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1491 lines
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HTML
1491 lines
42 KiB
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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.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.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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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenData.html">TweenData</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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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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<a href="Phaser.World.html">World</a>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
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<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
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<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
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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.BitmapFontLoader.html">BitmapFontLoader</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.BlurFilter.html">BlurFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
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<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
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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 class="class-depth-1">
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<a href="PIXI.Circle.html">Circle</a>
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<li class="class-depth-1">
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<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ColorStepFilter.html">ColorStepFilter</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.ConvolutionFilter.html">ConvolutionFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
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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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<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
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<a href="PIXI.Ellipse.html">Ellipse</a>
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<a href="PIXI.FilterBlock.html">FilterBlock</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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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.Point.html">Point</a>
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<li class="class-depth-1">
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<a href="PIXI.Polygon.html">Polygon</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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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.Rectangle.html">Rectangle</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 class="class-depth-1">
|
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<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</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 class="class-depth-1">
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<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
|
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|
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<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
|
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Spine.html">Spine</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.SpineLoader.html">SpineLoader</a>
|
|
</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</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.SpriteSheetLoader.html">SpriteSheetLoader</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 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>
|
|
</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">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
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<li class="class-depth-1">
|
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<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
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<li class="class-depth-1">
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<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.TwistFilter.html">TwistFilter</a>
|
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</li>
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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>
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
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|
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<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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</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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<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.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.InputManager.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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<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>
|
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|
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<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>
|
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<li class="class-depth-1"><a href="Phaser.Emitter.html">Emitter</a></li>
|
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<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>
|
|
<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>
|
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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>
|
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<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</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">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.Rectangle.html">Rectangle</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.Line.html">Line</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</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 ">
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<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
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<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
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<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
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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.Keyboard.html">Keyboard</a></li>
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<ul class="dropdown-menu ">
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<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>
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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="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
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<li class="class-depth-1"><a href="https://leanpub.com/u/photonstorm">Phaser Books</a></li>
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<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></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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<div class="span12">
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<div id="main">
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|
|
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|
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<h1 class="page-title">Source: D:/wamp/www/phaser/src/gameobjects/BitmapText.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* BitmapText objects work by taking a texture file and an XML file that describes the font layout.
|
|
*
|
|
* On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
|
|
* On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
|
|
* For Web there is the great Littera: http://kvazars.com/littera/
|
|
*
|
|
* @class Phaser.BitmapText
|
|
* @constructor
|
|
* @extends PIXI.BitmapText
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {number} x - X position of the new bitmapText object.
|
|
* @param {number} y - Y position of the new bitmapText object.
|
|
* @param {string} font - The key of the BitmapFont as stored in Game.Cache.
|
|
* @param {string} [text=''] - The actual text that will be rendered. Can be set later via BitmapText.text.
|
|
* @param {number} [size=32] - The size the font will be rendered in, in pixels.
|
|
*/
|
|
Phaser.BitmapText = function (game, x, y, font, text, size) {
|
|
|
|
x = x || 0;
|
|
y = y || 0;
|
|
font = font || '';
|
|
text = text || '';
|
|
size = size || 32;
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
|
|
* @default
|
|
*/
|
|
this.exists = true;
|
|
|
|
/**
|
|
* @property {string} name - The user defined name given to this BitmapText.
|
|
* @default
|
|
*/
|
|
this.name = '';
|
|
|
|
/**
|
|
* @property {number} type - The const type of this object.
|
|
* @readonly
|
|
*/
|
|
this.type = Phaser.BITMAPTEXT;
|
|
|
|
/**
|
|
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
|
|
*/
|
|
this.z = 0;
|
|
|
|
/**
|
|
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
|
|
*/
|
|
this.world = new Phaser.Point(x, y);
|
|
|
|
/**
|
|
* @property {string} _text - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._text = text;
|
|
|
|
/**
|
|
* @property {string} _font - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._font = font;
|
|
|
|
/**
|
|
* @property {number} _fontSize - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._fontSize = size;
|
|
|
|
/**
|
|
* @property {string} _align - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._align = 'left';
|
|
|
|
/**
|
|
* @property {number} _tint - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._tint = 0xFFFFFF;
|
|
|
|
/**
|
|
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
|
|
*/
|
|
this.events = new Phaser.Events(this);
|
|
|
|
/**
|
|
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
|
|
*/
|
|
this.input = null;
|
|
|
|
/**
|
|
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
|
|
*/
|
|
this.cameraOffset = new Phaser.Point();
|
|
|
|
PIXI.BitmapText.call(this, text);
|
|
|
|
this.position.set(x, y);
|
|
|
|
/**
|
|
* A small internal cache:
|
|
* 0 = previous position.x
|
|
* 1 = previous position.y
|
|
* 2 = previous rotation
|
|
* 3 = renderID
|
|
* 4 = fresh? (0 = no, 1 = yes)
|
|
* 5 = outOfBoundsFired (0 = no, 1 = yes)
|
|
* 6 = exists (0 = no, 1 = yes)
|
|
* 7 = fixed to camera (0 = no, 1 = yes)
|
|
* 8 = destroy phase? (0 = no, 1 = yes)
|
|
* @property {Array} _cache
|
|
* @private
|
|
*/
|
|
this._cache = [0, 0, 0, 0, 1, 0, 1, 0, 0];
|
|
|
|
};
|
|
|
|
Phaser.BitmapText.prototype = Object.create(PIXI.BitmapText.prototype);
|
|
Phaser.BitmapText.prototype.constructor = Phaser.BitmapText;
|
|
|
|
/**
|
|
* @method Phaser.BitmapText.prototype.setStyle
|
|
* @private
|
|
*/
|
|
Phaser.BitmapText.prototype.setStyle = function() {
|
|
|
|
this.style = { align: this._align };
|
|
this.fontName = this._font;
|
|
this.fontSize = this._fontSize;
|
|
this.dirty = true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Automatically called by World.preUpdate.
|
|
* @method Phaser.BitmapText.prototype.preUpdate
|
|
*/
|
|
Phaser.BitmapText.prototype.preUpdate = function () {
|
|
|
|
this._cache[0] = this.world.x;
|
|
this._cache[1] = this.world.y;
|
|
this._cache[2] = this.rotation;
|
|
|
|
if (!this.exists || !this.parent.exists)
|
|
{
|
|
this.renderOrderID = -1;
|
|
return false;
|
|
}
|
|
|
|
if (this.autoCull)
|
|
{
|
|
// Won't get rendered but will still get its transform updated
|
|
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
|
|
}
|
|
|
|
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
|
|
|
|
if (this.visible)
|
|
{
|
|
this._cache[3] = this.game.stage.currentRenderOrderID++;
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Override and use this function in your own custom objects to handle any update requirements you may have.
|
|
*
|
|
* @method Phaser.BitmapText.prototype.update
|
|
*/
|
|
Phaser.BitmapText.prototype.update = function() {
|
|
|
|
};
|
|
|
|
/**
|
|
* Automatically called by World.postUpdate.
|
|
* @method Phaser.BitmapText.prototype.postUpdate
|
|
*/
|
|
Phaser.BitmapText.prototype.postUpdate = function () {
|
|
|
|
// Fixed to Camera?
|
|
if (this._cache[7] === 1)
|
|
{
|
|
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
|
|
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Destroy this BitmapText instance. This will remove any filters and un-parent any children.
|
|
* @method Phaser.BitmapText.prototype.destroy
|
|
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
|
|
*/
|
|
Phaser.BitmapText.prototype.destroy = function(destroyChildren) {
|
|
|
|
if (this.game === null || this.destroyPhase) { return; }
|
|
|
|
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
|
|
|
|
this._cache[8] = 1;
|
|
|
|
if (this.parent)
|
|
{
|
|
if (this.parent instanceof Phaser.Group)
|
|
{
|
|
this.parent.remove(this);
|
|
}
|
|
else
|
|
{
|
|
this.parent.removeChild(this);
|
|
}
|
|
}
|
|
|
|
var i = this.children.length;
|
|
|
|
if (destroyChildren)
|
|
{
|
|
while (i--)
|
|
{
|
|
if (this.children[i].destroy)
|
|
{
|
|
this.children[i].destroy(destroyChildren);
|
|
}
|
|
else
|
|
{
|
|
this.removeChild(this.children[i]);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (i--)
|
|
{
|
|
this.removeChild(this.children[i]);
|
|
}
|
|
}
|
|
|
|
this.exists = false;
|
|
this.visible = false;
|
|
|
|
this.filters = null;
|
|
this.mask = null;
|
|
this.game = null;
|
|
|
|
this._cache[8] = 0;
|
|
|
|
};
|
|
|
|
/**
|
|
* @name Phaser.BitmapText#align
|
|
* @property {string} align - Alignment for multiline text ('left', 'center' or 'right'), does not affect single line text.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, 'align', {
|
|
|
|
get: function() {
|
|
return this._align;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._align)
|
|
{
|
|
this._align = value;
|
|
this.setStyle();
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.BitmapText#tint
|
|
* @property {number} tint - The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, 'tint', {
|
|
|
|
get: function() {
|
|
return this._tint;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._tint)
|
|
{
|
|
this._tint = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
|
|
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
|
|
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
|
|
* @name Phaser.BitmapText#angle
|
|
* @property {number} angle - Gets or sets the angle of rotation in degrees.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, 'angle', {
|
|
|
|
get: function() {
|
|
return Phaser.Math.radToDeg(this.rotation);
|
|
},
|
|
|
|
set: function(value) {
|
|
this.rotation = Phaser.Math.degToRad(value);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.BitmapText#font
|
|
* @property {string} font - The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, 'font', {
|
|
|
|
get: function() {
|
|
return this._font;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._font)
|
|
{
|
|
this._font = value.trim();
|
|
this.style.font = this._fontSize + "px '" + this._font + "'";
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.BitmapText#fontSize
|
|
* @property {number} fontSize - The size of the font in pixels.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, 'fontSize', {
|
|
|
|
get: function() {
|
|
return this._fontSize;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
value = parseInt(value, 10);
|
|
|
|
if (value !== this._fontSize)
|
|
{
|
|
this._fontSize = value;
|
|
this.style.font = this._fontSize + "px '" + this._font + "'";
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The text string to be displayed by this Text object, taking into account the style settings.
|
|
* @name Phaser.BitmapText#text
|
|
* @property {string} text - The text string to be displayed by this Text object, taking into account the style settings.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, 'text', {
|
|
|
|
get: function() {
|
|
return this._text;
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this._text)
|
|
{
|
|
this._text = value.toString() || ' ';
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* By default a Text object won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
|
|
* activated for this object and it will then start to process click/touch events and more.
|
|
*
|
|
* @name Phaser.BitmapText#inputEnabled
|
|
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, "inputEnabled", {
|
|
|
|
get: function () {
|
|
|
|
return (this.input && this.input.enabled);
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value)
|
|
{
|
|
if (this.input === null)
|
|
{
|
|
this.input = new Phaser.InputHandler(this);
|
|
this.input.start();
|
|
}
|
|
else if (this.input && !this.input.enabled)
|
|
{
|
|
this.input.start();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.input && this.input.enabled)
|
|
{
|
|
this.input.stop();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* An BitmapText that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in BitmapText.cameraOffset.
|
|
* Note that the cameraOffset values are in addition to any parent in the display list.
|
|
* So if this BitmapText was in a Group that has x: 200, then this will be added to the cameraOffset.x
|
|
*
|
|
* @name Phaser.BitmapText#fixedToCamera
|
|
* @property {boolean} fixedToCamera - Set to true to fix this BitmapText to the Camera at its current world coordinates.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, "fixedToCamera", {
|
|
|
|
get: function () {
|
|
|
|
return !!this._cache[7];
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value)
|
|
{
|
|
this._cache[7] = 1;
|
|
this.cameraOffset.set(this.x, this.y);
|
|
}
|
|
else
|
|
{
|
|
this._cache[7] = 0;
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.BitmapText#destroyPhase
|
|
* @property {boolean} destroyPhase - True if this object is currently being destroyed.
|
|
*/
|
|
Object.defineProperty(Phaser.BitmapText.prototype, "destroyPhase", {
|
|
|
|
get: function () {
|
|
|
|
return !!this._cache[8];
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Thu Dec 04 2014 11:32:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
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</div>
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<br clear="both">
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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