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2205 lines
62 KiB
HTML
Executable file
2205 lines
62 KiB
HTML
Executable file
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<a href="Phaser.Component.Destroy.html">Destroy</a>
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<a href="Phaser.Component.LoadTexture.html">LoadTexture</a>
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<a href="Phaser.Component.Overlap.html">Overlap</a>
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<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
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<a href="Phaser.Component.Reset.html">Reset</a>
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<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
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<a href="Phaser.Component.Smoothed.html">Smoothed</a>
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<li class="class-depth-1">
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<a href="Phaser.Create.html">Create</a>
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<li class="class-depth-1">
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<a href="Phaser.Creature.html">Creature</a>
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<li class="class-depth-1">
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<a href="Phaser.Device.html">Device</a>
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<li class="class-depth-1">
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<a href="Phaser.DeviceButton.html">DeviceButton</a>
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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 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 class="class-depth-2">
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<a href="Phaser.Easing.Elastic.html">Elastic</a>
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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 class="class-depth-2">
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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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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<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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|
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|
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<h1 class="page-title">Source: src/sound/SoundManager.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<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}
|
|
*/
|
|
|
|
/**
|
|
* The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
|
|
* Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
|
|
* The audio file type and the encoding of those files are extremely important. Not all browsers can play all audio formats.
|
|
* There is a good guide to what's supported here: http://hpr.dogphilosophy.net/test/
|
|
*
|
|
* If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out
|
|
* of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active
|
|
* AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again.
|
|
*
|
|
* Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
|
|
* When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.
|
|
* The solution is to use a lower encoding rate such as 44100 Hz. Sometimes the audio context will
|
|
* be created with a sampleRate of 48000. If this happens and audio distorts you should re-create the context.
|
|
*
|
|
* @class Phaser.SoundManager
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Reference to the current game instance.
|
|
*/
|
|
Phaser.SoundManager = function (game) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - Local reference to game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)
|
|
*/
|
|
this.onSoundDecode = new Phaser.Signal();
|
|
|
|
/**
|
|
* This signal is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.
|
|
* @property {Phaser.Signal} onVolumeChange
|
|
*/
|
|
this.onVolumeChange = new Phaser.Signal();
|
|
|
|
/**
|
|
* This signal is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.
|
|
* @property {Phaser.Signal} onMute
|
|
*/
|
|
this.onMute = new Phaser.Signal();
|
|
|
|
/**
|
|
* This signal is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.
|
|
* @property {Phaser.Signal} onUnMute
|
|
*/
|
|
this.onUnMute = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {AudioContext} context - The AudioContext being used for playback.
|
|
* @default
|
|
*/
|
|
this.context = null;
|
|
|
|
/**
|
|
* @property {boolean} usingWebAudio - True the SoundManager and device are both using Web Audio.
|
|
* @readonly
|
|
*/
|
|
this.usingWebAudio = false;
|
|
|
|
/**
|
|
* @property {boolean} usingAudioTag - True the SoundManager and device are both using the Audio tag instead of Web Audio.
|
|
* @readonly
|
|
*/
|
|
this.usingAudioTag = false;
|
|
|
|
/**
|
|
* @property {boolean} noAudio - True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio.
|
|
* @default
|
|
*/
|
|
this.noAudio = false;
|
|
|
|
/**
|
|
* @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
|
|
* @default
|
|
*/
|
|
this.connectToMaster = true;
|
|
|
|
/**
|
|
* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
|
|
* @default
|
|
*/
|
|
this.touchLocked = false;
|
|
|
|
/**
|
|
* @property {number} channels - The number of audio channels to use in playback.
|
|
* @default
|
|
*/
|
|
this.channels = 32;
|
|
|
|
/**
|
|
* Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),
|
|
* or set to false to keep audio playing, regardless of the game pause state. You may need to
|
|
* do this should you wish to control audio muting via external DOM buttons or similar.
|
|
* @property {boolean} muteOnPause
|
|
* @default
|
|
*/
|
|
this.muteOnPause = true;
|
|
|
|
/**
|
|
* @property {boolean} _codeMuted - Internal mute tracking var.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._codeMuted = false;
|
|
|
|
/**
|
|
* @property {boolean} _muted - Internal mute tracking var.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._muted = false;
|
|
|
|
/**
|
|
* @property {AudioContext} _unlockSource - Internal unlock tracking var.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._unlockSource = null;
|
|
|
|
/**
|
|
* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._volume = 1;
|
|
|
|
/**
|
|
* @property {array} _sounds - An array containing all the sounds
|
|
* @private
|
|
*/
|
|
this._sounds = [];
|
|
|
|
/**
|
|
* @property {Phaser.ArraySet} _watchList - An array set containing all the sounds being monitored for decoding status.
|
|
* @private
|
|
*/
|
|
this._watchList = new Phaser.ArraySet();
|
|
|
|
/**
|
|
* @property {boolean} _watching - Is the SoundManager monitoring the watchList?
|
|
* @private
|
|
*/
|
|
this._watching = false;
|
|
|
|
/**
|
|
* @property {function} _watchCallback - The callback to invoke once the watchlist is clear.
|
|
* @private
|
|
*/
|
|
this._watchCallback = null;
|
|
|
|
/**
|
|
* @property {object} _watchContext - The context in which to call the watchlist callback.
|
|
* @private
|
|
*/
|
|
this._watchContext = null;
|
|
|
|
};
|
|
|
|
Phaser.SoundManager.prototype = {
|
|
|
|
/**
|
|
* Initialises the sound manager.
|
|
* @method Phaser.SoundManager#boot
|
|
* @protected
|
|
*/
|
|
boot: function () {
|
|
|
|
if (this.game.device.iOS && this.game.device.webAudio === false)
|
|
{
|
|
this.channels = 1;
|
|
}
|
|
|
|
// PhaserGlobal overrides
|
|
if (window['PhaserGlobal'])
|
|
{
|
|
// Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
|
|
if (window['PhaserGlobal'].disableAudio === true)
|
|
{
|
|
this.noAudio = true;
|
|
this.touchLocked = false;
|
|
return;
|
|
}
|
|
|
|
// Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
|
|
if (window['PhaserGlobal'].disableWebAudio === true)
|
|
{
|
|
this.usingAudioTag = true;
|
|
this.touchLocked = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (window['PhaserGlobal'] && window['PhaserGlobal'].audioContext)
|
|
{
|
|
this.context = window['PhaserGlobal'].audioContext;
|
|
}
|
|
else
|
|
{
|
|
if (!!window['AudioContext'])
|
|
{
|
|
try {
|
|
this.context = new window['AudioContext']();
|
|
} catch (error) {
|
|
this.context = null;
|
|
this.usingWebAudio = false;
|
|
this.touchLocked = false;
|
|
}
|
|
}
|
|
else if (!!window['webkitAudioContext'])
|
|
{
|
|
try {
|
|
this.context = new window['webkitAudioContext']();
|
|
} catch (error) {
|
|
this.context = null;
|
|
this.usingWebAudio = false;
|
|
this.touchLocked = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (this.context === null)
|
|
{
|
|
// No Web Audio support - how about legacy Audio?
|
|
if (window['Audio'] === undefined)
|
|
{
|
|
this.noAudio = true;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
this.usingAudioTag = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.usingWebAudio = true;
|
|
|
|
if (this.context.createGain === undefined)
|
|
{
|
|
this.masterGain = this.context.createGainNode();
|
|
}
|
|
else
|
|
{
|
|
this.masterGain = this.context.createGain();
|
|
}
|
|
|
|
this.masterGain.gain.value = 1;
|
|
this.masterGain.connect(this.context.destination);
|
|
}
|
|
|
|
if (!this.noAudio)
|
|
{
|
|
// On mobile we need a native touch event before we can play anything, so capture it here
|
|
if (!this.game.device.cocoonJS && this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
|
|
{
|
|
this.setTouchLock();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the Input Manager touch callback to be SoundManager.unlock.
|
|
* Required for iOS audio device unlocking. Mostly just used internally.
|
|
*
|
|
* @method Phaser.SoundManager#setTouchLock
|
|
*/
|
|
setTouchLock: function () {
|
|
|
|
if (this.noAudio || (window['PhaserGlobal'] && window['PhaserGlobal'].disableAudio === true))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.game.device.iOSVersion > 8)
|
|
{
|
|
this.game.input.touch.addTouchLockCallback(this.unlock, this, true);
|
|
}
|
|
else
|
|
{
|
|
this.game.input.touch.addTouchLockCallback(this.unlock, this);
|
|
}
|
|
|
|
this.touchLocked = true;
|
|
|
|
},
|
|
|
|
/**
|
|
* Enables the audio, usually after the first touch.
|
|
*
|
|
* @method Phaser.SoundManager#unlock
|
|
* @return {boolean} True if the callback should be removed, otherwise false.
|
|
*/
|
|
unlock: function () {
|
|
|
|
if (this.noAudio || !this.touchLocked || this._unlockSource !== null)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Global override (mostly for Audio Tag testing)
|
|
if (this.usingAudioTag)
|
|
{
|
|
this.touchLocked = false;
|
|
this._unlockSource = null;
|
|
}
|
|
else if (this.usingWebAudio)
|
|
{
|
|
// Create empty buffer and play it
|
|
// The SoundManager.update loop captures the state of it and then resets touchLocked to false
|
|
|
|
var buffer = this.context.createBuffer(1, 1, 22050);
|
|
this._unlockSource = this.context.createBufferSource();
|
|
this._unlockSource.buffer = buffer;
|
|
this._unlockSource.connect(this.context.destination);
|
|
|
|
if (this._unlockSource.start === undefined)
|
|
{
|
|
this._unlockSource.noteOn(0);
|
|
}
|
|
else
|
|
{
|
|
this._unlockSource.start(0);
|
|
}
|
|
}
|
|
|
|
// We can remove the event because we've done what we needed (started the unlock sound playing)
|
|
return true;
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops all the sounds in the game.
|
|
*
|
|
* @method Phaser.SoundManager#stopAll
|
|
*/
|
|
stopAll: function () {
|
|
|
|
if (this.noAudio)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i])
|
|
{
|
|
this._sounds[i].stop();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Pauses all the sounds in the game.
|
|
*
|
|
* @method Phaser.SoundManager#pauseAll
|
|
*/
|
|
pauseAll: function () {
|
|
|
|
if (this.noAudio)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i])
|
|
{
|
|
this._sounds[i].pause();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Resumes every sound in the game.
|
|
*
|
|
* @method Phaser.SoundManager#resumeAll
|
|
*/
|
|
resumeAll: function () {
|
|
|
|
if (this.noAudio)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i])
|
|
{
|
|
this._sounds[i].resume();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Decode a sound by its asset key.
|
|
*
|
|
* @method Phaser.SoundManager#decode
|
|
* @param {string} key - Assets key of the sound to be decoded.
|
|
* @param {Phaser.Sound} [sound] - Its buffer will be set to decoded data.
|
|
*/
|
|
decode: function (key, sound) {
|
|
|
|
sound = sound || null;
|
|
|
|
var soundData = this.game.cache.getSoundData(key);
|
|
|
|
if (soundData)
|
|
{
|
|
if (this.game.cache.isSoundDecoded(key) === false)
|
|
{
|
|
this.game.cache.updateSound(key, 'isDecoding', true);
|
|
|
|
var _this = this;
|
|
|
|
try {
|
|
this.context.decodeAudioData(soundData, function (buffer) {
|
|
|
|
if (buffer)
|
|
{
|
|
_this.game.cache.decodedSound(key, buffer);
|
|
_this.onSoundDecode.dispatch(key, sound);
|
|
}
|
|
});
|
|
}
|
|
catch (e) {}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* This method allows you to give the SoundManager a list of Sound files, or keys, and a callback.
|
|
* Once all of the Sound files have finished decoding the callback will be invoked.
|
|
* The amount of time spent decoding depends on the codec used and file size.
|
|
* If all of the files given have already decoded the callback is triggered immediately.
|
|
*
|
|
* @method Phaser.SoundManager#setDecodedCallback
|
|
* @param {string|array} files - An array containing either Phaser.Sound objects or their key strings as found in the Phaser.Cache.
|
|
* @param {Function} callback - The callback which will be invoked once all files have finished decoding.
|
|
* @param {Object} callbackContext - The context in which the callback will run.
|
|
*/
|
|
setDecodedCallback: function (files, callback, callbackContext) {
|
|
|
|
if (typeof files === 'string')
|
|
{
|
|
files = [ files ];
|
|
}
|
|
|
|
this._watchList.reset();
|
|
|
|
for (var i = 0; i < files.length; i++)
|
|
{
|
|
if (files[i] instanceof Phaser.Sound)
|
|
{
|
|
if (!this.game.cache.isSoundDecoded(files[i].key))
|
|
{
|
|
this._watchList.add(files[i].key);
|
|
}
|
|
}
|
|
else if (!this.game.cache.isSoundDecoded(files[i]))
|
|
{
|
|
this._watchList.add(files[i]);
|
|
}
|
|
}
|
|
|
|
// All decoded already?
|
|
if (this._watchList.total === 0)
|
|
{
|
|
this._watching = false;
|
|
callback.call(callbackContext);
|
|
}
|
|
else
|
|
{
|
|
this._watching = true;
|
|
this._watchCallback = callback;
|
|
this._watchContext = callbackContext;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates every sound in the game, checks for audio unlock on mobile and monitors the decoding watch list.
|
|
*
|
|
* @method Phaser.SoundManager#update
|
|
* @protected
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.noAudio)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.touchLocked && this._unlockSource !== null && (this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
|
|
{
|
|
this.touchLocked = false;
|
|
this._unlockSource = null;
|
|
}
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
this._sounds[i].update();
|
|
}
|
|
|
|
if (this._watching)
|
|
{
|
|
var key = this._watchList.first;
|
|
|
|
while (key)
|
|
{
|
|
if (this.game.cache.isSoundDecoded(key))
|
|
{
|
|
this._watchList.remove(key);
|
|
}
|
|
|
|
key = this._watchList.next;
|
|
}
|
|
|
|
if (this._watchList.total === 0)
|
|
{
|
|
this._watching = false;
|
|
this._watchCallback.call(this._watchContext);
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds a new Sound into the SoundManager.
|
|
*
|
|
* @method Phaser.SoundManager#add
|
|
* @param {string} key - Asset key for the sound.
|
|
* @param {number} [volume=1] - Default value for the volume.
|
|
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
|
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
|
|
* @return {Phaser.Sound} The new sound instance.
|
|
*/
|
|
add: function (key, volume, loop, connect) {
|
|
|
|
if (volume === undefined) { volume = 1; }
|
|
if (loop === undefined) { loop = false; }
|
|
if (connect === undefined) { connect = this.connectToMaster; }
|
|
|
|
var sound = new Phaser.Sound(this.game, key, volume, loop, connect);
|
|
|
|
this._sounds.push(sound);
|
|
|
|
return sound;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds a new AudioSprite into the SoundManager.
|
|
*
|
|
* @method Phaser.SoundManager#addSprite
|
|
* @param {string} key - Asset key for the sound.
|
|
* @return {Phaser.AudioSprite} The new AudioSprite instance.
|
|
*/
|
|
addSprite: function(key) {
|
|
|
|
var audioSprite = new Phaser.AudioSprite(this.game, key);
|
|
|
|
return audioSprite;
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes a Sound from the SoundManager. The removed Sound is destroyed before removal.
|
|
*
|
|
* @method Phaser.SoundManager#remove
|
|
* @param {Phaser.Sound} sound - The sound object to remove.
|
|
* @return {boolean} True if the sound was removed successfully, otherwise false.
|
|
*/
|
|
remove: function (sound) {
|
|
|
|
var i = this._sounds.length;
|
|
|
|
while (i--)
|
|
{
|
|
if (this._sounds[i] === sound)
|
|
{
|
|
this._sounds[i].destroy(false);
|
|
this._sounds.splice(i, 1);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes all Sounds from the SoundManager that have an asset key matching the given value.
|
|
* The removed Sounds are destroyed before removal.
|
|
*
|
|
* @method Phaser.SoundManager#removeByKey
|
|
* @param {string} key - The key to match when removing sound objects.
|
|
* @return {number} The number of matching sound objects that were removed.
|
|
*/
|
|
removeByKey: function (key) {
|
|
|
|
var i = this._sounds.length;
|
|
var removed = 0;
|
|
|
|
while (i--)
|
|
{
|
|
if (this._sounds[i].key === key)
|
|
{
|
|
this._sounds[i].destroy(false);
|
|
this._sounds.splice(i, 1);
|
|
removed++;
|
|
}
|
|
}
|
|
|
|
return removed;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds a new Sound into the SoundManager and starts it playing.
|
|
*
|
|
* @method Phaser.SoundManager#play
|
|
* @param {string} key - Asset key for the sound.
|
|
* @param {number} [volume=1] - Default value for the volume.
|
|
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
|
* @return {Phaser.Sound} The new sound instance.
|
|
*/
|
|
play: function (key, volume, loop) {
|
|
|
|
if (this.noAudio)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var sound = this.add(key, volume, loop);
|
|
|
|
sound.play();
|
|
|
|
return sound;
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal mute handler called automatically by the SoundManager.mute setter.
|
|
*
|
|
* @method Phaser.SoundManager#setMute
|
|
* @private
|
|
*/
|
|
setMute: function () {
|
|
|
|
if (this._muted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._muted = true;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this._muteVolume = this.masterGain.gain.value;
|
|
this.masterGain.gain.value = 0;
|
|
}
|
|
|
|
// Loop through sounds
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].mute = true;
|
|
}
|
|
}
|
|
|
|
this.onMute.dispatch();
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal mute handler called automatically by the SoundManager.mute setter.
|
|
*
|
|
* @method Phaser.SoundManager#unsetMute
|
|
* @private
|
|
*/
|
|
unsetMute: function () {
|
|
|
|
if (!this._muted || this._codeMuted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._muted = false;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.masterGain.gain.value = this._muteVolume;
|
|
}
|
|
|
|
// Loop through sounds
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].mute = false;
|
|
}
|
|
}
|
|
|
|
this.onUnMute.dispatch();
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops all the sounds in the game, then destroys them and finally clears up any callbacks.
|
|
*
|
|
* @method Phaser.SoundManager#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.stopAll();
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i])
|
|
{
|
|
this._sounds[i].destroy();
|
|
}
|
|
}
|
|
|
|
this._sounds = [];
|
|
|
|
this.onSoundDecode.dispose();
|
|
|
|
if (this.context)
|
|
{
|
|
if (window['PhaserGlobal'])
|
|
{
|
|
// Store this in the PhaserGlobal window var, if set, to allow for re-use if the game is created again without the page refreshing
|
|
window['PhaserGlobal'].audioContext = this.context;
|
|
}
|
|
else
|
|
{
|
|
if (this.context.close)
|
|
{
|
|
this.context.close();
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.SoundManager.prototype.constructor = Phaser.SoundManager;
|
|
|
|
/**
|
|
* @name Phaser.SoundManager#mute
|
|
* @property {boolean} mute - Gets or sets the muted state of the SoundManager. This effects all sounds in the game.
|
|
*/
|
|
Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
|
|
|
get: function () {
|
|
|
|
return this._muted;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
value = value || false;
|
|
|
|
if (value)
|
|
{
|
|
if (this._muted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._codeMuted = true;
|
|
this.setMute();
|
|
}
|
|
else
|
|
{
|
|
if (!this._muted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._codeMuted = false;
|
|
this.unsetMute();
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.SoundManager#volume
|
|
* @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1. The value given is clamped to the range 0 to 1.
|
|
*/
|
|
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
|
|
|
get: function () {
|
|
|
|
return this._volume;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value < 0)
|
|
{
|
|
value = 0;
|
|
}
|
|
else if (value > 1)
|
|
{
|
|
value = 1;
|
|
}
|
|
|
|
if (this._volume !== value)
|
|
{
|
|
this._volume = value;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.masterGain.gain.value = value;
|
|
}
|
|
else
|
|
{
|
|
// Loop through the sound cache and change the volume of all html audio tags
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].updateGlobalVolume(value);
|
|
}
|
|
}
|
|
}
|
|
|
|
this.onVolumeChange.dispatch(value);
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
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