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1405 lines
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HTML
1405 lines
40 KiB
HTML
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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.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</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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</li>
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<li class="class-depth-3">
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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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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AssetLoader.html">AssetLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
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<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
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<a href="PIXI.BitmapText.html">BitmapText</a>
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<a href="PIXI.BlurFilter.html">BlurFilter</a>
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<a href="PIXI.Texture.html">Texture</a>
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
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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.Loader.html">Loader</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.Sprite.html">Sprite</a></li>
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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>
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<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
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<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
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<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
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<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
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<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
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<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
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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.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.Body.html">Body</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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<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.Keyboard.html">Keyboard</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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<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="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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</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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|
|
|
<h1 class="page-title">Source: D:/wamp/www/phaser/src/tilemap/Tile.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}
|
|
*/
|
|
|
|
/**
|
|
* A Tile is a representation of a single tile within the Tilemap.
|
|
*
|
|
* @class Phaser.Tile
|
|
* @constructor
|
|
* @param {object} layer - The layer in the Tilemap data that this tile belongs to.
|
|
* @param {number} index - The index of this tile type in the core map data.
|
|
* @param {number} x - The x coordinate of this tile.
|
|
* @param {number} y - The y coordinate of this tile.
|
|
* @param {number} width - Width of the tile.
|
|
* @param {number} height - Height of the tile.
|
|
*/
|
|
Phaser.Tile = function (layer, index, x, y, width, height) {
|
|
|
|
/**
|
|
* @property {object} layer - The layer in the Tilemap data that this tile belongs to.
|
|
*/
|
|
this.layer = layer;
|
|
|
|
/**
|
|
* @property {number} index - The index of this tile within the map data corresponding to the tileset, or -1 if this represents a blank/null tile.
|
|
*/
|
|
this.index = index;
|
|
|
|
/**
|
|
* @property {number} x - The x map coordinate of this tile.
|
|
*/
|
|
this.x = x;
|
|
|
|
/**
|
|
* @property {number} y - The y map coordinate of this tile.
|
|
*/
|
|
this.y = y;
|
|
|
|
/**
|
|
* @property {number} x - The x map coordinate of this tile.
|
|
*/
|
|
this.worldX = x * width;
|
|
|
|
/**
|
|
* @property {number} y - The y map coordinate of this tile.
|
|
*/
|
|
this.worldY = y * height;
|
|
|
|
/**
|
|
* @property {number} width - The width of the tile in pixels.
|
|
*/
|
|
this.width = width;
|
|
|
|
/**
|
|
* @property {number} height - The height of the tile in pixels.
|
|
*/
|
|
this.height = height;
|
|
|
|
/**
|
|
* @property {number} width - The width of the tile in pixels.
|
|
*/
|
|
this.centerX = Math.abs(width / 2);
|
|
|
|
/**
|
|
* @property {number} height - The height of the tile in pixels.
|
|
*/
|
|
this.centerY = Math.abs(height / 2);
|
|
|
|
/**
|
|
* @property {number} alpha - The alpha value at which this tile is drawn to the canvas.
|
|
*/
|
|
this.alpha = 1;
|
|
|
|
/**
|
|
* @property {object} properties - Tile specific properties.
|
|
*/
|
|
this.properties = {};
|
|
|
|
/**
|
|
* @property {boolean} scanned - Has this tile been walked / turned into a poly?
|
|
*/
|
|
this.scanned = false;
|
|
|
|
/**
|
|
* @property {boolean} faceTop - Is the top of this tile an interesting edge?
|
|
*/
|
|
this.faceTop = false;
|
|
|
|
/**
|
|
* @property {boolean} faceBottom - Is the bottom of this tile an interesting edge?
|
|
*/
|
|
this.faceBottom = false;
|
|
|
|
/**
|
|
* @property {boolean} faceLeft - Is the left of this tile an interesting edge?
|
|
*/
|
|
this.faceLeft = false;
|
|
|
|
/**
|
|
* @property {boolean} faceRight - Is the right of this tile an interesting edge?
|
|
*/
|
|
this.faceRight = false;
|
|
|
|
/**
|
|
* @property {boolean} collideLeft - Indicating collide with any object on the left.
|
|
* @default
|
|
*/
|
|
this.collideLeft = false;
|
|
|
|
/**
|
|
* @property {boolean} collideRight - Indicating collide with any object on the right.
|
|
* @default
|
|
*/
|
|
this.collideRight = false;
|
|
|
|
/**
|
|
* @property {boolean} collideUp - Indicating collide with any object on the top.
|
|
* @default
|
|
*/
|
|
this.collideUp = false;
|
|
|
|
/**
|
|
* @property {boolean} collideDown - Indicating collide with any object on the bottom.
|
|
* @default
|
|
*/
|
|
this.collideDown = false;
|
|
|
|
/**
|
|
* @property {function} collisionCallback - Tile collision callback.
|
|
* @default
|
|
*/
|
|
this.collisionCallback = null;
|
|
|
|
/**
|
|
* @property {object} collisionCallbackContext - The context in which the collision callback will be called.
|
|
* @default
|
|
*/
|
|
this.collisionCallbackContext = this;
|
|
|
|
};
|
|
|
|
Phaser.Tile.prototype = {
|
|
|
|
/**
|
|
* Check if the given x and y world coordinates are within this Tile.
|
|
*
|
|
* @method Phaser.Tile#containsPoint
|
|
* @param {number} x - The x coordinate to test.
|
|
* @param {number} y - The y coordinate to test.
|
|
* @return {boolean} True if the coordinates are within this Tile, otherwise false.
|
|
*/
|
|
containsPoint: function (x, y) {
|
|
|
|
return !(x < this.worldX || y < this.worldY || x > this.right || y > this.bottom);
|
|
|
|
},
|
|
|
|
/**
|
|
* Check for intersection with this tile.
|
|
*
|
|
* @method Phaser.Tile#intersects
|
|
* @param {number} x - The x axis in pixels.
|
|
* @param {number} y - The y axis in pixels.
|
|
* @param {number} right - The right point.
|
|
* @param {number} bottom - The bottom point.
|
|
*/
|
|
intersects: function (x, y, right, bottom) {
|
|
|
|
if (right <= this.worldX)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (bottom <= this.worldY)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (x >= this.worldX + this.width)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (y >= this.worldY + this.height)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
|
|
},
|
|
|
|
/**
|
|
* Set a callback to be called when this tile is hit by an object.
|
|
* The callback must true true for collision processing to take place.
|
|
*
|
|
* @method Phaser.Tile#setCollisionCallback
|
|
* @param {function} callback - Callback function.
|
|
* @param {object} context - Callback will be called within this context.
|
|
*/
|
|
setCollisionCallback: function (callback, context) {
|
|
|
|
this.collisionCallback = callback;
|
|
this.collisionCallbackContext = context;
|
|
|
|
},
|
|
|
|
/**
|
|
* Clean up memory.
|
|
*
|
|
* @method Phaser.Tile#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.collisionCallback = null;
|
|
this.collisionCallbackContext = null;
|
|
this.properties = null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the collision flags for each side of this tile and updates the interesting faces list.
|
|
*
|
|
* @method Phaser.Tile#setCollision
|
|
* @param {boolean} left - Indicating collide with any object on the left.
|
|
* @param {boolean} right - Indicating collide with any object on the right.
|
|
* @param {boolean} up - Indicating collide with any object on the top.
|
|
* @param {boolean} down - Indicating collide with any object on the bottom.
|
|
*/
|
|
setCollision: function (left, right, up, down) {
|
|
|
|
this.collideLeft = left;
|
|
this.collideRight = right;
|
|
this.collideUp = up;
|
|
this.collideDown = down;
|
|
|
|
this.faceLeft = left;
|
|
this.faceRight = right;
|
|
this.faceTop = up;
|
|
this.faceBottom = down;
|
|
|
|
},
|
|
|
|
/**
|
|
* Reset collision status flags.
|
|
*
|
|
* @method Phaser.Tile#resetCollision
|
|
*/
|
|
resetCollision: function () {
|
|
|
|
this.collideLeft = false;
|
|
this.collideRight = false;
|
|
this.collideUp = false;
|
|
this.collideDown = false;
|
|
|
|
this.faceTop = false;
|
|
this.faceBottom = false;
|
|
this.faceLeft = false;
|
|
this.faceRight = false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Is this tile interesting?
|
|
*
|
|
* @method Phaser.Tile#isInteresting
|
|
* @param {boolean} collides - If true will check any collides value.
|
|
* @param {boolean} faces - If true will check any face value.
|
|
* @return {boolean} True if the Tile is interesting, otherwise false.
|
|
*/
|
|
isInteresting: function (collides, faces) {
|
|
|
|
if (collides && faces)
|
|
{
|
|
// Does this tile have any collide flags OR interesting face?
|
|
return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.faceTop || this.faceBottom || this.faceLeft || this.faceRight || this.collisionCallback);
|
|
}
|
|
else if (collides)
|
|
{
|
|
// Does this tile collide?
|
|
return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown);
|
|
}
|
|
else if (faces)
|
|
{
|
|
// Does this tile have an interesting face?
|
|
return (this.faceTop || this.faceBottom || this.faceLeft || this.faceRight);
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Copies the tile data and properties from the given tile to this tile.
|
|
*
|
|
* @method Phaser.Tile#copy
|
|
* @param {Phaser.Tile} tile - The tile to copy from.
|
|
*/
|
|
copy: function (tile) {
|
|
|
|
this.index = tile.index;
|
|
this.alpha = tile.alpha;
|
|
this.properties = tile.properties;
|
|
|
|
this.collideUp = tile.collideUp;
|
|
this.collideDown = tile.collideDown;
|
|
this.collideLeft = tile.collideLeft;
|
|
this.collideRight = tile.collideRight;
|
|
|
|
this.collisionCallback = tile.collisionCallback;
|
|
this.collisionCallbackContext = tile.collisionCallbackContext;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Tile.prototype.constructor = Phaser.Tile;
|
|
|
|
/**
|
|
* @name Phaser.Tile#collides
|
|
* @property {boolean} collides - True if this tile can collide on any of its faces.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Tile.prototype, "collides", {
|
|
|
|
get: function () {
|
|
return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Tile#canCollide
|
|
* @property {boolean} canCollide - True if this tile can collide on any of its faces or has a collision callback set.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Tile.prototype, "canCollide", {
|
|
|
|
get: function () {
|
|
return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.collisionCallback);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Tile#left
|
|
* @property {number} left - The x value in pixels.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Tile.prototype, "left", {
|
|
|
|
get: function () {
|
|
return this.worldX;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Tile#right
|
|
* @property {number} right - The sum of the x and width properties.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Tile.prototype, "right", {
|
|
|
|
get: function () {
|
|
return this.worldX + this.width;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Tile#top
|
|
* @property {number} top - The y value.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Tile.prototype, "top", {
|
|
|
|
get: function () {
|
|
return this.worldY;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Tile#bottom
|
|
* @property {number} bottom - The sum of the y and height properties.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Tile.prototype, "bottom", {
|
|
|
|
get: function () {
|
|
return this.worldY + this.height;
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
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|
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|
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</div>
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<div class="clearfix"></div>
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<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
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|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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|
on Thu Dec 04 2014 11:32:25 GMT-0000 (GMT) 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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