Game Object type.
* @constant
* @type {integer}
*/
RETROFONT: 18,
/**
* Game Object type.
* @constant
* @type {integer}
*/
POINTER: 19,
/**
* Game Object type.
* @constant
* @type {integer}
*/
ROPE: 20,
/**
* Game Object type.
* @constant
* @type {integer}
*/
CIRCLE: 21,
/**
* Game Object type.
* @constant
* @type {integer}
*/
RECTANGLE: 22,
/**
* Game Object type.
* @constant
* @type {integer}
*/
LINE: 23,
/**
* Game Object type.
* @constant
* @type {integer}
*/
MATRIX: 24,
/**
* Game Object type.
* @constant
* @type {integer}
*/
POINT: 25,
/**
* Game Object type.
* @constant
* @type {integer}
*/
ROUNDEDRECTANGLE: 26,
/**
* Game Object type.
* @constant
* @type {integer}
*/
CREATURE: 27,
/**
* Game Object type.
* @constant
* @type {integer}
*/
VIDEO: 28,
/**
* Game Object type.
* @constant
* @type {integer}
*/
PENDING_ATLAS: -1,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face up.
* @constant
* @type {integer}
*/
ANGLE_UP: 270,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face down.
* @constant
* @type {integer}
*/
ANGLE_DOWN: 90,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face left.
* @constant
* @type {integer}
*/
ANGLE_LEFT: 180,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face right.
* @constant
* @type {integer}
*/
ANGLE_RIGHT: 0,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face north east.
* @constant
* @type {integer}
*/
ANGLE_NORTH_EAST: 315,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face north west.
* @constant
* @type {integer}
*/
ANGLE_NORTH_WEST: 225,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face south east.
* @constant
* @type {integer}
*/
ANGLE_SOUTH_EAST: 45,
/**
* The Angle (in degrees) a Game Object needs to be set to in order to face south west.
* @constant
* @type {integer}
*/
ANGLE_SOUTH_WEST: 135,
/**
* Various blend modes supported by Pixi.
*
* IMPORTANT: The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.
*
* @constant
* @property {Number} blendModes.NORMAL
* @property {Number} blendModes.ADD
* @property {Number} blendModes.MULTIPLY
* @property {Number} blendModes.SCREEN
* @property {Number} blendModes.OVERLAY
* @property {Number} blendModes.DARKEN
* @property {Number} blendModes.LIGHTEN
* @property {Number} blendModes.COLOR_DODGE
* @property {Number} blendModes.COLOR_BURN
* @property {Number} blendModes.HARD_LIGHT
* @property {Number} blendModes.SOFT_LIGHT
* @property {Number} blendModes.DIFFERENCE
* @property {Number} blendModes.EXCLUSION
* @property {Number} blendModes.HUE
* @property {Number} blendModes.SATURATION
* @property {Number} blendModes.COLOR
* @property {Number} blendModes.LUMINOSITY
* @static
*/
blendModes: {
NORMAL:0,
ADD:1,
MULTIPLY:2,
SCREEN:3,
OVERLAY:4,
DARKEN:5,
LIGHTEN:6,
COLOR_DODGE:7,
COLOR_BURN:8,
HARD_LIGHT:9,
SOFT_LIGHT:10,
DIFFERENCE:11,
EXCLUSION:12,
HUE:13,
SATURATION:14,
COLOR:15,
LUMINOSITY:16
},
/**
* The scale modes that are supported by Pixi.
*
* The DEFAULT scale mode affects the default scaling mode of future operations.
* It can be re-assigned to either LINEAR or NEAREST, depending upon suitability.
*
* @constant
* @property {Object} Phaser.scaleModes
* @property {Number} scaleModes.DEFAULT=LINEAR
* @property {Number} scaleModes.LINEAR Smooth scaling
* @property {Number} scaleModes.NEAREST Pixelating scaling
* @static
*/
scaleModes: {
DEFAULT:0,
LINEAR:0,
NEAREST:1
},
PIXI: PIXI || {}
};
</pre>
</article>
</section>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
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