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1843 lines
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HTML
1843 lines
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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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.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.AjaxRequest.html">AjaxRequest</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AtlasLoader.html">AtlasLoader</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.BitmapFontLoader.html">BitmapFontLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurYFilter.html">BlurYFilter</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.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.Circle.html">Circle</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ColorStepFilter.html">ColorStepFilter</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.ConvolutionFilter.html">ConvolutionFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="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.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.DotScreenFilter.html">DotScreenFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Ellipse.html">Ellipse</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>
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<li class="class-depth-1">
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<a href="PIXI.FilterBlock.html">FilterBlock</a>
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</li>
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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.GrayFilter.html">GrayFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ImageLoader.html">ImageLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InteractionData.html">InteractionData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InteractionManager.html">InteractionManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InvertFilter.html">InvertFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.JsonLoader.html">JsonLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Matrix.html">Matrix</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.MovieClip.html">MovieClip</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixelateFilter.html">PixelateFilter</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-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.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Polygon.html">Polygon</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</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.Rectangle.html">Rectangle</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.RGBSplitFilter.html">RGBSplitFilter</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.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.RoundedRectangle.html">RoundedRectangle</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.SepiaFilter.html">SepiaFilter</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.SmartBlurFilter.html">SmartBlurFilter</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.Spine.html">Spine</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.SpineLoader.html">SpineLoader</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.SpineTextureLoader.html">SpineTextureLoader</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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|
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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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<li class="class-depth-1">
|
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<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Stage.html">Stage</a>
|
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</li>
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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.Text.html">Text</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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<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</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.TwistFilter.html">TwistFilter</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
|
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</li>
|
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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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<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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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
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</li>
|
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</ul>
|
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</li>
|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.InputManager.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Emitter.html">Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
|
<li class="class-depth-1"><a href="https://twitter.com/photonstorm">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
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|
<div class="row-fluid">
|
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|
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<div class="span12">
|
|
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<div id="main">
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|
|
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|
|
|
<h1 class="page-title">Source: D:/wamp/www/phaser/src/animation/Animation.js</h1>
|
|
|
|
<section>
|
|
<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* An Animation instance contains a single animation and the controls to play it.
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* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
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*
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* @class Phaser.Animation
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
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* @param {string} name - The unique name for this animation, used in playback commands.
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* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
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* @param {number[]|string[]} frames - An array of numbers or strings indicating which frames to play in which order.
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* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
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* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
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* @param {boolean} loop - Should this animation loop when it reaches the end or play through once.
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*/
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Phaser.Animation = function (game, parent, name, frameData, frames, frameRate, loop) {
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if (typeof loop === 'undefined') { loop = false; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
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* @private
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*/
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this._parent = parent;
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/**
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* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
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* @private
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*/
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this._frameData = frameData;
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/**
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* @property {string} name - The user defined name given to this Animation.
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*/
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this.name = name;
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/**
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* @property {array} _frames
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* @private
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*/
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this._frames = [];
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this._frames = this._frames.concat(frames);
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/**
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* @property {number} delay - The delay in ms between each frame of the Animation, based on the given frameRate.
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*/
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this.delay = 1000 / frameRate;
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/**
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* @property {boolean} loop - The loop state of the Animation.
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*/
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this.loop = loop;
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/**
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* @property {number} loopCount - The number of times the animation has looped since it was last started.
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*/
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this.loopCount = 0;
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/**
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* @property {boolean} killOnComplete - Should the parent of this Animation be killed when the animation completes?
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* @default
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*/
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this.killOnComplete = false;
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/**
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* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
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* @default
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*/
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this.isFinished = false;
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/**
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* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
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* @default
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*/
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this.isPlaying = false;
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/**
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* @property {boolean} isPaused - The paused state of the Animation.
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* @default
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*/
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this.isPaused = false;
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/**
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* @property {boolean} _pauseStartTime - The time the animation paused.
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* @private
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* @default
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*/
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this._pauseStartTime = 0;
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/**
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* @property {number} _frameIndex
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* @private
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* @default
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*/
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this._frameIndex = 0;
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/**
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* @property {number} _frameDiff
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* @private
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* @default
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*/
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this._frameDiff = 0;
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/**
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* @property {number} _frameSkip
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* @private
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* @default
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*/
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this._frameSkip = 1;
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/**
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* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
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*/
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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/**
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* @property {Phaser.Signal} onStart - This event is dispatched when this Animation starts playback.
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*/
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this.onStart = new Phaser.Signal();
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/**
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* @property {Phaser.Signal|null} onUpdate - This event is dispatched when the Animation changes frame. By default this event is disabled due to its intensive nature. Enable it with: `Animation.enableUpdate = true`.
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* @default
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*/
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this.onUpdate = null;
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/**
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* @property {Phaser.Signal} onComplete - This event is dispatched when this Animation completes playback. If the animation is set to loop this is never fired, listen for onAnimationLoop instead.
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*/
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this.onComplete = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onLoop - This event is dispatched when this Animation loops.
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*/
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this.onLoop = new Phaser.Signal();
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// Set-up some event listeners
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this.game.onPause.add(this.onPause, this);
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this.game.onResume.add(this.onResume, this);
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};
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Phaser.Animation.prototype = {
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/**
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* Plays this animation.
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*
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* @method Phaser.Animation#play
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* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
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* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
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* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
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* @return {Phaser.Animation} - A reference to this Animation instance.
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*/
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play: function (frameRate, loop, killOnComplete) {
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if (typeof frameRate === 'number')
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{
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// If they set a new frame rate then use it, otherwise use the one set on creation
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this.delay = 1000 / frameRate;
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}
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if (typeof loop === 'boolean')
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{
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// If they set a new loop value then use it, otherwise use the one set on creation
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this.loop = loop;
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}
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if (typeof killOnComplete !== 'undefined')
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{
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// Remove the parent sprite once the animation has finished?
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this.killOnComplete = killOnComplete;
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}
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this.isPlaying = true;
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this.isFinished = false;
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this.paused = false;
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this.loopCount = 0;
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this._timeLastFrame = this.game.time.time;
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this._timeNextFrame = this.game.time.time + this.delay;
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this._parent.setFrame(this.currentFrame);
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// TODO: Double check if required
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if (this._parent.__tilePattern)
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{
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this._parent.__tilePattern = false;
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this._parent.tilingTexture = false;
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}
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this._parent.events.onAnimationStart.dispatch(this._parent, this);
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this.onStart.dispatch(this._parent, this);
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return this;
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},
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/**
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* Sets this animation back to the first frame and restarts the animation.
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*
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* @method Phaser.Animation#restart
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*/
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restart: function () {
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this.isPlaying = true;
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this.isFinished = false;
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this.paused = false;
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this.loopCount = 0;
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this._timeLastFrame = this.game.time.time;
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this._timeNextFrame = this.game.time.time + this.delay;
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this._frameIndex = 0;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this._parent.setFrame(this.currentFrame);
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this.onStart.dispatch(this._parent, this);
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},
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/**
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* Sets this animations playback to a given frame with the given ID.
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*
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* @method Phaser.Animation#setFrame
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* @param {string|number} [frameId] - The identifier of the frame to set. Can be the name of the frame, the sprite index of the frame, or the animation-local frame index.
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* @param {boolean} [useLocalFrameIndex=false] - If you provide a number for frameId, should it use the numeric indexes of the frameData, or the 0-indexed frame index local to the animation.
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*/
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setFrame: function(frameId, useLocalFrameIndex) {
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var frameIndex;
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if (typeof useLocalFrameIndex === 'undefined')
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{
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useLocalFrameIndex = false;
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}
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// Find the index to the desired frame.
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if (typeof frameId === "string")
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{
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for (var i = 0; i < this._frames.length; i++)
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{
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if (this._frameData.getFrame(this._frames[i]).name === frameId)
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{
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frameIndex = i;
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}
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}
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}
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else if (typeof frameId === "number")
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{
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if (useLocalFrameIndex)
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{
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frameIndex = frameId;
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}
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else
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{
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for (var i = 0; i < this._frames.length; i++)
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{
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if (this._frames[i] === frameIndex)
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{
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frameIndex = i;
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}
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}
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}
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}
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if (frameIndex)
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{
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// Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
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this._frameIndex = frameIndex - 1;
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// Make the animation update at next update
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this._timeNextFrame = this.game.time.time;
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this.update();
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}
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},
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/**
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* Stops playback of this animation and set it to a finished state. If a resetFrame is provided it will stop playback and set frame to the first in the animation.
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* If `dispatchComplete` is true it will dispatch the complete events, otherwise they'll be ignored.
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*
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* @method Phaser.Animation#stop
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* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
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* @param {boolean} [dispatchComplete=false] - Dispatch the Animation.onComplete and parent.onAnimationComplete events?
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*/
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stop: function (resetFrame, dispatchComplete) {
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if (typeof resetFrame === 'undefined') { resetFrame = false; }
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if (typeof dispatchComplete === 'undefined') { dispatchComplete = false; }
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this.isPlaying = false;
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this.isFinished = true;
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this.paused = false;
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if (resetFrame)
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{
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this.currentFrame = this._frameData.getFrame(this._frames[0]);
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this._parent.setFrame(this.currentFrame);
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}
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if (dispatchComplete)
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{
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this._parent.events.onAnimationComplete.dispatch(this._parent, this);
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this.onComplete.dispatch(this._parent, this);
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}
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},
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/**
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* Called when the Game enters a paused state.
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*
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* @method Phaser.Animation#onPause
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*/
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onPause: function () {
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if (this.isPlaying)
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{
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this._frameDiff = this._timeNextFrame - this.game.time.time;
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}
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},
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/**
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* Called when the Game resumes from a paused state.
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*
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* @method Phaser.Animation#onResume
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*/
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onResume: function () {
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if (this.isPlaying)
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{
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this._timeNextFrame = this.game.time.time + this._frameDiff;
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}
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},
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/**
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* Updates this animation. Called automatically by the AnimationManager.
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*
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* @method Phaser.Animation#update
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*/
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update: function () {
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if (this.isPaused)
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{
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return false;
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}
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if (this.isPlaying && this.game.time.time >= this._timeNextFrame)
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{
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this._frameSkip = 1;
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// Lagging?
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this._frameDiff = this.game.time.time - this._timeNextFrame;
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this._timeLastFrame = this.game.time.time;
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if (this._frameDiff > this.delay)
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{
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// We need to skip a frame, work out how many
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this._frameSkip = Math.floor(this._frameDiff / this.delay);
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this._frameDiff -= (this._frameSkip * this.delay);
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}
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// And what's left now?
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this._timeNextFrame = this.game.time.time + (this.delay - this._frameDiff);
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this._frameIndex += this._frameSkip;
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if (this._frameIndex >= this._frames.length)
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{
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if (this.loop)
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{
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this._frameIndex %= this._frames.length;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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this.loopCount++;
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this._parent.events.onAnimationLoop.dispatch(this._parent, this);
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this.onLoop.dispatch(this._parent, this);
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}
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else
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{
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this.complete();
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}
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}
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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if (this.currentFrame)
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{
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this._parent.setFrame(this.currentFrame);
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if (this._parent.__tilePattern)
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{
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this._parent.__tilePattern = false;
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this._parent.tilingTexture = false;
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}
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if (this.onUpdate)
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{
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this.onUpdate.dispatch(this, this.currentFrame);
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}
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}
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return true;
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}
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return false;
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},
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/**
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* Advances by the given number of frames in the Animation, taking the loop value into consideration.
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*
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* @method Phaser.Animation#next
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* @param {number} [quantity=1] - The number of frames to advance.
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*/
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next: function (quantity) {
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if (typeof quantity === 'undefined') { quantity = 1; }
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var frame = this._frameIndex + quantity;
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if (frame >= this._frames.length)
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{
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if (this.loop)
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{
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frame %= this._frames.length;
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}
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else
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{
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frame = this._frames.length - 1;
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}
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}
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if (frame !== this._frameIndex)
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{
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this._frameIndex = frame;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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if (this.currentFrame)
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{
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this._parent.setFrame(this.currentFrame);
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if (this._parent.__tilePattern)
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{
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this._parent.__tilePattern = false;
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this._parent.tilingTexture = false;
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}
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}
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if (this.onUpdate)
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{
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this.onUpdate.dispatch(this, this.currentFrame);
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}
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}
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},
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/**
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* Moves backwards the given number of frames in the Animation, taking the loop value into consideration.
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*
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* @method Phaser.Animation#previous
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* @param {number} [quantity=1] - The number of frames to move back.
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*/
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previous: function (quantity) {
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if (typeof quantity === 'undefined') { quantity = 1; }
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var frame = this._frameIndex - quantity;
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if (frame < 0)
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{
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if (this.loop)
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{
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frame = this._frames.length + frame;
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}
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else
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{
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frame++;
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}
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}
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if (frame !== this._frameIndex)
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{
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this._frameIndex = frame;
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this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
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if (this.currentFrame)
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{
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this._parent.setFrame(this.currentFrame);
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if (this._parent.__tilePattern)
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{
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this._parent.__tilePattern = false;
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this._parent.tilingTexture = false;
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}
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}
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if (this.onUpdate)
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{
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this.onUpdate.dispatch(this, this.currentFrame);
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}
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}
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},
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/**
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* Changes the FrameData object this Animation is using.
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*
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* @method Phaser.Animation#updateFrameData
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* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
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*/
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updateFrameData: function (frameData) {
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this._frameData = frameData;
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this.currentFrame = this._frameData ? this._frameData.getFrame(this._frames[this._frameIndex % this._frames.length]) : null;
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},
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/**
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* Cleans up this animation ready for deletion. Nulls all values and references.
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*
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* @method Phaser.Animation#destroy
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*/
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destroy: function () {
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this.game.onPause.remove(this.onPause, this);
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this.game.onResume.remove(this.onResume, this);
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this.game = null;
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this._parent = null;
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this._frames = null;
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this._frameData = null;
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this.currentFrame = null;
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this.isPlaying = false;
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this.onStart.dispose();
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this.onLoop.dispose();
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this.onComplete.dispose();
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if (this.onUpdate)
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{
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this.onUpdate.dispose();
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}
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},
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/**
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* Called internally when the animation finishes playback.
|
|
* Sets the isPlaying and isFinished states and dispatches the onAnimationComplete event if it exists on the parent and local onComplete event.
|
|
*
|
|
* @method Phaser.Animation#complete
|
|
*/
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|
complete: function () {
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this.isPlaying = false;
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this.isFinished = true;
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this.paused = false;
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this._parent.events.onAnimationComplete.dispatch(this._parent, this);
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this.onComplete.dispatch(this._parent, this);
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if (this.killOnComplete)
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{
|
|
this._parent.kill();
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Animation.prototype.constructor = Phaser.Animation;
|
|
|
|
/**
|
|
* @name Phaser.Animation#paused
|
|
* @property {boolean} paused - Gets and sets the paused state of this Animation.
|
|
*/
|
|
Object.defineProperty(Phaser.Animation.prototype, 'paused', {
|
|
|
|
get: function () {
|
|
|
|
return this.isPaused;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.isPaused = value;
|
|
|
|
if (value)
|
|
{
|
|
// Paused
|
|
this._pauseStartTime = this.game.time.time;
|
|
}
|
|
else
|
|
{
|
|
// Un-paused
|
|
if (this.isPlaying)
|
|
{
|
|
this._timeNextFrame = this.game.time.time + this.delay;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Animation#frameTotal
|
|
* @property {number} frameTotal - The total number of frames in the currently loaded FrameData, or -1 if no FrameData is loaded.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Animation.prototype, 'frameTotal', {
|
|
|
|
get: function () {
|
|
return this._frames.length;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Animation#frame
|
|
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
|
|
*/
|
|
Object.defineProperty(Phaser.Animation.prototype, 'frame', {
|
|
|
|
get: function () {
|
|
|
|
if (this.currentFrame !== null)
|
|
{
|
|
return this.currentFrame.index;
|
|
}
|
|
else
|
|
{
|
|
return this._frameIndex;
|
|
}
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.currentFrame = this._frameData.getFrame(this._frames[value]);
|
|
|
|
if (this.currentFrame !== null)
|
|
{
|
|
this._frameIndex = value;
|
|
this._parent.setFrame(this.currentFrame);
|
|
|
|
if (this.onUpdate)
|
|
{
|
|
this.onUpdate.dispatch(this, this.currentFrame);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Animation#speed
|
|
* @property {number} speed - Gets or sets the current speed of the animation in frames per second. Changing this in a playing animation will take effect from the next frame. Minimum value is 1.
|
|
*/
|
|
Object.defineProperty(Phaser.Animation.prototype, 'speed', {
|
|
|
|
get: function () {
|
|
|
|
return Math.round(1000 / this.delay);
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value >= 1)
|
|
{
|
|
this.delay = 1000 / value;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Animation#enableUpdate
|
|
* @property {boolean} enableUpdate - Gets or sets if this animation will dispatch the onUpdate events upon changing frame.
|
|
*/
|
|
Object.defineProperty(Phaser.Animation.prototype, 'enableUpdate', {
|
|
|
|
get: function () {
|
|
|
|
return (this.onUpdate !== null);
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value && this.onUpdate === null)
|
|
{
|
|
this.onUpdate = new Phaser.Signal();
|
|
}
|
|
else if (!value && this.onUpdate !== null)
|
|
{
|
|
this.onUpdate.dispose();
|
|
this.onUpdate = null;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Really handy function for when you are creating arrays of animation data but it's using frame names and not numbers.
|
|
* For example imagine you've got 30 frames named: 'explosion_0001-large' to 'explosion_0030-large'
|
|
* You could use this function to generate those by doing: Phaser.Animation.generateFrameNames('explosion_', 1, 30, '-large', 4);
|
|
*
|
|
* @method Phaser.Animation.generateFrameNames
|
|
* @static
|
|
* @param {string} prefix - The start of the filename. If the filename was 'explosion_0001-large' the prefix would be 'explosion_'.
|
|
* @param {number} start - The number to start sequentially counting from. If your frames are named 'explosion_0001' to 'explosion_0034' the start is 1.
|
|
* @param {number} stop - The number to count to. If your frames are named 'explosion_0001' to 'explosion_0034' the stop value is 34.
|
|
* @param {string} [suffix=''] - The end of the filename. If the filename was 'explosion_0001-large' the prefix would be '-large'.
|
|
* @param {number} [zeroPad=0] - The number of zeroes to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
|
|
* @return {array} An array of framenames.
|
|
*/
|
|
Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zeroPad) {
|
|
|
|
if (typeof suffix === 'undefined') { suffix = ''; }
|
|
|
|
var output = [];
|
|
var frame = '';
|
|
|
|
if (start < stop)
|
|
{
|
|
for (var i = start; i <= stop; i++)
|
|
{
|
|
if (typeof zeroPad === 'number')
|
|
{
|
|
// str, len, pad, dir
|
|
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
|
|
}
|
|
else
|
|
{
|
|
frame = i.toString();
|
|
}
|
|
|
|
frame = prefix + frame + suffix;
|
|
|
|
output.push(frame);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (var i = start; i >= stop; i--)
|
|
{
|
|
if (typeof zeroPad === 'number')
|
|
{
|
|
// str, len, pad, dir
|
|
frame = Phaser.Utils.pad(i.toString(), zeroPad, '0', 1);
|
|
}
|
|
else
|
|
{
|
|
frame = i.toString();
|
|
}
|
|
|
|
frame = prefix + frame + suffix;
|
|
|
|
output.push(frame);
|
|
}
|
|
}
|
|
|
|
return output;
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
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|
|
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</div>
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<div class="clearfix"></div>
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<footer>
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|
|
|
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<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Tue Nov 25 2014 00:17:18 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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