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1603 lines
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HTML
1603 lines
46 KiB
HTML
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<a href="Phaser.Physics.html">Physics</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.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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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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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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|
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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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|
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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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|
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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">
|
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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">
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</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>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
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</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.EarCut.html">EarCut</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#PENDING_ATLAS">PENDING_ATLAS</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>
|
|
|
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<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<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.Circle.html">Circle</a></li>
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|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
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<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
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|
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></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">Physics<b class="caret"></b></a>
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<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>
|
|
</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">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>
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<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
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<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
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<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
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<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
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<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></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">Community<b class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
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<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
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<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
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</ul>
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</li>
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</ul>
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</div>
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</div>
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<div class="row-fluid">
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|
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<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/physics/Physics.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* The Physics Manager is responsible for looking after all of the running physics systems.
|
|
* Phaser supports 4 physics systems: Arcade Physics, P2, Ninja Physics and Box2D via a commercial plugin.
|
|
*
|
|
* Game Objects (such as Sprites) can only belong to 1 physics system, but you can have multiple systems active in a single game.
|
|
*
|
|
* For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the
|
|
* faster (due to being much simpler) Arcade Physics system.
|
|
*
|
|
* @class Phaser.Physics
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
|
|
*/
|
|
Phaser.Physics = function (game, config) {
|
|
|
|
config = config || {};
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - Local reference to game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {object} config - The physics configuration object as passed to the game on creation.
|
|
*/
|
|
this.config = config;
|
|
|
|
/**
|
|
* @property {Phaser.Physics.Arcade} arcade - The Arcade Physics system.
|
|
*/
|
|
this.arcade = null;
|
|
|
|
/**
|
|
* @property {Phaser.Physics.P2} p2 - The P2.JS Physics system.
|
|
*/
|
|
this.p2 = null;
|
|
|
|
/**
|
|
* @property {Phaser.Physics.Ninja} ninja - The N+ Ninja Physics system.
|
|
*/
|
|
this.ninja = null;
|
|
|
|
/**
|
|
* @property {Phaser.Physics.Box2D} box2d - The Box2D Physics system.
|
|
*/
|
|
this.box2d = null;
|
|
|
|
/**
|
|
* @property {Phaser.Physics.Chipmunk} chipmunk - The Chipmunk Physics system (to be done).
|
|
*/
|
|
this.chipmunk = null;
|
|
|
|
/**
|
|
* @property {Phaser.Physics.Matter} matter - The MatterJS Physics system (coming soon).
|
|
*/
|
|
this.matter = null;
|
|
|
|
this.parseConfig();
|
|
|
|
};
|
|
|
|
/**
|
|
* @const
|
|
* @type {number}
|
|
*/
|
|
Phaser.Physics.ARCADE = 0;
|
|
|
|
/**
|
|
* @const
|
|
* @type {number}
|
|
*/
|
|
Phaser.Physics.P2JS = 1;
|
|
|
|
/**
|
|
* @const
|
|
* @type {number}
|
|
*/
|
|
Phaser.Physics.NINJA = 2;
|
|
|
|
/**
|
|
* @const
|
|
* @type {number}
|
|
*/
|
|
Phaser.Physics.BOX2D = 3;
|
|
|
|
/**
|
|
* @const
|
|
* @type {number}
|
|
*/
|
|
Phaser.Physics.CHIPMUNK = 4;
|
|
|
|
/**
|
|
* @const
|
|
* @type {number}
|
|
*/
|
|
Phaser.Physics.MATTERJS = 5;
|
|
|
|
Phaser.Physics.prototype = {
|
|
|
|
/**
|
|
* Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within.
|
|
*
|
|
* @method Phaser.Physics#parseConfig
|
|
*/
|
|
parseConfig: function () {
|
|
|
|
if ((!this.config.hasOwnProperty('arcade') || this.config['arcade'] === true) && Phaser.Physics.hasOwnProperty('Arcade'))
|
|
{
|
|
// If Arcade isn't specified, we create it automatically if we can
|
|
this.arcade = new Phaser.Physics.Arcade(this.game);
|
|
}
|
|
|
|
if (this.config.hasOwnProperty('ninja') && this.config['ninja'] === true && Phaser.Physics.hasOwnProperty('Ninja'))
|
|
{
|
|
this.ninja = new Phaser.Physics.Ninja(this.game);
|
|
}
|
|
|
|
if (this.config.hasOwnProperty('p2') && this.config['p2'] === true && Phaser.Physics.hasOwnProperty('P2'))
|
|
{
|
|
this.p2 = new Phaser.Physics.P2(this.game, this.config);
|
|
}
|
|
|
|
if (this.config.hasOwnProperty('box2d') && this.config['box2d'] === true && Phaser.Physics.hasOwnProperty('BOX2D'))
|
|
{
|
|
this.box2d = new Phaser.Physics.BOX2D(this.game, this.config);
|
|
}
|
|
|
|
if (this.config.hasOwnProperty('matter') && this.config['matter'] === true && Phaser.Physics.hasOwnProperty('Matter'))
|
|
{
|
|
this.matter = new Phaser.Physics.Matter(this.game, this.config);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* This will create an instance of the requested physics simulation.
|
|
* Phaser.Physics.Arcade is running by default, but all others need activating directly.
|
|
*
|
|
* You can start the following physics systems:
|
|
*
|
|
* Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman.
|
|
* Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system.
|
|
* Phaser.Physics.BOX2D - A commercial Phaser Plugin (see http://phaser.io)
|
|
*
|
|
* Both Ninja Physics and Box2D require their respective plugins to be loaded before you can start them.
|
|
* They are not bundled into the core Phaser library.
|
|
*
|
|
* If the physics world has already been created (i.e. in another state in your game) then
|
|
* calling startSystem will reset the physics world, not re-create it. If you need to start them again from their constructors
|
|
* then set Phaser.Physics.p2 (or whichever system you want to recreate) to `null` before calling `startSystem`.
|
|
*
|
|
* @method Phaser.Physics#startSystem
|
|
* @param {number} system - The physics system to start: Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA or Phaser.Physics.BOX2D.
|
|
*/
|
|
startSystem: function (system) {
|
|
|
|
if (system === Phaser.Physics.ARCADE)
|
|
{
|
|
this.arcade = new Phaser.Physics.Arcade(this.game);
|
|
}
|
|
else if (system === Phaser.Physics.P2JS)
|
|
{
|
|
if (this.p2 === null)
|
|
{
|
|
this.p2 = new Phaser.Physics.P2(this.game, this.config);
|
|
}
|
|
else
|
|
{
|
|
this.p2.reset();
|
|
}
|
|
}
|
|
else if (system === Phaser.Physics.NINJA)
|
|
{
|
|
this.ninja = new Phaser.Physics.Ninja(this.game);
|
|
}
|
|
else if (system === Phaser.Physics.BOX2D)
|
|
{
|
|
if (this.box2d === null)
|
|
{
|
|
this.box2d = new Phaser.Physics.Box2D(this.game, this.config);
|
|
}
|
|
else
|
|
{
|
|
this.box2d.reset();
|
|
}
|
|
}
|
|
else if (system === Phaser.Physics.MATTERJS)
|
|
{
|
|
if (this.matter === null)
|
|
{
|
|
this.matter = new Phaser.Physics.Matter(this.game, this.config);
|
|
}
|
|
else
|
|
{
|
|
this.matter.reset();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* This will create a default physics body on the given game object or array of objects.
|
|
* A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed.
|
|
* It can be for any of the physics systems that have been started:
|
|
*
|
|
* Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation.
|
|
* Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints.
|
|
* Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision.
|
|
* Phaser.Physics.BOX2D - A port of https://code.google.com/p/box2d-html5
|
|
* Phaser.Physics.MATTER - A full-body and light-weight advanced physics system (still in development)
|
|
* Phaser.Physics.CHIPMUNK is still in development.
|
|
*
|
|
* If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the
|
|
* individual physics systems `enable` methods instead of using this generic one.
|
|
*
|
|
* @method Phaser.Physics#enable
|
|
* @param {object|array} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array.
|
|
* @param {number} [system=Phaser.Physics.ARCADE] - The physics system that will be used to create the body. Defaults to Arcade Physics.
|
|
* @param {boolean} [debug=false] - Enable the debug drawing for this body. Defaults to false.
|
|
*/
|
|
enable: function (object, system, debug) {
|
|
|
|
if (system === undefined) { system = Phaser.Physics.ARCADE; }
|
|
if (debug === undefined) { debug = false; }
|
|
|
|
if (system === Phaser.Physics.ARCADE)
|
|
{
|
|
this.arcade.enable(object);
|
|
}
|
|
else if (system === Phaser.Physics.P2JS && this.p2)
|
|
{
|
|
this.p2.enable(object, debug);
|
|
}
|
|
else if (system === Phaser.Physics.NINJA && this.ninja)
|
|
{
|
|
this.ninja.enableAABB(object);
|
|
}
|
|
else if (system === Phaser.Physics.BOX2D && this.box2d)
|
|
{
|
|
this.box2d.enable(object);
|
|
}
|
|
else if (system === Phaser.Physics.MATTERJS && this.matter)
|
|
{
|
|
this.matter.enable(object);
|
|
}
|
|
else
|
|
{
|
|
console.warn(object.key + ' is attempting to enable a physics body using an unknown physics system.');
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* preUpdate checks.
|
|
*
|
|
* @method Phaser.Physics#preUpdate
|
|
* @protected
|
|
*/
|
|
preUpdate: function () {
|
|
|
|
// ArcadePhysics / Ninja don't have a core to preUpdate
|
|
|
|
if (this.p2)
|
|
{
|
|
this.p2.preUpdate();
|
|
}
|
|
|
|
if (this.box2d)
|
|
{
|
|
this.box2d.preUpdate();
|
|
}
|
|
|
|
if (this.matter)
|
|
{
|
|
this.matter.preUpdate();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates all running physics systems.
|
|
*
|
|
* @method Phaser.Physics#update
|
|
* @protected
|
|
*/
|
|
update: function () {
|
|
|
|
// ArcadePhysics / Ninja don't have a core to update
|
|
|
|
if (this.p2)
|
|
{
|
|
this.p2.update();
|
|
}
|
|
|
|
if (this.box2d)
|
|
{
|
|
this.box2d.update();
|
|
}
|
|
|
|
if (this.matter)
|
|
{
|
|
this.matter.update();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates the physics bounds to match the world dimensions.
|
|
*
|
|
* @method Phaser.Physics#setBoundsToWorld
|
|
* @protected
|
|
*/
|
|
setBoundsToWorld: function () {
|
|
|
|
if (this.arcade)
|
|
{
|
|
this.arcade.setBoundsToWorld();
|
|
}
|
|
|
|
if (this.ninja)
|
|
{
|
|
this.ninja.setBoundsToWorld();
|
|
}
|
|
|
|
if (this.p2)
|
|
{
|
|
this.p2.setBoundsToWorld();
|
|
}
|
|
|
|
if (this.box2d)
|
|
{
|
|
this.box2d.setBoundsToWorld();
|
|
}
|
|
|
|
if (this.matter)
|
|
{
|
|
this.matter.setBoundsToWorld();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes.
|
|
*
|
|
* @method Phaser.Physics#clear
|
|
* @protected
|
|
*/
|
|
clear: function () {
|
|
|
|
if (this.p2)
|
|
{
|
|
this.p2.clear();
|
|
}
|
|
|
|
if (this.box2d)
|
|
{
|
|
this.box2d.clear();
|
|
}
|
|
|
|
if (this.matter)
|
|
{
|
|
this.matter.clear();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the active physics system. Called automatically on a Phaser.State swap.
|
|
*
|
|
* @method Phaser.Physics#reset
|
|
* @protected
|
|
*/
|
|
reset: function () {
|
|
|
|
if (this.p2)
|
|
{
|
|
this.p2.reset();
|
|
}
|
|
|
|
if (this.box2d)
|
|
{
|
|
this.box2d.reset();
|
|
}
|
|
|
|
if (this.matter)
|
|
{
|
|
this.matter.reset();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap.
|
|
*
|
|
* @method Phaser.Physics#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
if (this.p2)
|
|
{
|
|
this.p2.destroy();
|
|
}
|
|
|
|
if (this.box2d)
|
|
{
|
|
this.box2d.destroy();
|
|
}
|
|
|
|
if (this.matter)
|
|
{
|
|
this.matter.destroy();
|
|
}
|
|
|
|
this.arcade = null;
|
|
this.ninja = null;
|
|
this.p2 = null;
|
|
this.box2d = null;
|
|
this.matter = null;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Physics.prototype.constructor = Phaser.Physics;
|
|
</pre>
|
|
</article>
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