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1679 lines
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1679 lines
48 KiB
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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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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<a href="Phaser.PointerMode.html">PointerMode</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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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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|
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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">
|
|
<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<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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|
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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">
|
|
<a href="Phaser.Signal.html">Signal</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.SinglePad.html">SinglePad</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.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Stage.html">Stage</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenData.html">TweenData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Video.html">Video</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BaseTexture.html">BaseTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasPool.html">CanvasPool</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObject.html">DisplayObject</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Event.html">Event</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.EventTarget.html">EventTarget</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.GraphicsData.html">GraphicsData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PIXI.html">PIXI</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiShader.html">PixiShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PolyK.html">PolyK</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Rope.html">Rope</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Strip.html">Strip</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#AUTO">AUTO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPDATA">BITMAPDATA</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#blendModes">blendModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BUTTON">BUTTON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS">CANVAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CIRCLE">CIRCLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CREATURE">CREATURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#DOWN">DOWN</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ELLIPSE">ELLIPSE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#EMITTER">EMITTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GAMES">GAMES</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GRAPHICS">GRAPHICS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GROUP">GROUP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#HEADLESS">HEADLESS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#IMAGE">IMAGE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT">LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LINE">LINE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#MATRIX">MATRIX</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#NONE">NONE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINT">POINT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINTER">POINTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POLYGON">POLYGON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RECTANGLE">RECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RETROFONT">RETROFONT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT">RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROPE">ROPE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#scaleModes">scaleModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITE">SPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TEXT">TEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAP">TILEMAP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILESPRITE">TILESPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#UP">UP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VERSION">VERSION</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VIDEO">VIDEO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL">WEBGL</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Video.html">Video</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>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
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<div class="span12">
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<div id="main">
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|
|
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<h1 class="page-title">Source: src/core/Camera.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2015 Photon Storm Ltd.
|
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
|
|
* The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
|
|
*
|
|
* @class Phaser.Camera
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Game reference to the currently running game.
|
|
* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
|
|
* @param {number} x - Position of the camera on the X axis
|
|
* @param {number} y - Position of the camera on the Y axis
|
|
* @param {number} width - The width of the view rectangle
|
|
* @param {number} height - The height of the view rectangle
|
|
*/
|
|
Phaser.Camera = function (game, id, x, y, width, height) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {Phaser.World} world - A reference to the game world.
|
|
*/
|
|
this.world = game.world;
|
|
|
|
/**
|
|
* @property {number} id - Reserved for future multiple camera set-ups.
|
|
* @default
|
|
*/
|
|
this.id = 0;
|
|
|
|
/**
|
|
* Camera view.
|
|
* The view into the world we wish to render (by default the game dimensions).
|
|
* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
|
|
* Sprites outside of this view are not rendered if Sprite.autoCull is set to `true`. Otherwise they are always rendered.
|
|
* @property {Phaser.Rectangle} view
|
|
*/
|
|
this.view = new Phaser.Rectangle(x, y, width, height);
|
|
|
|
/**
|
|
* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
|
|
* The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
|
|
* at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world.
|
|
*
|
|
* @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
|
|
*/
|
|
this.bounds = new Phaser.Rectangle(x, y, width, height);
|
|
|
|
/**
|
|
* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause the camera to move.
|
|
*/
|
|
this.deadzone = null;
|
|
|
|
/**
|
|
* @property {boolean} visible - Whether this camera is visible or not.
|
|
* @default
|
|
*/
|
|
this.visible = true;
|
|
|
|
/**
|
|
* @property {boolean} roundPx - If a Camera has roundPx set to `true` it will call `view.floor` as part of its update loop, keeping its boundary to integer values. Set this to `false` to disable this from happening.
|
|
* @default
|
|
*/
|
|
this.roundPx = true;
|
|
|
|
/**
|
|
* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
|
|
*/
|
|
this.atLimit = { x: false, y: false };
|
|
|
|
/**
|
|
* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
|
|
* @default
|
|
*/
|
|
this.target = null;
|
|
|
|
/**
|
|
* @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot
|
|
*/
|
|
this.displayObject = null;
|
|
|
|
/**
|
|
* @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot
|
|
*/
|
|
this.scale = null;
|
|
|
|
/**
|
|
* @property {number} totalInView - The total number of Sprites with `autoCull` set to `true` that are visible by this Camera.
|
|
* @readonly
|
|
*/
|
|
this.totalInView = 0;
|
|
|
|
/**
|
|
* @property {Phaser.Point} _targetPosition - Internal point used to calculate target position
|
|
* @private
|
|
*/
|
|
this._targetPosition = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {number} edge - Edge property.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._edge = 0;
|
|
|
|
/**
|
|
* @property {Phaser.Point} position - Current position of the camera in world.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._position = new Phaser.Point();
|
|
|
|
};
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_LOCKON = 0;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_PLATFORMER = 1;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_TOPDOWN = 2;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
|
|
|
|
Phaser.Camera.prototype = {
|
|
|
|
/**
|
|
* Camera preUpdate. Sets the total view counter to zero.
|
|
*
|
|
* @method Phaser.Camera#preUpdate
|
|
*/
|
|
preUpdate: function () {
|
|
|
|
this.totalInView = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Tell the camera which sprite to follow.
|
|
*
|
|
* If you find you're getting a slight "jitter" effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position.
|
|
* This can be disabled by setting `game.renderer.renderSession.roundPixels = true` to force full pixel rendering.
|
|
*
|
|
* @method Phaser.Camera#follow
|
|
* @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
|
|
* @param {number} [style] - Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
|
|
*/
|
|
follow: function (target, style) {
|
|
|
|
if (style === undefined) { style = Phaser.Camera.FOLLOW_LOCKON; }
|
|
|
|
this.target = target;
|
|
|
|
var helper;
|
|
|
|
switch (style) {
|
|
|
|
case Phaser.Camera.FOLLOW_PLATFORMER:
|
|
var w = this.width / 8;
|
|
var h = this.height / 3;
|
|
this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
|
|
break;
|
|
|
|
case Phaser.Camera.FOLLOW_TOPDOWN:
|
|
helper = Math.max(this.width, this.height) / 4;
|
|
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
|
|
break;
|
|
|
|
case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
|
|
helper = Math.max(this.width, this.height) / 8;
|
|
this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
|
|
break;
|
|
|
|
case Phaser.Camera.FOLLOW_LOCKON:
|
|
this.deadzone = null;
|
|
break;
|
|
|
|
default:
|
|
this.deadzone = null;
|
|
break;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the Camera follow target to null, stopping it from following an object if it's doing so.
|
|
*
|
|
* @method Phaser.Camera#unfollow
|
|
*/
|
|
unfollow: function () {
|
|
|
|
this.target = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Move the camera focus on a display object instantly.
|
|
* @method Phaser.Camera#focusOn
|
|
* @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
|
|
*/
|
|
focusOn: function (displayObject) {
|
|
|
|
this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
|
|
|
|
},
|
|
|
|
/**
|
|
* Move the camera focus on a location instantly.
|
|
* @method Phaser.Camera#focusOnXY
|
|
* @param {number} x - X position.
|
|
* @param {number} y - Y position.
|
|
*/
|
|
focusOnXY: function (x, y) {
|
|
|
|
this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
|
|
|
|
},
|
|
|
|
/**
|
|
* Update focusing and scrolling.
|
|
* @method Phaser.Camera#update
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.target)
|
|
{
|
|
this.updateTarget();
|
|
}
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
|
|
if (this.roundPx)
|
|
{
|
|
this.view.floor();
|
|
}
|
|
|
|
this.displayObject.position.x = -this.view.x;
|
|
this.displayObject.position.y = -this.view.y;
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal method
|
|
* @method Phaser.Camera#updateTarget
|
|
* @private
|
|
*/
|
|
updateTarget: function () {
|
|
|
|
this._targetPosition.copyFrom(this.target);
|
|
|
|
if (this.target.parent)
|
|
{
|
|
this._targetPosition.multiply(this.target.parent.worldTransform.a, this.target.parent.worldTransform.d);
|
|
}
|
|
|
|
if (this.deadzone)
|
|
{
|
|
this._edge = this._targetPosition.x - this.view.x;
|
|
|
|
if (this._edge < this.deadzone.left)
|
|
{
|
|
this.view.x = this._targetPosition.x - this.deadzone.left;
|
|
}
|
|
else if (this._edge > this.deadzone.right)
|
|
{
|
|
this.view.x = this._targetPosition.x - this.deadzone.right;
|
|
}
|
|
|
|
this._edge = this._targetPosition.y - this.view.y;
|
|
|
|
if (this._edge < this.deadzone.top)
|
|
{
|
|
this.view.y = this._targetPosition.y - this.deadzone.top;
|
|
}
|
|
else if (this._edge > this.deadzone.bottom)
|
|
{
|
|
this.view.y = this._targetPosition.y - this.deadzone.bottom;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.view.x = this._targetPosition.x - this.view.halfWidth;
|
|
this.view.y = this._targetPosition.y - this.view.halfHeight;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Update the Camera bounds to match the game world.
|
|
* @method Phaser.Camera#setBoundsToWorld
|
|
*/
|
|
setBoundsToWorld: function () {
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.bounds.copyFrom(this.game.world.bounds);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Method called to ensure the camera doesn't venture outside of the game world.
|
|
* @method Phaser.Camera#checkBounds
|
|
*/
|
|
checkBounds: function () {
|
|
|
|
this.atLimit.x = false;
|
|
this.atLimit.y = false;
|
|
|
|
// Make sure we didn't go outside the cameras bounds
|
|
if (this.view.x <= this.bounds.x)
|
|
{
|
|
this.atLimit.x = true;
|
|
this.view.x = this.bounds.x;
|
|
}
|
|
|
|
if (this.view.right >= this.bounds.right)
|
|
{
|
|
this.atLimit.x = true;
|
|
this.view.x = this.bounds.right - this.width;
|
|
}
|
|
|
|
if (this.view.y <= this.bounds.top)
|
|
{
|
|
this.atLimit.y = true;
|
|
this.view.y = this.bounds.top;
|
|
}
|
|
|
|
if (this.view.bottom >= this.bounds.bottom)
|
|
{
|
|
this.atLimit.y = true;
|
|
this.view.y = this.bounds.bottom - this.height;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* A helper function to set both the X and Y properties of the camera at once
|
|
* without having to use game.camera.x and game.camera.y.
|
|
*
|
|
* @method Phaser.Camera#setPosition
|
|
* @param {number} x - X position.
|
|
* @param {number} y - Y position.
|
|
*/
|
|
setPosition: function (x, y) {
|
|
|
|
this.view.x = x;
|
|
this.view.y = y;
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the size of the view rectangle given the width and height in parameters.
|
|
*
|
|
* @method Phaser.Camera#setSize
|
|
* @param {number} width - The desired width.
|
|
* @param {number} height - The desired height.
|
|
*/
|
|
setSize: function (width, height) {
|
|
|
|
this.view.width = width;
|
|
this.view.height = height;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the camera back to 0,0 and un-follows any object it may have been tracking.
|
|
*
|
|
* @method Phaser.Camera#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
this.target = null;
|
|
this.view.x = 0;
|
|
this.view.y = 0;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Camera.prototype.constructor = Phaser.Camera;
|
|
|
|
/**
|
|
* The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
|
|
* @name Phaser.Camera#x
|
|
* @property {number} x - Gets or sets the cameras x position.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "x", {
|
|
|
|
get: function () {
|
|
return this.view.x;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.view.x = value;
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
|
|
* @name Phaser.Camera#y
|
|
* @property {number} y - Gets or sets the cameras y position.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "y", {
|
|
|
|
get: function () {
|
|
return this.view.y;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this.view.y = value;
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Cameras position. This value is automatically clamped if it falls outside of the World bounds.
|
|
* @name Phaser.Camera#position
|
|
* @property {Phaser.Point} position - Gets or sets the cameras xy position using Phaser.Point object.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "position", {
|
|
|
|
get: function () {
|
|
this._position.set(this.view.centerX, this.view.centerY);
|
|
return this._position;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (typeof value.x !== "undefined") { this.view.x = value.x; }
|
|
if (typeof value.y !== "undefined") { this.view.y = value.y; }
|
|
|
|
if (this.bounds)
|
|
{
|
|
this.checkBounds();
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
|
|
* @name Phaser.Camera#width
|
|
* @property {number} width - Gets or sets the cameras width.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "width", {
|
|
|
|
get: function () {
|
|
return this.view.width;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.view.width = value;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
|
|
* @name Phaser.Camera#height
|
|
* @property {number} height - Gets or sets the cameras height.
|
|
*/
|
|
Object.defineProperty(Phaser.Camera.prototype, "height", {
|
|
|
|
get: function () {
|
|
return this.view.height;
|
|
},
|
|
|
|
set: function (value) {
|
|
this.view.height = value;
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
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|
|
|
|
|
|
|
</div>
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|
|
|
<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 3.3.2</a>
|
|
on Thu Oct 15 2015 12:04:56 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
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</span>
|
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</footer>
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