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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.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>
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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>
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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.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.BitmapText.html">BitmapText</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.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.DisplayObject.html">DisplayObject</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.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-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.PolyK.html">PolyK</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.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>
|
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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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<li class="class-depth-1">
|
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<a href="PIXI.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.Text.html">Text</a>
|
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</li>
|
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|
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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>
|
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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.VideoTexture.html">VideoTexture</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
|
|
|
<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>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
|
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</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#append">append</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#apply">apply</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#applyInverse">applyInverse</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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|
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<li class="class-depth-0">
|
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<a href="global.html#clone">clone</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#contains">contains</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#fromArray">fromArray</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#identity">identity</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#rotate">rotate</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#scale">scale</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#scaleModes">scaleModes</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#sort">sort</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#toArray">toArray</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#translate">translate</a>
|
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</li>
|
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</ul>
|
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</li>
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
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<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
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<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
</ul>
|
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</li>
|
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|
|
<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
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</ul>
|
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</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="https://leanpub.com/u/photonstorm">Phaser Books</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/coding-tips.php">Weekly Coding Tips</a></li>
|
|
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
|
<li class="class-depth-1"><a href="https://twitter.com/photonstorm">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
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|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/utils/Utils.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2015 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* @class Phaser.Utils
|
|
* @static
|
|
*/
|
|
Phaser.Utils = {
|
|
|
|
/**
|
|
* Gets an objects property by string.
|
|
*
|
|
* @method Phaser.Utils.getProperty
|
|
* @param {object} obj - The object to traverse.
|
|
* @param {string} prop - The property whose value will be returned.
|
|
* @return {*} the value of the property or null if property isn't found .
|
|
*/
|
|
getProperty: function(obj, prop) {
|
|
|
|
var parts = prop.split('.'),
|
|
last = parts.pop(),
|
|
l = parts.length,
|
|
i = 1,
|
|
current = parts[0];
|
|
|
|
while (i < l && (obj = obj[current]))
|
|
{
|
|
current = parts[i];
|
|
i++;
|
|
}
|
|
|
|
if (obj)
|
|
{
|
|
return obj[last];
|
|
}
|
|
else
|
|
{
|
|
return null;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets an objects property by string.
|
|
*
|
|
* @method Phaser.Utils.setProperty
|
|
* @param {object} obj - The object to traverse
|
|
* @param {string} prop - The property whose value will be changed
|
|
* @return {object} The object on which the property was set.
|
|
*/
|
|
setProperty: function(obj, prop, value) {
|
|
|
|
var parts = prop.split('.'),
|
|
last = parts.pop(),
|
|
l = parts.length,
|
|
i = 1,
|
|
current = parts[0];
|
|
|
|
while (i < l && (obj = obj[current]))
|
|
{
|
|
current = parts[i];
|
|
i++;
|
|
}
|
|
|
|
if (obj)
|
|
{
|
|
obj[last] = value;
|
|
}
|
|
|
|
return obj;
|
|
|
|
},
|
|
|
|
/**
|
|
* Generate a random bool result based on the chance value.
|
|
*
|
|
* Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30% chance
|
|
* of getting a bonus, call chanceRoll(30) - true means the chance passed, false means it failed.
|
|
*
|
|
* @method Phaser.Math#chanceRoll
|
|
* @param {number} chance - The chance of receiving the value. A number between 0 and 100 (effectively 0% to 100%).
|
|
* @return {boolean} True if the roll passed, or false otherwise.
|
|
*/
|
|
chanceRoll: function (chance) {
|
|
if (typeof chance === 'undefined') { chance = 50; }
|
|
return chance > 0 && (Math.random() * 100 <= chance);
|
|
},
|
|
|
|
/**
|
|
* Choose between one of two values randomly.
|
|
*
|
|
* @method Phaser.Utils#randomChoice
|
|
* @param {any} choice1
|
|
* @param {any} choice2
|
|
* @return {any} The randomly selected choice
|
|
*/
|
|
randomChoice: function (choice1, choice2) {
|
|
return (Math.random() < 0.5) ? choice1 : choice2;
|
|
},
|
|
|
|
/**
|
|
* Transposes the elements of the given matrix (array of arrays).
|
|
*
|
|
* @method Phaser.Utils.transposeArray
|
|
* @param {Array<any[]>} array - The matrix to transpose.
|
|
* @return {Array<any[]>} A new transposed matrix
|
|
* @deprecated 2.2.0 - Use Phaser.ArrayUtils.transposeMatrix
|
|
*/
|
|
transposeArray: function (array) {
|
|
return Phaser.ArrayUtils.transposeMatrix(array);
|
|
},
|
|
|
|
/**
|
|
* Rotates the given matrix (array of arrays).
|
|
*
|
|
* Based on the routine from {@link http://jsfiddle.net/MrPolywhirl/NH42z/}.
|
|
*
|
|
* @method Phaser.Utils.rotateArray
|
|
* @param {Array<any[]>} matrix - The array to rotate; this matrix _may_ be altered.
|
|
* @param {number|string} direction - The amount to rotate: the roation in degrees (90, -90, 270, -270, 180) or a string command ('rotateLeft', 'rotateRight' or 'rotate180').
|
|
* @return {Array<any[]>} The rotated matrix. The source matrix should be discarded for the returned matrix.
|
|
* @deprecated 2.2.0 - Use Phaser.ArrayUtils.rotateMatrix
|
|
*/
|
|
rotateArray: function (matrix, direction) {
|
|
return Phaser.ArrayUtils.rotateMatrix(matrix, direction);
|
|
},
|
|
|
|
/**
|
|
* A standard Fisher-Yates Array shuffle implementation.
|
|
*
|
|
* @method Phaser.Utils.shuffle
|
|
* @param {any[]} array - The array to shuffle.
|
|
* @return {any[]} The shuffled array.
|
|
* @deprecated 2.2.0 - User Phaser.ArrayUtils.shuffle
|
|
*/
|
|
shuffle: function (array) {
|
|
return Phaser.ArrayUtils.shuffle(array);
|
|
},
|
|
|
|
/**
|
|
* Get a unit dimension from a string.
|
|
*
|
|
* @method Phaser.Utils.parseDimension
|
|
* @param {string|number} size - The size to parse.
|
|
* @param {number} dimension - The window dimension to check.
|
|
* @return {number} The parsed dimension.
|
|
*/
|
|
parseDimension: function (size, dimension) {
|
|
|
|
var f = 0;
|
|
var px = 0;
|
|
|
|
if (typeof size === 'string')
|
|
{
|
|
// %?
|
|
if (size.substr(-1) === '%')
|
|
{
|
|
f = parseInt(size, 10) / 100;
|
|
|
|
if (dimension === 0)
|
|
{
|
|
px = window.innerWidth * f;
|
|
}
|
|
else
|
|
{
|
|
px = window.innerHeight * f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
px = parseInt(size, 10);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
px = size;
|
|
}
|
|
|
|
return px;
|
|
|
|
},
|
|
|
|
/**
|
|
* Javascript string pad http://www.webtoolkit.info/.
|
|
*
|
|
* @method Phaser.Utils.pad
|
|
* @param {string} str - The target string.
|
|
* @param {number} len - The number of characters to be added.
|
|
* @param {number} pad - The string to pad it out with (defaults to a space).
|
|
* @param {number} [dir=3] The direction dir = 1 (left), 2 (right), 3 (both).
|
|
* @return {string} The padded string
|
|
*/
|
|
pad: function (str, len, pad, dir) {
|
|
|
|
if (typeof(len) === "undefined") { var len = 0; }
|
|
if (typeof(pad) === "undefined") { var pad = ' '; }
|
|
if (typeof(dir) === "undefined") { var dir = 3; }
|
|
|
|
var padlen = 0;
|
|
|
|
if (len + 1 >= str.length)
|
|
{
|
|
switch (dir)
|
|
{
|
|
case 1:
|
|
str = new Array(len + 1 - str.length).join(pad) + str;
|
|
break;
|
|
|
|
case 3:
|
|
var right = Math.ceil((padlen = len - str.length) / 2);
|
|
var left = padlen - right;
|
|
str = new Array(left+1).join(pad) + str + new Array(right+1).join(pad);
|
|
break;
|
|
|
|
default:
|
|
str = str + new Array(len + 1 - str.length).join(pad);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return str;
|
|
|
|
},
|
|
|
|
/**
|
|
* This is a slightly modified version of jQuery.isPlainObject.
|
|
* A plain object is an object whose internal class property is [object Object].
|
|
* @method Phaser.Utils.isPlainObject
|
|
* @param {object} obj - The object to inspect.
|
|
* @return {boolean} - true if the object is plain, otherwise false.
|
|
*/
|
|
isPlainObject: function (obj) {
|
|
|
|
// Not plain objects:
|
|
// - Any object or value whose internal [[Class]] property is not "[object Object]"
|
|
// - DOM nodes
|
|
// - window
|
|
if (typeof(obj) !== "object" || obj.nodeType || obj === obj.window)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Support: Firefox <20
|
|
// The try/catch suppresses exceptions thrown when attempting to access
|
|
// the "constructor" property of certain host objects, ie. |window.location|
|
|
// https://bugzilla.mozilla.org/show_bug.cgi?id=814622
|
|
try {
|
|
if (obj.constructor && !({}).hasOwnProperty.call(obj.constructor.prototype, "isPrototypeOf"))
|
|
{
|
|
return false;
|
|
}
|
|
} catch (e) {
|
|
return false;
|
|
}
|
|
|
|
// If the function hasn't returned already, we're confident that
|
|
// |obj| is a plain object, created by {} or constructed with new Object
|
|
return true;
|
|
},
|
|
|
|
/**
|
|
* This is a slightly modified version of http://api.jquery.com/jQuery.extend/
|
|
* @method Phaser.Utils.extend
|
|
* @param {boolean} deep - Perform a deep copy?
|
|
* @param {object} target - The target object to copy to.
|
|
* @return {object} The extended object.
|
|
*/
|
|
extend: function () {
|
|
|
|
var options, name, src, copy, copyIsArray, clone,
|
|
target = arguments[0] || {},
|
|
i = 1,
|
|
length = arguments.length,
|
|
deep = false;
|
|
|
|
// Handle a deep copy situation
|
|
if (typeof target === "boolean")
|
|
{
|
|
deep = target;
|
|
target = arguments[1] || {};
|
|
// skip the boolean and the target
|
|
i = 2;
|
|
}
|
|
|
|
// extend Phaser if only one argument is passed
|
|
if (length === i)
|
|
{
|
|
target = this;
|
|
--i;
|
|
}
|
|
|
|
for (; i < length; i++)
|
|
{
|
|
// Only deal with non-null/undefined values
|
|
if ((options = arguments[i]) != null)
|
|
{
|
|
// Extend the base object
|
|
for (name in options)
|
|
{
|
|
src = target[name];
|
|
copy = options[name];
|
|
|
|
// Prevent never-ending loop
|
|
if (target === copy)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Recurse if we're merging plain objects or arrays
|
|
if (deep && copy && (Phaser.Utils.isPlainObject(copy) || (copyIsArray = Array.isArray(copy))))
|
|
{
|
|
if (copyIsArray)
|
|
{
|
|
copyIsArray = false;
|
|
clone = src && Array.isArray(src) ? src : [];
|
|
}
|
|
else
|
|
{
|
|
clone = src && Phaser.Utils.isPlainObject(src) ? src : {};
|
|
}
|
|
|
|
// Never move original objects, clone them
|
|
target[name] = Phaser.Utils.extend(deep, clone, copy);
|
|
|
|
// Don't bring in undefined values
|
|
}
|
|
else if (copy !== undefined)
|
|
{
|
|
target[name] = copy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Return the modified object
|
|
return target;
|
|
|
|
},
|
|
|
|
/**
|
|
* Mixes in an existing mixin object with the target.
|
|
*
|
|
* Values in the mixin that have either `get` or `set` functions are created as properties via `defineProperty`
|
|
* _except_ if they also define a `clone` method - if a clone method is defined that is called instead and
|
|
* the result is assigned directly.
|
|
*
|
|
* @method Phaser.Utils.mixinPrototype
|
|
* @param {object} target - The target object to receive the new functions.
|
|
* @param {object} mixin - The object to copy the functions from.
|
|
* @param {boolean} [replace=false] - If the target object already has a matching function should it be overwritten or not?
|
|
*/
|
|
mixinPrototype: function (target, mixin, replace) {
|
|
|
|
if (typeof replace === 'undefined') { replace = false; }
|
|
|
|
var mixinKeys = Object.keys(mixin);
|
|
|
|
for (var i = 0; i < mixinKeys.length; i++)
|
|
{
|
|
var key = mixinKeys[i];
|
|
var value = mixin[key];
|
|
|
|
if (!replace && (key in target))
|
|
{
|
|
// Not overwriting existing property
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (value &&
|
|
(typeof value.get === 'function' || typeof value.set === 'function'))
|
|
{
|
|
// Special case for classes like Phaser.Point which has a 'set' function!
|
|
if (typeof value.clone === 'function')
|
|
{
|
|
target[key] = value.clone();
|
|
}
|
|
else
|
|
{
|
|
Object.defineProperty(target, key, value);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
target[key] = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Mixes the source object into the destination object, returning the newly modified destination object.
|
|
* Based on original code by @mudcube
|
|
*
|
|
* @method Phaser.Utils.mixin
|
|
* @param {object} from - The object to copy (the source object).
|
|
* @param {object} to - The object to copy to (the destination object).
|
|
* @return {object} The modified destination object.
|
|
*/
|
|
mixin: function (from, to) {
|
|
|
|
if (!from || typeof (from) !== "object")
|
|
{
|
|
return to;
|
|
}
|
|
|
|
for (var key in from)
|
|
{
|
|
var o = from[key];
|
|
|
|
if (o.childNodes || o.cloneNode)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var type = typeof (from[key]);
|
|
|
|
if (!from[key] || type !== "object")
|
|
{
|
|
to[key] = from[key];
|
|
}
|
|
else
|
|
{
|
|
// Clone sub-object
|
|
if (typeof (to[key]) === type)
|
|
{
|
|
to[key] = Phaser.Utils.mixin(from[key], to[key]);
|
|
}
|
|
else
|
|
{
|
|
to[key] = Phaser.Utils.mixin(from[key], new o.constructor());
|
|
}
|
|
}
|
|
}
|
|
|
|
return to;
|
|
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2015 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
|
|
on Thu Mar 26 2015 02:37:58 GMT+0000 (GMT Standard Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
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</span>
|
|
</footer>
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