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1751 lines
52 KiB
HTML
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1751 lines
52 KiB
HTML
Executable file
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<a href="Phaser.Component.BringToTop.html">BringToTop</a>
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<a href="Phaser.Component.Delta.html">Delta</a>
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<a href="Phaser.Component.Destroy.html">Destroy</a>
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<a href="Phaser.Component.Health.html">Health</a>
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<a href="Phaser.Component.InWorld.html">InWorld</a>
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<a href="Phaser.Component.LifeSpan.html">LifeSpan</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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<li class="class-depth-2">
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<a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a>
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<a href="Phaser.Component.Reset.html">Reset</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a>
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<li class="class-depth-2">
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<a href="Phaser.Component.Smoothed.html">Smoothed</a>
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<li 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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<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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<a href="Phaser.Hermite.html">Hermite</a>
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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 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 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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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Physics.P2.html">P2</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Plugin.PathManager.html">PathManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Rope.html">Rope</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="Phaser.Sprite.html">Sprite</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Video.html">Video</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Weapon.html">Weapon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EarCut.html">EarCut</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<li class="class-depth-1">
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Graphics.html">Graphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-2">
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.Rope.html">Rope</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Sprite.html">Sprite</a>
|
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</li>
|
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|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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|
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<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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<li class="class-depth-1">
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Texture.html">Texture</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
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|
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<ul class="dropdown-menu ">
|
|
|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#AUTO">AUTO</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#blendModes">blendModes</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BUTTON">BUTTON</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CANVAS">CANVAS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#CENTER">CENTER</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#CIRCLE">CIRCLE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#CREATURE">CREATURE</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#displayList">displayList</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ELLIPSE">ELLIPSE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#emit">emit</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#EMITTER">EMITTER</a>
|
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</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#GAMES">GAMES</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#GRAPHICS">GRAPHICS</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#GROUP">GROUP</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#HEADLESS">HEADLESS</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#IMAGE">IMAGE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT">LEFT</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LINE">LINE</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#listeners">listeners</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#MATRIX">MATRIX</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#NONE">NONE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#off">off</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#on">on</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#once">once</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
|
</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#POINT">POINT</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#POINTER">POINTER</a>
|
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</li>
|
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<li class="class-depth-0">
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<a href="global.html#POLYGON">POLYGON</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#PORTRAIT">PORTRAIT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#RECTANGLE">RECTANGLE</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#removeAllListeners">removeAllListeners</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: src/gameobjects/components/Bounds.js</h1>
|
|
|
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<section>
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|
<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 Bounds component contains properties related to the bounds of the Game Object.
|
|
*
|
|
* @class
|
|
*/
|
|
Phaser.Component.Bounds = function () {};
|
|
|
|
Phaser.Component.Bounds.prototype = {
|
|
|
|
/**
|
|
* The amount the Game Object is visually offset from its x coordinate.
|
|
* This is the same as `width * anchor.x`.
|
|
* It will only be > 0 if anchor.x is not equal to zero.
|
|
*
|
|
* @property {number} offsetX
|
|
* @readOnly
|
|
*/
|
|
offsetX: {
|
|
|
|
get: function () {
|
|
|
|
return this.anchor.x * this.width;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The amount the Game Object is visually offset from its y coordinate.
|
|
* This is the same as `height * anchor.y`.
|
|
* It will only be > 0 if anchor.y is not equal to zero.
|
|
*
|
|
* @property {number} offsetY
|
|
* @readOnly
|
|
*/
|
|
offsetY: {
|
|
|
|
get: function () {
|
|
|
|
return this.anchor.y * this.height;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The center x coordinate of the Game Object.
|
|
* This is the same as `(x - offsetX) + (width / 2)`.
|
|
*
|
|
* @property {number} centerX
|
|
*/
|
|
centerX: {
|
|
|
|
get: function () {
|
|
|
|
return (this.x - this.offsetX) + (this.width * 0.5);
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.x = (value + this.offsetX) - (this.width * 0.5);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The center y coordinate of the Game Object.
|
|
* This is the same as `(y - offsetY) + (height / 2)`.
|
|
*
|
|
* @property {number} centerY
|
|
*/
|
|
centerY: {
|
|
|
|
get: function () {
|
|
|
|
return (this.y - this.offsetY) + (this.height * 0.5);
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.y = (value + this.offsetY) - (this.height * 0.5);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The left coordinate of the Game Object.
|
|
* This is the same as `x - offsetX`.
|
|
*
|
|
* @property {number} left
|
|
*/
|
|
left: {
|
|
|
|
get: function () {
|
|
|
|
return this.x - this.offsetX;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.x = value + this.offsetX;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The right coordinate of the Game Object.
|
|
* This is the same as `x + width - offsetX`.
|
|
*
|
|
* @property {number} right
|
|
*/
|
|
right: {
|
|
|
|
get: function () {
|
|
|
|
return (this.x + this.width) - this.offsetX;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.x = value - (this.width) + this.offsetX;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The y coordinate of the Game Object.
|
|
* This is the same as `y - offsetY`.
|
|
*
|
|
* @property {number} top
|
|
*/
|
|
top: {
|
|
|
|
get: function () {
|
|
|
|
return this.y - this.offsetY;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.y = value + this.offsetY;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The sum of the y and height properties.
|
|
* This is the same as `y + height - offsetY`.
|
|
*
|
|
* @property {number} bottom
|
|
*/
|
|
bottom: {
|
|
|
|
get: function () {
|
|
|
|
return (this.y + this.height) - this.offsetY;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.y = value - (this.height) + this.offsetY;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Aligns this Game Object within another Game Object, or Rectangle, known as the
|
|
* 'container', to one of 9 possible positions.
|
|
*
|
|
* The container must be a Game Object, or Phaser.Rectangle object. This can include properties
|
|
* such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world
|
|
* and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
|
|
* TileSprites or Buttons.
|
|
*
|
|
* Please note that aligning a Sprite to another Game Object does **not** make it a child of
|
|
* the container. It simply modifies its position coordinates so it aligns with it.
|
|
*
|
|
* The position constants you can use are:
|
|
*
|
|
* `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`,
|
|
* `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`,
|
|
* `Phaser.BOTTOM_CENTER` and `Phaser.BOTTOM_RIGHT`.
|
|
*
|
|
* The Game Objects are placed in such a way that their _bounds_ align with the
|
|
* container, taking into consideration rotation, scale and the anchor property.
|
|
* This allows you to neatly align Game Objects, irrespective of their position value.
|
|
*
|
|
* The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final
|
|
* aligned position of the Game Object. For example:
|
|
*
|
|
* `sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)`
|
|
*
|
|
* Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner.
|
|
* Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.
|
|
* So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive
|
|
* one expands it.
|
|
*
|
|
* @method
|
|
* @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} container - The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`.
|
|
* @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.
|
|
* @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
|
|
* @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
|
|
* @return {Object} This Game Object.
|
|
*/
|
|
alignIn: function (container, position, offsetX, offsetY) {
|
|
|
|
if (offsetX === undefined) { offsetX = 0; }
|
|
if (offsetY === undefined) { offsetY = 0; }
|
|
|
|
switch (position)
|
|
{
|
|
default:
|
|
case Phaser.TOP_LEFT:
|
|
this.left = container.left - offsetX;
|
|
this.top = container.top - offsetY;
|
|
break;
|
|
|
|
case Phaser.TOP_CENTER:
|
|
this.centerX = container.centerX + offsetX;
|
|
this.top = container.top - offsetY;
|
|
break;
|
|
|
|
case Phaser.TOP_RIGHT:
|
|
this.right = container.right + offsetX;
|
|
this.top = container.top - offsetY;
|
|
break;
|
|
|
|
case Phaser.LEFT_CENTER:
|
|
this.left = container.left - offsetX;
|
|
this.centerY = container.centerY + offsetY;
|
|
break;
|
|
|
|
case Phaser.CENTER:
|
|
this.centerX = container.centerX + offsetX;
|
|
this.centerY = container.centerY + offsetY;
|
|
break;
|
|
|
|
case Phaser.RIGHT_CENTER:
|
|
this.right = container.right + offsetX;
|
|
this.centerY = container.centerY + offsetY;
|
|
break;
|
|
|
|
case Phaser.BOTTOM_LEFT:
|
|
this.left = container.left - offsetX;
|
|
this.bottom = container.bottom + offsetY;
|
|
break;
|
|
|
|
case Phaser.BOTTOM_CENTER:
|
|
this.centerX = container.centerX + offsetX;
|
|
this.bottom = container.bottom + offsetY;
|
|
break;
|
|
|
|
case Phaser.BOTTOM_RIGHT:
|
|
this.right = container.right + offsetX;
|
|
this.bottom = container.bottom + offsetY;
|
|
break;
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Aligns this Game Object to the side of another Game Object, or Rectangle, known as the
|
|
* 'parent', in one of 11 possible positions.
|
|
*
|
|
* The parent must be a Game Object, or Phaser.Rectangle object. This can include properties
|
|
* such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world
|
|
* and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
|
|
* TileSprites or Buttons.
|
|
*
|
|
* Please note that aligning a Sprite to another Game Object does **not** make it a child of
|
|
* the parent. It simply modifies its position coordinates so it aligns with it.
|
|
*
|
|
* The position constants you can use are:
|
|
*
|
|
* `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`,
|
|
* `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`,
|
|
* `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER`
|
|
* and `Phaser.BOTTOM_RIGHT`.
|
|
*
|
|
* The Game Objects are placed in such a way that their _bounds_ align with the
|
|
* parent, taking into consideration rotation, scale and the anchor property.
|
|
* This allows you to neatly align Game Objects, irrespective of their position value.
|
|
*
|
|
* The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final
|
|
* aligned position of the Game Object. For example:
|
|
*
|
|
* `sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)`
|
|
*
|
|
* Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner.
|
|
* Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.
|
|
* So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive
|
|
* one expands it.
|
|
*
|
|
* @method
|
|
* @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} parent - The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`.
|
|
* @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`.
|
|
* @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
|
|
* @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.
|
|
* @return {Object} This Game Object.
|
|
*/
|
|
alignTo: function (parent, position, offsetX, offsetY) {
|
|
|
|
if (offsetX === undefined) { offsetX = 0; }
|
|
if (offsetY === undefined) { offsetY = 0; }
|
|
|
|
switch (position)
|
|
{
|
|
default:
|
|
case Phaser.TOP_LEFT:
|
|
this.left = parent.left - offsetX;
|
|
this.bottom = parent.top - offsetY;
|
|
break;
|
|
|
|
case Phaser.TOP_CENTER:
|
|
this.centerX = parent.centerX + offsetX;
|
|
this.bottom = parent.top - offsetY;
|
|
break;
|
|
|
|
case Phaser.TOP_RIGHT:
|
|
this.right = parent.right + offsetX;
|
|
this.bottom = parent.top - offsetY;
|
|
break;
|
|
|
|
case Phaser.LEFT_TOP:
|
|
this.right = parent.left - offsetX;
|
|
this.top = parent.top - offsetY;
|
|
break;
|
|
|
|
case Phaser.LEFT_CENTER:
|
|
this.right = parent.left - offsetX;
|
|
this.centerY = parent.centerY + offsetY;
|
|
break;
|
|
|
|
case Phaser.LEFT_BOTTOM:
|
|
this.right = parent.left - offsetX;
|
|
this.bottom = parent.bottom + offsetY;
|
|
break;
|
|
|
|
case Phaser.RIGHT_TOP:
|
|
this.left = parent.right + offsetX;
|
|
this.top = parent.top - offsetY;
|
|
break;
|
|
|
|
case Phaser.RIGHT_CENTER:
|
|
this.left = parent.right + offsetX;
|
|
this.centerY = parent.centerY + offsetY;
|
|
break;
|
|
|
|
case Phaser.RIGHT_BOTTOM:
|
|
this.left = parent.right + offsetX;
|
|
this.bottom = parent.bottom + offsetY;
|
|
break;
|
|
|
|
case Phaser.BOTTOM_LEFT:
|
|
this.left = parent.left - offsetX;
|
|
this.top = parent.bottom + offsetY;
|
|
break;
|
|
|
|
case Phaser.BOTTOM_CENTER:
|
|
this.centerX = parent.centerX + offsetX;
|
|
this.top = parent.bottom + offsetY;
|
|
break;
|
|
|
|
case Phaser.BOTTOM_RIGHT:
|
|
this.right = parent.right + offsetX;
|
|
this.top = parent.bottom + offsetY;
|
|
break;
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
// Phaser.Group extensions
|
|
|
|
Phaser.Group.prototype.alignIn = Phaser.Component.Bounds.prototype.alignIn;
|
|
Phaser.Group.prototype.alignTo = Phaser.Component.Bounds.prototype.alignTo;
|
|
</pre>
|
|
</article>
|
|
</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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