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2242 lines
64 KiB
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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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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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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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 class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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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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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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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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|
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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">
|
|
<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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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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|
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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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|
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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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|
|
<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<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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|
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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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|
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
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|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
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</li>
|
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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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|
|
<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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
|
<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#ELLIPSE">ELLIPSE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
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<a href="global.html#emit">emit</a>
|
|
</li>
|
|
|
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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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|
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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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|
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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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|
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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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|
|
<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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|
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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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|
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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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|
|
<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
|
</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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|
|
<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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|
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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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|
|
<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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|
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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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|
|
<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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|
|
<li class="class-depth-0">
|
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<a href="global.html#RECTANGLE">RECTANGLE</a>
|
|
</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>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
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<a href="global.html#RETROFONT">RETROFONT</a>
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: src/animation/Animation.js</h1>
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<section>
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<article>
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|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* An Animation instance contains a single animation and the controls to play it.
|
|
*
|
|
* It is created by the AnimationManager, consists of Animation.Frame objects and belongs to a single Game Object such as a Sprite.
|
|
*
|
|
* @class Phaser.Animation
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {Phaser.Sprite} parent - A reference to the owner of this Animation.
|
|
* @param {string} name - The unique name for this animation, used in playback commands.
|
|
* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
|
|
* @param {number[]|string[]} frames - An array of numbers or strings indicating which frames to play in which order.
|
|
* @param {number} [frameRate=60] - The speed at which the animation should play. The speed is given in frames per second.
|
|
* @param {boolean} [loop=false] - Whether or not the animation is looped or just plays once.
|
|
*/
|
|
Phaser.Animation = function (game, parent, name, frameData, frames, frameRate, loop) {
|
|
|
|
if (loop === undefined) { loop = false; }
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {Phaser.Sprite} _parent - A reference to the parent Sprite that owns this Animation.
|
|
* @private
|
|
*/
|
|
this._parent = parent;
|
|
|
|
/**
|
|
* @property {Phaser.FrameData} _frameData - The FrameData the Animation uses.
|
|
* @private
|
|
*/
|
|
this._frameData = frameData;
|
|
|
|
/**
|
|
* @property {string} name - The user defined name given to this Animation.
|
|
*/
|
|
this.name = name;
|
|
|
|
/**
|
|
* @property {array} _frames
|
|
* @private
|
|
*/
|
|
this._frames = [];
|
|
this._frames = this._frames.concat(frames);
|
|
|
|
/**
|
|
* @property {number} delay - The delay in ms between each frame of the Animation, based on the given frameRate.
|
|
*/
|
|
this.delay = 1000 / frameRate;
|
|
|
|
/**
|
|
* @property {boolean} loop - The loop state of the Animation.
|
|
*/
|
|
this.loop = loop;
|
|
|
|
/**
|
|
* @property {number} loopCount - The number of times the animation has looped since it was last started.
|
|
*/
|
|
this.loopCount = 0;
|
|
|
|
/**
|
|
* @property {boolean} killOnComplete - Should the parent of this Animation be killed when the animation completes?
|
|
* @default
|
|
*/
|
|
this.killOnComplete = false;
|
|
|
|
/**
|
|
* @property {boolean} isFinished - The finished state of the Animation. Set to true once playback completes, false during playback.
|
|
* @default
|
|
*/
|
|
this.isFinished = false;
|
|
|
|
/**
|
|
* @property {boolean} isPlaying - The playing state of the Animation. Set to false once playback completes, true during playback.
|
|
* @default
|
|
*/
|
|
this.isPlaying = false;
|
|
|
|
/**
|
|
* @property {boolean} isPaused - The paused state of the Animation.
|
|
* @default
|
|
*/
|
|
this.isPaused = false;
|
|
|
|
/**
|
|
* @property {boolean} _pauseStartTime - The time the animation paused.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._pauseStartTime = 0;
|
|
|
|
/**
|
|
* @property {number} _frameIndex
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._frameIndex = 0;
|
|
|
|
/**
|
|
* @property {number} _frameDiff
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._frameDiff = 0;
|
|
|
|
/**
|
|
* @property {number} _frameSkip
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._frameSkip = 1;
|
|
|
|
/**
|
|
* @property {Phaser.Frame} currentFrame - The currently displayed frame of the Animation.
|
|
*/
|
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onStart - This event is dispatched when this Animation starts playback.
|
|
*/
|
|
this.onStart = new Phaser.Signal();
|
|
|
|
/**
|
|
* 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`.
|
|
* Note that the event is only dispatched with the current frame. In a low-FPS environment Animations
|
|
* will automatically frame-skip to try and claw back time, so do not base your code on expecting to
|
|
* receive a perfectly sequential set of frames from this event.
|
|
* @property {Phaser.Signal|null} onUpdate
|
|
* @default
|
|
*/
|
|
this.onUpdate = null;
|
|
|
|
/**
|
|
* @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 onLoop instead.
|
|
*/
|
|
this.onComplete = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onLoop - This event is dispatched when this Animation loops.
|
|
*/
|
|
this.onLoop = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {boolean} isReversed - Indicates if the animation will play backwards.
|
|
* @default
|
|
*/
|
|
this.isReversed = false;
|
|
|
|
// Set-up some event listeners
|
|
this.game.onPause.add(this.onPause, this);
|
|
this.game.onResume.add(this.onResume, this);
|
|
|
|
};
|
|
|
|
Phaser.Animation.prototype = {
|
|
|
|
/**
|
|
* Plays this animation.
|
|
*
|
|
* @method Phaser.Animation#play
|
|
* @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.
|
|
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
|
|
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
|
|
* @return {Phaser.Animation} - A reference to this Animation instance.
|
|
*/
|
|
play: function (frameRate, loop, killOnComplete) {
|
|
|
|
if (typeof frameRate === 'number')
|
|
{
|
|
// If they set a new frame rate then use it, otherwise use the one set on creation
|
|
this.delay = 1000 / frameRate;
|
|
}
|
|
|
|
if (typeof loop === 'boolean')
|
|
{
|
|
// If they set a new loop value then use it, otherwise use the one set on creation
|
|
this.loop = loop;
|
|
}
|
|
|
|
if (typeof killOnComplete !== 'undefined')
|
|
{
|
|
// Remove the parent sprite once the animation has finished?
|
|
this.killOnComplete = killOnComplete;
|
|
}
|
|
|
|
this.isPlaying = true;
|
|
this.isFinished = false;
|
|
this.paused = false;
|
|
this.loopCount = 0;
|
|
|
|
this._timeLastFrame = this.game.time.time;
|
|
this._timeNextFrame = this.game.time.time + this.delay;
|
|
|
|
this._frameIndex = this.isReversed ? this._frames.length - 1 : 0;
|
|
this.updateCurrentFrame(false, true);
|
|
|
|
this._parent.events.onAnimationStart$dispatch(this._parent, this);
|
|
|
|
this.onStart.dispatch(this._parent, this);
|
|
|
|
this._parent.animations.currentAnim = this;
|
|
this._parent.animations.currentFrame = this.currentFrame;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets this animation back to the first frame and restarts the animation.
|
|
*
|
|
* @method Phaser.Animation#restart
|
|
*/
|
|
restart: function () {
|
|
|
|
this.isPlaying = true;
|
|
this.isFinished = false;
|
|
this.paused = false;
|
|
this.loopCount = 0;
|
|
|
|
this._timeLastFrame = this.game.time.time;
|
|
this._timeNextFrame = this.game.time.time + this.delay;
|
|
|
|
this._frameIndex = 0;
|
|
|
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
|
|
|
this._parent.setFrame(this.currentFrame);
|
|
|
|
this._parent.animations.currentAnim = this;
|
|
this._parent.animations.currentFrame = this.currentFrame;
|
|
|
|
this.onStart.dispatch(this._parent, this);
|
|
|
|
},
|
|
|
|
/**
|
|
* Reverses the animation direction.
|
|
*
|
|
* @method Phaser.Animation#reverse
|
|
* @return {Phaser.Animation} The animation instance.
|
|
*/
|
|
reverse: function () {
|
|
|
|
this.reversed = !this.reversed;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Reverses the animation direction for the current/next animation only
|
|
* Once the onComplete event is called this method will be called again and revert
|
|
* the reversed state.
|
|
*
|
|
* @method Phaser.Animation#reverseOnce
|
|
* @return {Phaser.Animation} The animation instance.
|
|
*/
|
|
reverseOnce: function () {
|
|
|
|
this.onComplete.addOnce(this.reverse, this);
|
|
|
|
return this.reverse();
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets this animations playback to a given frame with the given ID.
|
|
*
|
|
* @method Phaser.Animation#setFrame
|
|
* @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.
|
|
* @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.
|
|
*/
|
|
setFrame: function(frameId, useLocalFrameIndex) {
|
|
|
|
var frameIndex;
|
|
|
|
if (useLocalFrameIndex === undefined)
|
|
{
|
|
useLocalFrameIndex = false;
|
|
}
|
|
|
|
// Find the index to the desired frame.
|
|
if (typeof frameId === "string")
|
|
{
|
|
for (var i = 0; i < this._frames.length; i++)
|
|
{
|
|
if (this._frameData.getFrame(this._frames[i]).name === frameId)
|
|
{
|
|
frameIndex = i;
|
|
}
|
|
}
|
|
}
|
|
else if (typeof frameId === "number")
|
|
{
|
|
if (useLocalFrameIndex)
|
|
{
|
|
frameIndex = frameId;
|
|
}
|
|
else
|
|
{
|
|
for (var i = 0; i < this._frames.length; i++)
|
|
{
|
|
if (this._frames[i] === frameId)
|
|
{
|
|
frameIndex = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (frameIndex)
|
|
{
|
|
// Set the current frame index to the found index. Subtract 1 so that it animates to the desired frame on update.
|
|
this._frameIndex = frameIndex - 1;
|
|
|
|
// Make the animation update at next update
|
|
this._timeNextFrame = this.game.time.time;
|
|
|
|
this.update();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
* If `dispatchComplete` is true it will dispatch the complete events, otherwise they'll be ignored.
|
|
*
|
|
* @method Phaser.Animation#stop
|
|
* @param {boolean} [resetFrame=false] - If true after the animation stops the currentFrame value will be set to the first frame in this animation.
|
|
* @param {boolean} [dispatchComplete=false] - Dispatch the Animation.onComplete and parent.onAnimationComplete events?
|
|
*/
|
|
stop: function (resetFrame, dispatchComplete) {
|
|
|
|
if (resetFrame === undefined) { resetFrame = false; }
|
|
if (dispatchComplete === undefined) { dispatchComplete = false; }
|
|
|
|
this.isPlaying = false;
|
|
this.isFinished = true;
|
|
this.paused = false;
|
|
|
|
if (resetFrame)
|
|
{
|
|
this.currentFrame = this._frameData.getFrame(this._frames[0]);
|
|
this._parent.setFrame(this.currentFrame);
|
|
}
|
|
|
|
if (dispatchComplete)
|
|
{
|
|
this._parent.events.onAnimationComplete$dispatch(this._parent, this);
|
|
this.onComplete.dispatch(this._parent, this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Game enters a paused state.
|
|
*
|
|
* @method Phaser.Animation#onPause
|
|
*/
|
|
onPause: function () {
|
|
|
|
if (this.isPlaying)
|
|
{
|
|
this._frameDiff = this._timeNextFrame - this.game.time.time;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when the Game resumes from a paused state.
|
|
*
|
|
* @method Phaser.Animation#onResume
|
|
*/
|
|
onResume: function () {
|
|
|
|
if (this.isPlaying)
|
|
{
|
|
this._timeNextFrame = this.game.time.time + this._frameDiff;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates this animation. Called automatically by the AnimationManager.
|
|
*
|
|
* @method Phaser.Animation#update
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.isPaused)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (this.isPlaying && this.game.time.time >= this._timeNextFrame)
|
|
{
|
|
this._frameSkip = 1;
|
|
|
|
// Lagging?
|
|
this._frameDiff = this.game.time.time - this._timeNextFrame;
|
|
|
|
this._timeLastFrame = this.game.time.time;
|
|
|
|
if (this._frameDiff > this.delay)
|
|
{
|
|
// We need to skip a frame, work out how many
|
|
this._frameSkip = Math.floor(this._frameDiff / this.delay);
|
|
this._frameDiff -= (this._frameSkip * this.delay);
|
|
}
|
|
|
|
// And what's left now?
|
|
this._timeNextFrame = this.game.time.time + (this.delay - this._frameDiff);
|
|
|
|
if (this.isReversed)
|
|
{
|
|
this._frameIndex -= this._frameSkip;
|
|
}
|
|
else
|
|
{
|
|
this._frameIndex += this._frameSkip;
|
|
}
|
|
|
|
if (!this.isReversed && this._frameIndex >= this._frames.length || this.isReversed && this._frameIndex <= -1)
|
|
{
|
|
if (this.loop)
|
|
{
|
|
// Update current state before event callback
|
|
this._frameIndex = Math.abs(this._frameIndex) % this._frames.length;
|
|
|
|
if (this.isReversed)
|
|
{
|
|
this._frameIndex = this._frames.length - 1 - this._frameIndex;
|
|
}
|
|
|
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
|
|
|
// Instead of calling updateCurrentFrame we do it here instead
|
|
if (this.currentFrame)
|
|
{
|
|
this._parent.setFrame(this.currentFrame);
|
|
}
|
|
|
|
this.loopCount++;
|
|
this._parent.events.onAnimationLoop$dispatch(this._parent, this);
|
|
this.onLoop.dispatch(this._parent, this);
|
|
|
|
if (this.onUpdate)
|
|
{
|
|
this.onUpdate.dispatch(this, this.currentFrame);
|
|
|
|
// False if the animation was destroyed from within a callback
|
|
return !!this._frameData;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.complete();
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return this.updateCurrentFrame(true);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Changes the currentFrame per the _frameIndex, updates the display state,
|
|
* and triggers the update signal.
|
|
*
|
|
* Returns true if the current frame update was 'successful', false otherwise.
|
|
*
|
|
* @method Phaser.Animation#updateCurrentFrame
|
|
* @private
|
|
* @param {boolean} signalUpdate - If true the `Animation.onUpdate` signal will be dispatched.
|
|
* @param {boolean} fromPlay - Was this call made from the playing of a new animation?
|
|
* @return {boolean} True if the current frame was updated, otherwise false.
|
|
*/
|
|
updateCurrentFrame: function (signalUpdate, fromPlay) {
|
|
|
|
if (fromPlay === undefined) { fromPlay = false; }
|
|
|
|
if (!this._frameData)
|
|
{
|
|
// The animation is already destroyed, probably from a callback
|
|
return false;
|
|
}
|
|
|
|
// Previous index
|
|
var idx = this.currentFrame.index;
|
|
|
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
|
|
|
if (this.currentFrame && (fromPlay || (!fromPlay && idx !== this.currentFrame.index)))
|
|
{
|
|
this._parent.setFrame(this.currentFrame);
|
|
}
|
|
|
|
if (this.onUpdate && signalUpdate)
|
|
{
|
|
this.onUpdate.dispatch(this, this.currentFrame);
|
|
|
|
// False if the animation was destroyed from within a callback
|
|
return !!this._frameData;
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Advances by the given number of frames in the Animation, taking the loop value into consideration.
|
|
*
|
|
* @method Phaser.Animation#next
|
|
* @param {number} [quantity=1] - The number of frames to advance.
|
|
*/
|
|
next: function (quantity) {
|
|
|
|
if (quantity === undefined) { quantity = 1; }
|
|
|
|
var frame = this._frameIndex + quantity;
|
|
|
|
if (frame >= this._frames.length)
|
|
{
|
|
if (this.loop)
|
|
{
|
|
frame %= this._frames.length;
|
|
}
|
|
else
|
|
{
|
|
frame = this._frames.length - 1;
|
|
}
|
|
}
|
|
|
|
if (frame !== this._frameIndex)
|
|
{
|
|
this._frameIndex = frame;
|
|
this.updateCurrentFrame(true);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Moves backwards the given number of frames in the Animation, taking the loop value into consideration.
|
|
*
|
|
* @method Phaser.Animation#previous
|
|
* @param {number} [quantity=1] - The number of frames to move back.
|
|
*/
|
|
previous: function (quantity) {
|
|
|
|
if (quantity === undefined) { quantity = 1; }
|
|
|
|
var frame = this._frameIndex - quantity;
|
|
|
|
if (frame < 0)
|
|
{
|
|
if (this.loop)
|
|
{
|
|
frame = this._frames.length + frame;
|
|
}
|
|
else
|
|
{
|
|
frame++;
|
|
}
|
|
}
|
|
|
|
if (frame !== this._frameIndex)
|
|
{
|
|
this._frameIndex = frame;
|
|
this.updateCurrentFrame(true);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Changes the FrameData object this Animation is using.
|
|
*
|
|
* @method Phaser.Animation#updateFrameData
|
|
* @param {Phaser.FrameData} frameData - The FrameData object that contains all frames used by this Animation.
|
|
*/
|
|
updateFrameData: function (frameData) {
|
|
|
|
this._frameData = frameData;
|
|
this.currentFrame = this._frameData ? this._frameData.getFrame(this._frames[this._frameIndex % this._frames.length]) : null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Cleans up this animation ready for deletion. Nulls all values and references.
|
|
*
|
|
* @method Phaser.Animation#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
if (!this._frameData)
|
|
{
|
|
// Already destroyed
|
|
return;
|
|
}
|
|
|
|
this.game.onPause.remove(this.onPause, this);
|
|
this.game.onResume.remove(this.onResume, this);
|
|
|
|
this.game = null;
|
|
this._parent = null;
|
|
this._frames = null;
|
|
this._frameData = null;
|
|
this.currentFrame = null;
|
|
this.isPlaying = false;
|
|
|
|
this.onStart.dispose();
|
|
this.onLoop.dispose();
|
|
this.onComplete.dispose();
|
|
|
|
if (this.onUpdate)
|
|
{
|
|
this.onUpdate.dispose();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
complete: function () {
|
|
|
|
this._frameIndex = this._frames.length - 1;
|
|
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
|
|
|
|
this.isPlaying = false;
|
|
this.isFinished = true;
|
|
this.paused = false;
|
|
|
|
this._parent.events.onAnimationComplete$dispatch(this._parent, this);
|
|
|
|
this.onComplete.dispatch(this._parent, this);
|
|
|
|
if (this.killOnComplete)
|
|
{
|
|
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#reversed
|
|
* @property {boolean} reversed - Gets and sets the isReversed state of this Animation.
|
|
*/
|
|
Object.defineProperty(Phaser.Animation.prototype, 'reversed', {
|
|
|
|
get: function () {
|
|
|
|
return this.isReversed;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.isReversed = value;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @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. Value must be greater than 0.
|
|
*/
|
|
Object.defineProperty(Phaser.Animation.prototype, 'speed', {
|
|
|
|
get: function () {
|
|
|
|
return 1000 / this.delay;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value > 0)
|
|
{
|
|
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 zeros to pad the min and max values with. If your frames are named 'explosion_0001' to 'explosion_0034' then the zeroPad is 4.
|
|
* @return {string[]} An array of framenames.
|
|
*/
|
|
Phaser.Animation.generateFrameNames = function (prefix, start, stop, suffix, zeroPad) {
|
|
|
|
if (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>
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|
</section>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
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on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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