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2087 lines
61 KiB
HTML
Executable file
2087 lines
61 KiB
HTML
Executable file
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<a href="Phaser.Component.Delta.html">Delta</a>
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<a href="Phaser.Component.Destroy.html">Destroy</a>
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<a href="Phaser.Component.Health.html">Health</a>
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<a href="Phaser.Component.InCamera.html">InCamera</a>
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<a href="Phaser.Component.InputEnabled.html">InputEnabled</a>
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<a href="Phaser.Component.InWorld.html">InWorld</a>
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<a href="Phaser.Component.LifeSpan.html">LifeSpan</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.Overlap.html">Overlap</a>
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<li class="class-depth-2">
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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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<li class="class-depth-2">
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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>
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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>
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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>
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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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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: src/geom/Line.js</h1>
|
|
|
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Creates a new Line object with a start and an end point.
|
|
*
|
|
* @class Phaser.Line
|
|
* @constructor
|
|
* @param {number} [x1=0] - The x coordinate of the start of the line.
|
|
* @param {number} [y1=0] - The y coordinate of the start of the line.
|
|
* @param {number} [x2=0] - The x coordinate of the end of the line.
|
|
* @param {number} [y2=0] - The y coordinate of the end of the line.
|
|
*/
|
|
Phaser.Line = function (x1, y1, x2, y2) {
|
|
|
|
x1 = x1 || 0;
|
|
y1 = y1 || 0;
|
|
x2 = x2 || 0;
|
|
y2 = y2 || 0;
|
|
|
|
/**
|
|
* @property {Phaser.Point} start - The start point of the line.
|
|
*/
|
|
this.start = new Phaser.Point(x1, y1);
|
|
|
|
/**
|
|
* @property {Phaser.Point} end - The end point of the line.
|
|
*/
|
|
this.end = new Phaser.Point(x2, y2);
|
|
|
|
/**
|
|
* @property {number} type - The const type of this object.
|
|
* @readonly
|
|
*/
|
|
this.type = Phaser.LINE;
|
|
|
|
};
|
|
|
|
Phaser.Line.prototype = {
|
|
|
|
/**
|
|
* Sets the components of the Line to the specified values.
|
|
*
|
|
* @method Phaser.Line#setTo
|
|
* @param {number} [x1=0] - The x coordinate of the start of the line.
|
|
* @param {number} [y1=0] - The y coordinate of the start of the line.
|
|
* @param {number} [x2=0] - The x coordinate of the end of the line.
|
|
* @param {number} [y2=0] - The y coordinate of the end of the line.
|
|
* @return {Phaser.Line} This line object
|
|
*/
|
|
setTo: function (x1, y1, x2, y2) {
|
|
|
|
this.start.setTo(x1, y1);
|
|
this.end.setTo(x2, y2);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the line to match the x/y coordinates of the two given sprites.
|
|
* Can optionally be calculated from their center coordinates.
|
|
*
|
|
* @method Phaser.Line#fromSprite
|
|
* @param {Phaser.Sprite} startSprite - The coordinates of this Sprite will be set to the Line.start point.
|
|
* @param {Phaser.Sprite} endSprite - The coordinates of this Sprite will be set to the Line.start point.
|
|
* @param {boolean} [useCenter=false] - If true it will use startSprite.center.x, if false startSprite.x. Note that Sprites don't have a center property by default, so only enable if you've over-ridden your Sprite with a custom class.
|
|
* @return {Phaser.Line} This line object
|
|
*/
|
|
fromSprite: function (startSprite, endSprite, useCenter) {
|
|
|
|
if (useCenter === undefined) { useCenter = false; }
|
|
|
|
if (useCenter)
|
|
{
|
|
return this.setTo(startSprite.center.x, startSprite.center.y, endSprite.center.x, endSprite.center.y);
|
|
}
|
|
|
|
return this.setTo(startSprite.x, startSprite.y, endSprite.x, endSprite.y);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets this line to start at the given `x` and `y` coordinates and for the segment to extend at `angle` for the given `length`.
|
|
*
|
|
* @method Phaser.Line#fromAngle
|
|
* @param {number} x - The x coordinate of the start of the line.
|
|
* @param {number} y - The y coordinate of the start of the line.
|
|
* @param {number} angle - The angle of the line in radians.
|
|
* @param {number} length - The length of the line in pixels.
|
|
* @return {Phaser.Line} This line object
|
|
*/
|
|
fromAngle: function (x, y, angle, length) {
|
|
|
|
this.start.setTo(x, y);
|
|
this.end.setTo(x + (Math.cos(angle) * length), y + (Math.sin(angle) * length));
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Rotates the line by the amount specified in `angle`.
|
|
*
|
|
* Rotation takes place from the center of the line.
|
|
* If you wish to rotate around a different point see Line.rotateAround.
|
|
*
|
|
* If you wish to rotate the ends of the Line then see Line.start.rotate or Line.end.rotate.
|
|
*
|
|
* @method Phaser.Line#rotate
|
|
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the line by.
|
|
* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
|
|
* @return {Phaser.Line} This line object
|
|
*/
|
|
rotate: function (angle, asDegrees) {
|
|
|
|
var cx = (this.start.x + this.end.x) / 2;
|
|
var cy = (this.start.y + this.end.y) / 2;
|
|
|
|
this.start.rotate(cx, cy, angle, asDegrees);
|
|
this.end.rotate(cx, cy, angle, asDegrees);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Rotates the line by the amount specified in `angle`.
|
|
*
|
|
* Rotation takes place around the coordinates given.
|
|
*
|
|
* @method Phaser.Line#rotateAround
|
|
* @param {number} x - The x coordinate to offset the rotation from.
|
|
* @param {number} y - The y coordinate to offset the rotation from.
|
|
* @param {number} angle - The angle in radians (unless asDegrees is true) to rotate the line by.
|
|
* @param {boolean} [asDegrees=false] - Is the given angle in radians (false) or degrees (true)?
|
|
* @return {Phaser.Line} This line object
|
|
*/
|
|
rotateAround: function (x, y, angle, asDegrees) {
|
|
|
|
this.start.rotate(x, y, angle, asDegrees);
|
|
this.end.rotate(x, y, angle, asDegrees);
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks for intersection between this line and another Line.
|
|
* If asSegment is true it will check for segment intersection. If asSegment is false it will check for line intersection.
|
|
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
|
|
*
|
|
* @method Phaser.Line#intersects
|
|
* @param {Phaser.Line} line - The line to check against this one.
|
|
* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
|
|
* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
|
|
* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
|
|
*/
|
|
intersects: function (line, asSegment, result) {
|
|
|
|
return Phaser.Line.intersectsPoints(this.start, this.end, line.start, line.end, asSegment, result);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the reflected angle between two lines.
|
|
* This is the outgoing angle based on the angle of this line and the normalAngle of the given line.
|
|
*
|
|
* @method Phaser.Line#reflect
|
|
* @param {Phaser.Line} line - The line to reflect off this line.
|
|
* @return {number} The reflected angle in radians.
|
|
*/
|
|
reflect: function (line) {
|
|
|
|
return Phaser.Line.reflect(this, line);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns a Point object where the x and y values correspond to the center (or midpoint) of the Line segment.
|
|
*
|
|
* @method Phaser.Line#midPoint
|
|
* @param {Phaser.Point} [out] - A Phaser.Point object into which the result will be populated. If not given a new Point object is created.
|
|
* @return {Phaser.Point} A Phaser.Point object with the x and y values set to the center of the line segment.
|
|
*/
|
|
midPoint: function (out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
out.x = (this.start.x + this.end.x) / 2;
|
|
out.y = (this.start.y + this.end.y) / 2;
|
|
|
|
return out;
|
|
|
|
},
|
|
|
|
/**
|
|
* Centers this Line on the given coordinates.
|
|
*
|
|
* The line is centered by positioning the start and end points so that the lines midpoint matches
|
|
* the coordinates given.
|
|
*
|
|
* @method Phaser.Line#centerOn
|
|
* @param {number} x - The x position to center the line on.
|
|
* @param {number} y - The y position to center the line on.
|
|
* @return {Phaser.Line} This line object
|
|
*/
|
|
centerOn: function (x, y) {
|
|
|
|
var cx = (this.start.x + this.end.x) / 2;
|
|
var cy = (this.start.y + this.end.y) / 2;
|
|
|
|
var tx = x - cx;
|
|
var ty = y - cy;
|
|
|
|
this.start.add(tx, ty);
|
|
this.end.add(tx, ty);
|
|
|
|
},
|
|
|
|
/**
|
|
* Tests if the given coordinates fall on this line. See pointOnSegment to test against just the line segment.
|
|
*
|
|
* @method Phaser.Line#pointOnLine
|
|
* @param {number} x - The line to check against this one.
|
|
* @param {number} y - The line to check against this one.
|
|
* @return {boolean} True if the point is on the line, false if not.
|
|
*/
|
|
pointOnLine: function (x, y) {
|
|
|
|
return ((x - this.start.x) * (this.end.y - this.start.y) === (this.end.x - this.start.x) * (y - this.start.y));
|
|
|
|
},
|
|
|
|
/**
|
|
* Tests if the given coordinates fall on this line and within the segment. See pointOnLine to test against just the line.
|
|
*
|
|
* @method Phaser.Line#pointOnSegment
|
|
* @param {number} x - The line to check against this one.
|
|
* @param {number} y - The line to check against this one.
|
|
* @return {boolean} True if the point is on the line and segment, false if not.
|
|
*/
|
|
pointOnSegment: function (x, y) {
|
|
|
|
var xMin = Math.min(this.start.x, this.end.x);
|
|
var xMax = Math.max(this.start.x, this.end.x);
|
|
var yMin = Math.min(this.start.y, this.end.y);
|
|
var yMax = Math.max(this.start.y, this.end.y);
|
|
|
|
return (this.pointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax));
|
|
|
|
},
|
|
|
|
/**
|
|
* Picks a random point from anywhere on the Line segment and returns it.
|
|
*
|
|
* @method Phaser.Line#random
|
|
* @param {Phaser.Point|object} [out] - A Phaser.Point, or any object with public x/y properties, that the values will be set in.
|
|
* If no object is provided a new Phaser.Point object will be created. In high performance areas avoid this by re-using an object.
|
|
* @return {Phaser.Point} An object containing the random point in its `x` and `y` properties.
|
|
*/
|
|
random: function (out) {
|
|
|
|
if (out === undefined) { out = new Phaser.Point(); }
|
|
|
|
var t = Math.random();
|
|
|
|
out.x = this.start.x + t * (this.end.x - this.start.x);
|
|
out.y = this.start.y + t * (this.end.y - this.start.y);
|
|
|
|
return out;
|
|
|
|
},
|
|
|
|
/**
|
|
* Using Bresenham's line algorithm this will return an array of all coordinates on this line.
|
|
* The start and end points are rounded before this runs as the algorithm works on integers.
|
|
*
|
|
* @method Phaser.Line#coordinatesOnLine
|
|
* @param {number} [stepRate=1] - How many steps will we return? 1 = every coordinate on the line, 2 = every other coordinate, etc.
|
|
* @param {array} [results] - The array to store the results in. If not provided a new one will be generated.
|
|
* @return {array} An array of coordinates.
|
|
*/
|
|
coordinatesOnLine: function (stepRate, results) {
|
|
|
|
if (stepRate === undefined) { stepRate = 1; }
|
|
if (results === undefined) { results = []; }
|
|
|
|
var x1 = Math.round(this.start.x);
|
|
var y1 = Math.round(this.start.y);
|
|
var x2 = Math.round(this.end.x);
|
|
var y2 = Math.round(this.end.y);
|
|
|
|
var dx = Math.abs(x2 - x1);
|
|
var dy = Math.abs(y2 - y1);
|
|
var sx = (x1 < x2) ? 1 : -1;
|
|
var sy = (y1 < y2) ? 1 : -1;
|
|
var err = dx - dy;
|
|
|
|
results.push([x1, y1]);
|
|
|
|
var i = 1;
|
|
|
|
while (!((x1 === x2) && (y1 === y2)))
|
|
{
|
|
var e2 = err << 1;
|
|
|
|
if (e2 > -dy)
|
|
{
|
|
err -= dy;
|
|
x1 += sx;
|
|
}
|
|
|
|
if (e2 < dx)
|
|
{
|
|
err += dx;
|
|
y1 += sy;
|
|
}
|
|
|
|
if (i % stepRate === 0)
|
|
{
|
|
results.push([x1, y1]);
|
|
}
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
return results;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns a new Line object with the same values for the start and end properties as this Line object.
|
|
* @method Phaser.Line#clone
|
|
* @param {Phaser.Line} output - Optional Line object. If given the values will be set into the object, otherwise a brand new Line object will be created and returned.
|
|
* @return {Phaser.Line} The cloned Line object.
|
|
*/
|
|
clone: function (output) {
|
|
|
|
if (output === undefined || output === null)
|
|
{
|
|
output = new Phaser.Line(this.start.x, this.start.y, this.end.x, this.end.y);
|
|
}
|
|
else
|
|
{
|
|
output.setTo(this.start.x, this.start.y, this.end.x, this.end.y);
|
|
}
|
|
|
|
return output;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @name Phaser.Line#length
|
|
* @property {number} length - Gets the length of the line segment.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "length", {
|
|
|
|
get: function () {
|
|
return Math.sqrt((this.end.x - this.start.x) * (this.end.x - this.start.x) + (this.end.y - this.start.y) * (this.end.y - this.start.y));
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#angle
|
|
* @property {number} angle - Gets the angle of the line in radians.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "angle", {
|
|
|
|
get: function () {
|
|
return Math.atan2(this.end.y - this.start.y, this.end.x - this.start.x);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#slope
|
|
* @property {number} slope - Gets the slope of the line (y/x).
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "slope", {
|
|
|
|
get: function () {
|
|
return (this.end.y - this.start.y) / (this.end.x - this.start.x);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#perpSlope
|
|
* @property {number} perpSlope - Gets the perpendicular slope of the line (x/y).
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "perpSlope", {
|
|
|
|
get: function () {
|
|
return -((this.end.x - this.start.x) / (this.end.y - this.start.y));
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#x
|
|
* @property {number} x - Gets the x coordinate of the top left of the bounds around this line.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "x", {
|
|
|
|
get: function () {
|
|
return Math.min(this.start.x, this.end.x);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#y
|
|
* @property {number} y - Gets the y coordinate of the top left of the bounds around this line.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "y", {
|
|
|
|
get: function () {
|
|
return Math.min(this.start.y, this.end.y);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#left
|
|
* @property {number} left - Gets the left-most point of this line.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "left", {
|
|
|
|
get: function () {
|
|
return Math.min(this.start.x, this.end.x);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#right
|
|
* @property {number} right - Gets the right-most point of this line.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "right", {
|
|
|
|
get: function () {
|
|
return Math.max(this.start.x, this.end.x);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#top
|
|
* @property {number} top - Gets the top-most point of this line.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "top", {
|
|
|
|
get: function () {
|
|
return Math.min(this.start.y, this.end.y);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#bottom
|
|
* @property {number} bottom - Gets the bottom-most point of this line.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "bottom", {
|
|
|
|
get: function () {
|
|
return Math.max(this.start.y, this.end.y);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#width
|
|
* @property {number} width - Gets the width of this bounds of this line.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "width", {
|
|
|
|
get: function () {
|
|
return Math.abs(this.start.x - this.end.x);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#height
|
|
* @property {number} height - Gets the height of this bounds of this line.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "height", {
|
|
|
|
get: function () {
|
|
return Math.abs(this.start.y - this.end.y);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#normalX
|
|
* @property {number} normalX - Gets the x component of the left-hand normal of this line.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "normalX", {
|
|
|
|
get: function () {
|
|
return Math.cos(this.angle - 1.5707963267948966);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#normalY
|
|
* @property {number} normalY - Gets the y component of the left-hand normal of this line.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "normalY", {
|
|
|
|
get: function () {
|
|
return Math.sin(this.angle - 1.5707963267948966);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Line#normalAngle
|
|
* @property {number} normalAngle - Gets the angle in radians of the normal of this line (line.angle - 90 degrees.)
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Line.prototype, "normalAngle", {
|
|
|
|
get: function () {
|
|
return Phaser.Math.wrap(this.angle - 1.5707963267948966, -Math.PI, Math.PI);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Checks for intersection between two lines as defined by the given start and end points.
|
|
* If asSegment is true it will check for line segment intersection. If asSegment is false it will check for line intersection.
|
|
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
|
|
* Adapted from code by Keith Hair
|
|
*
|
|
* @method Phaser.Line.intersectsPoints
|
|
* @param {Phaser.Point} a - The start of the first Line to be checked.
|
|
* @param {Phaser.Point} b - The end of the first line to be checked.
|
|
* @param {Phaser.Point} e - The start of the second Line to be checked.
|
|
* @param {Phaser.Point} f - The end of the second line to be checked.
|
|
* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
|
|
* @param {Phaser.Point|object} [result] - A Point object to store the result in, if not given a new one will be created.
|
|
* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
|
|
*/
|
|
Phaser.Line.intersectsPoints = function (a, b, e, f, asSegment, result) {
|
|
|
|
if (asSegment === undefined) { asSegment = true; }
|
|
if (result === undefined) { result = new Phaser.Point(); }
|
|
|
|
var a1 = b.y - a.y;
|
|
var a2 = f.y - e.y;
|
|
var b1 = a.x - b.x;
|
|
var b2 = e.x - f.x;
|
|
var c1 = (b.x * a.y) - (a.x * b.y);
|
|
var c2 = (f.x * e.y) - (e.x * f.y);
|
|
var denom = (a1 * b2) - (a2 * b1);
|
|
|
|
if (denom === 0)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
result.x = ((b1 * c2) - (b2 * c1)) / denom;
|
|
result.y = ((a2 * c1) - (a1 * c2)) / denom;
|
|
|
|
if (asSegment)
|
|
{
|
|
var uc = ((f.y - e.y) * (b.x - a.x) - (f.x - e.x) * (b.y - a.y));
|
|
var ua = (((f.x - e.x) * (a.y - e.y)) - (f.y - e.y) * (a.x - e.x)) / uc;
|
|
var ub = (((b.x - a.x) * (a.y - e.y)) - ((b.y - a.y) * (a.x - e.x))) / uc;
|
|
|
|
if (ua >= 0 && ua <= 1 && ub >= 0 && ub <= 1)
|
|
{
|
|
return result;
|
|
}
|
|
else
|
|
{
|
|
return null;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
|
|
};
|
|
|
|
/**
|
|
* Checks for intersection between two lines.
|
|
* If asSegment is true it will check for segment intersection.
|
|
* If asSegment is false it will check for line intersection.
|
|
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
|
|
* Adapted from code by Keith Hair
|
|
*
|
|
* @method Phaser.Line.intersects
|
|
* @param {Phaser.Line} a - The first Line to be checked.
|
|
* @param {Phaser.Line} b - The second Line to be checked.
|
|
* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
|
|
* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
|
|
* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
|
|
*/
|
|
Phaser.Line.intersects = function (a, b, asSegment, result) {
|
|
|
|
return Phaser.Line.intersectsPoints(a.start, a.end, b.start, b.end, asSegment, result);
|
|
|
|
};
|
|
|
|
/**
|
|
* Checks for intersection between the Line and a Rectangle shape, or a rectangle-like
|
|
* object, with public `x`, `y`, `right` and `bottom` properties, such as a Sprite or Body.
|
|
*
|
|
* An intersection is considered valid if:
|
|
*
|
|
* The line starts within, or ends within, the Rectangle.
|
|
* The line segment intersects one of the 4 rectangle edges.
|
|
*
|
|
* The for the purposes of this function rectangles are considered 'solid'.
|
|
*
|
|
* @method Phaser.Line.intersectsRectangle
|
|
* @param {Phaser.Line} line - The line to check for intersection with.
|
|
* @param {Phaser.Rectangle|object} rect - The rectangle, or rectangle-like object, to check for intersection with.
|
|
* @return {boolean} True if the line intersects with the rectangle edges, or starts or ends within the rectangle.
|
|
*/
|
|
Phaser.Line.intersectsRectangle = function (line, rect) {
|
|
|
|
// Quick bail out of the Line and Rect bounds don't intersect
|
|
if (!Phaser.Rectangle.intersects(line, rect))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var x1 = line.start.x;
|
|
var y1 = line.start.y;
|
|
|
|
var x2 = line.end.x;
|
|
var y2 = line.end.y;
|
|
|
|
var bx1 = rect.x;
|
|
var by1 = rect.y;
|
|
var bx2 = rect.right;
|
|
var by2 = rect.bottom;
|
|
|
|
var t = 0;
|
|
|
|
// If the start or end of the line is inside the rect then we assume
|
|
// collision, as rects are solid for our use-case.
|
|
|
|
if ((x1 >= bx1 && x1 <= bx2 && y1 >= by1 && y1 <= by2) ||
|
|
(x2 >= bx1 && x2 <= bx2 && y2 >= by1 && y2 <= by2))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if (x1 < bx1 && x2 >= bx1)
|
|
{
|
|
// Left edge
|
|
t = y1 + (y2 - y1) * (bx1 - x1) / (x2 - x1);
|
|
|
|
if (t > by1 && t <= by2)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else if (x1 > bx2 && x2 <= bx2)
|
|
{
|
|
// Right edge
|
|
t = y1 + (y2 - y1) * (bx2 - x1) / (x2 - x1);
|
|
|
|
if (t >= by1 && t <= by2)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (y1 < by1 && y2 >= by1)
|
|
{
|
|
// Top edge
|
|
t = x1 + (x2 - x1) * (by1 - y1) / (y2 - y1);
|
|
|
|
if (t >= bx1 && t <= bx2)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else if (y1 > by2 && y2 <= by2)
|
|
{
|
|
// Bottom edge
|
|
t = x1 + (x2 - x1) * (by2 - y1) / (y2 - y1);
|
|
|
|
if (t >= bx1 && t <= bx2)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
/**
|
|
* Returns the reflected angle between two lines.
|
|
* This is the outgoing angle based on the angle of Line 1 and the normalAngle of Line 2.
|
|
*
|
|
* @method Phaser.Line.reflect
|
|
* @param {Phaser.Line} a - The base line.
|
|
* @param {Phaser.Line} b - The line to be reflected from the base line.
|
|
* @return {number} The reflected angle in radians.
|
|
*/
|
|
Phaser.Line.reflect = function (a, b) {
|
|
|
|
return 2 * b.normalAngle - 3.141592653589793 - a.angle;
|
|
|
|
};
|
|
</pre>
|
|
</article>
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</section>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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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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