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2048 lines
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2048 lines
58 KiB
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</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.SoundManager.html">SoundManager</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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</li>
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<li class="class-depth-1">
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<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Circle.html">Circle</a>
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</li>
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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>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Ellipse.html">Ellipse</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Event.html">Event</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.EventTarget.html">EventTarget</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.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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</li>
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<li class="class-depth-1">
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.GrayFilter.html">GrayFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.ImageLoader.html">ImageLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InteractionData.html">InteractionData</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InteractionManager.html">InteractionManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.InvertFilter.html">InvertFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.JsonLoader.html">JsonLoader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Matrix.html">Matrix</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.MovieClip.html">MovieClip</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PIXI.html">PIXI</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PixiShader.html">PixiShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.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>
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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>
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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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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="PIXI.Spine.html">Spine</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpineLoader.html">SpineLoader</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
|
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</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.SpriteSheetLoader.html">SpriteSheetLoader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Stage.html">Stage</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.Text.html">Text</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.TiltShiftFilter.html">TiltShiftFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TwistFilter.html">TwistFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.VideoTexture.html">VideoTexture</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>
|
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|
|
|
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</ul>
|
|
</li>
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
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<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.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>
|
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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>
|
|
<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>
|
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</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
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<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.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>
|
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<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
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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>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
|
</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>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
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</ul>
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</li>
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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="https://leanpub.com/u/photonstorm">Phaser Books</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://examples.phaser.io">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
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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="https://twitter.com/photonstorm">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">GitTip</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
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<div class="span12">
|
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|
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<div id="main">
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|
|
|
|
|
|
|
<h1 class="page-title">Source: D:/wamp/www/phaser/src/gameobjects/Image.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}
|
|
*/
|
|
|
|
/**
|
|
* An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
|
|
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
|
|
*
|
|
* @class Phaser.Image
|
|
* @extends PIXI.Sprite
|
|
* @constructor
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {number} x - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
|
|
* @param {number} y - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
|
|
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
|
|
* @param {string|number} frame - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
|
|
*/
|
|
Phaser.Image = function (game, x, y, key, frame) {
|
|
|
|
x = x || 0;
|
|
y = y || 0;
|
|
key = key || null;
|
|
frame = frame || null;
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running Game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {boolean} exists - If exists = false then the Image isn't updated by the core game loop.
|
|
* @default
|
|
*/
|
|
this.exists = true;
|
|
|
|
/**
|
|
* @property {string} name - The user defined name given to this Image.
|
|
* @default
|
|
*/
|
|
this.name = '';
|
|
|
|
/**
|
|
* @property {number} type - The const type of this object.
|
|
* @readonly
|
|
*/
|
|
this.type = Phaser.IMAGE;
|
|
|
|
/**
|
|
* @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.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.
|
|
*/
|
|
this.events = new Phaser.Events(this);
|
|
|
|
/**
|
|
* @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
|
|
*/
|
|
this.animations = new Phaser.AnimationManager(this);
|
|
|
|
/**
|
|
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
|
|
*/
|
|
this.key = key;
|
|
|
|
PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
|
|
|
|
this.transformCallback = this.checkTransform;
|
|
this.transformCallbackContext = this;
|
|
|
|
this.position.set(x, y);
|
|
|
|
/**
|
|
* @property {Phaser.Point} world - The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.
|
|
*/
|
|
this.world = new Phaser.Point(x, y);
|
|
|
|
/**
|
|
* @property {boolean} alive - A useful boolean to control if the Image is alive or dead (in terms of your gameplay, it doesn't effect rendering).
|
|
* @default
|
|
*/
|
|
this.alive = true;
|
|
|
|
/**
|
|
* Should this Image be automatically culled if out of range of the camera?
|
|
* A culled sprite has its renderable property set to 'false'.
|
|
* Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
|
|
*
|
|
* @property {boolean} autoCull - A flag indicating if the Image should be automatically camera culled or not.
|
|
* @default
|
|
*/
|
|
this.autoCull = false;
|
|
|
|
/**
|
|
* @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 {boolean} debug - Handy flag to use with Game.enableStep
|
|
* @default
|
|
*/
|
|
this.debug = false;
|
|
|
|
/**
|
|
* @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();
|
|
|
|
/**
|
|
* @property {Phaser.Rectangle} cropRect - The Rectangle used to crop the texture. Set this via Sprite.crop. Any time you modify this property directly you must call Sprite.updateCrop.
|
|
* @default
|
|
*/
|
|
this.cropRect = null;
|
|
|
|
/**
|
|
* 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 ];
|
|
|
|
/**
|
|
* @property {Phaser.Rectangle} _crop - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._crop = null;
|
|
|
|
/**
|
|
* @property {Phaser.Rectangle} _frame - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._frame = null;
|
|
|
|
/**
|
|
* @property {Phaser.Rectangle} _bounds - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._bounds = new Phaser.Rectangle();
|
|
|
|
this.loadTexture(key, frame);
|
|
|
|
};
|
|
|
|
Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
|
|
Phaser.Image.prototype.constructor = Phaser.Image;
|
|
|
|
/**
|
|
* Automatically called by World.preUpdate.
|
|
*
|
|
* @method Phaser.Image#preUpdate
|
|
* @memberof Phaser.Image
|
|
*/
|
|
Phaser.Image.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._cache[3] = -1;
|
|
return false;
|
|
}
|
|
|
|
if (this.autoCull)
|
|
{
|
|
this._bounds.copyFrom(this.getBounds());
|
|
|
|
// Won't get rendered but will still get its transform updated
|
|
this.renderable = this.game.world.camera.screenView.intersects(this._bounds);
|
|
}
|
|
|
|
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++;
|
|
}
|
|
|
|
// Update any Children
|
|
for (var i = 0, len = this.children.length; i < len; i++)
|
|
{
|
|
this.children[i].preUpdate();
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Override and use this function in your own custom objects to handle any update requirements you may have.
|
|
*
|
|
* @method Phaser.Image#update
|
|
* @memberof Phaser.Image
|
|
*/
|
|
Phaser.Image.prototype.update = function() {
|
|
|
|
};
|
|
|
|
/**
|
|
* Internal function called by the World postUpdate cycle.
|
|
*
|
|
* @method Phaser.Image#postUpdate
|
|
* @memberof Phaser.Image
|
|
*/
|
|
Phaser.Image.prototype.postUpdate = function() {
|
|
|
|
if (this.key instanceof Phaser.BitmapData)
|
|
{
|
|
this.key.render();
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Update any Children
|
|
for (var i = 0, len = this.children.length; i < len; i++)
|
|
{
|
|
this.children[i].postUpdate();
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
|
|
* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
|
|
*
|
|
* @method Phaser.Image#loadTexture
|
|
* @memberof Phaser.Image
|
|
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
|
|
* @param {string|number} frame - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
|
|
*/
|
|
Phaser.Image.prototype.loadTexture = function (key, frame) {
|
|
|
|
frame = frame || 0;
|
|
|
|
this.key = key;
|
|
|
|
var setFrame = true;
|
|
var smoothed = this.smoothed;
|
|
|
|
if (key instanceof Phaser.RenderTexture)
|
|
{
|
|
this.key = key.key;
|
|
this.setTexture(key);
|
|
}
|
|
else if (key instanceof Phaser.BitmapData)
|
|
{
|
|
// This works from a reference, which probably isn't what we need here
|
|
this.setTexture(key.texture);
|
|
|
|
if (this.game.cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA))
|
|
{
|
|
setFrame = !this.animations.loadFrameData(this.game.cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA), frame);
|
|
}
|
|
}
|
|
else if (key instanceof PIXI.Texture)
|
|
{
|
|
this.setTexture(key);
|
|
}
|
|
else
|
|
{
|
|
if (key === null || typeof key === 'undefined')
|
|
{
|
|
this.key = '__default';
|
|
this.setTexture(PIXI.TextureCache[this.key]);
|
|
}
|
|
else if (typeof key === 'string' && !this.game.cache.checkImageKey(key))
|
|
{
|
|
console.warn("Texture with key '" + key + "' not found.");
|
|
this.key = '__missing';
|
|
this.setTexture(PIXI.TextureCache[this.key]);
|
|
}
|
|
else
|
|
{
|
|
this.setTexture(new PIXI.Texture(PIXI.BaseTextureCache[key]));
|
|
|
|
setFrame = !this.animations.loadFrameData(this.game.cache.getFrameData(key), frame);
|
|
}
|
|
}
|
|
|
|
this.texture.baseTexture.dirty();
|
|
|
|
if (setFrame)
|
|
{
|
|
this._frame = Phaser.Rectangle.clone(this.texture.frame);
|
|
}
|
|
|
|
if (!smoothed)
|
|
{
|
|
this.smoothed = false;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Sets the Texture frame the Image uses for rendering.
|
|
* This is primarily an internal method used by Image.loadTexture, although you may call it directly.
|
|
*
|
|
* @method Phaser.Image#setFrame
|
|
* @memberof Phaser.Image
|
|
* @param {Phaser.Frame} frame - The Frame to be used by the Image texture.
|
|
*/
|
|
Phaser.Image.prototype.setFrame = function(frame) {
|
|
|
|
this._frame = frame;
|
|
|
|
this.texture.frame.x = frame.x;
|
|
this.texture.frame.y = frame.y;
|
|
this.texture.frame.width = frame.width;
|
|
this.texture.frame.height = frame.height;
|
|
|
|
this.texture.crop.x = frame.x;
|
|
this.texture.crop.y = frame.y;
|
|
this.texture.crop.width = frame.width;
|
|
this.texture.crop.height = frame.height;
|
|
|
|
if (frame.trimmed)
|
|
{
|
|
if (this.texture.trim)
|
|
{
|
|
this.texture.trim.x = frame.spriteSourceSizeX;
|
|
this.texture.trim.y = frame.spriteSourceSizeY;
|
|
this.texture.trim.width = frame.sourceSizeW;
|
|
this.texture.trim.height = frame.sourceSizeH;
|
|
}
|
|
else
|
|
{
|
|
this.texture.trim = { x: frame.spriteSourceSizeX, y: frame.spriteSourceSizeY, width: frame.sourceSizeW, height: frame.sourceSizeH };
|
|
}
|
|
|
|
this.texture.width = frame.sourceSizeW;
|
|
this.texture.height = frame.sourceSizeH;
|
|
this.texture.frame.width = frame.sourceSizeW;
|
|
this.texture.frame.height = frame.sourceSizeH;
|
|
}
|
|
else if (!frame.trimmed && this.texture.trim)
|
|
{
|
|
this.texture.trim = null;
|
|
}
|
|
|
|
if (this.cropRect)
|
|
{
|
|
this.updateCrop();
|
|
}
|
|
|
|
this.texture._updateUvs();
|
|
|
|
};
|
|
|
|
/**
|
|
* Resets the Texture frame dimensions that the Image uses for rendering.
|
|
*
|
|
* @method Phaser.Image#resetFrame
|
|
* @memberof Phaser.Image
|
|
*/
|
|
Phaser.Image.prototype.resetFrame = function() {
|
|
|
|
if (this._frame)
|
|
{
|
|
this.setFrame(this._frame);
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Crop allows you to crop the texture used to display this Image.
|
|
* Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object.
|
|
* The rectangle object given to this method can be either a Phaser.Rectangle or any object so long as it has public x, y, width and height properties.
|
|
* Please note that the rectangle object given is not duplicated by this method, but rather the Image uses a reference to the rectangle.
|
|
* Keep this in mind if assigning a rectangle in a for-loop, or when cleaning up for garbage collection.
|
|
*
|
|
* @method Phaser.Image#crop
|
|
* @memberof Phaser.Image
|
|
* @param {Phaser.Rectangle} rect - The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.
|
|
* @param {boolean} [copy=false] - If false Sprite.cropRect will be a reference to the given rect. If true it will copy the rect values into a local Sprite.cropRect object.
|
|
*/
|
|
Phaser.Image.prototype.crop = function(rect, copy) {
|
|
|
|
if (typeof copy === 'undefined') { copy = false; }
|
|
|
|
if (rect)
|
|
{
|
|
if (copy && this.cropRect !== null)
|
|
{
|
|
this.cropRect.setTo(rect.x, rect.y, rect.width, rect.height);
|
|
}
|
|
else if (copy && this.cropRect === null)
|
|
{
|
|
this.cropRect = new Phaser.Rectangle(rect.x, rect.y, rect.width, rect.height);
|
|
}
|
|
else
|
|
{
|
|
this.cropRect = rect;
|
|
}
|
|
|
|
this.updateCrop();
|
|
}
|
|
else
|
|
{
|
|
this._crop = null;
|
|
this.cropRect = null;
|
|
|
|
this.resetFrame();
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* If you have set a crop rectangle on this Image via Image.crop and since modified the Image.cropRect property (or the rectangle it references)
|
|
* then you need to update the crop frame by calling this method.
|
|
*
|
|
* @method Phaser.Image#updateCrop
|
|
* @memberof Phaser.Image
|
|
*/
|
|
Phaser.Image.prototype.updateCrop = function() {
|
|
|
|
if (!this.cropRect)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._crop = Phaser.Rectangle.clone(this.cropRect, this._crop);
|
|
this._crop.x += this._frame.x;
|
|
this._crop.y += this._frame.y;
|
|
|
|
var cx = Math.max(this._frame.x, this._crop.x);
|
|
var cy = Math.max(this._frame.y, this._crop.y);
|
|
var cw = Math.min(this._frame.right, this._crop.right) - cx;
|
|
var ch = Math.min(this._frame.bottom, this._crop.bottom) - cy;
|
|
|
|
this.texture.crop.x = cx;
|
|
this.texture.crop.y = cy;
|
|
this.texture.crop.width = cw;
|
|
this.texture.crop.height = ch;
|
|
|
|
this.texture.frame.width = Math.min(cw, this.cropRect.width);
|
|
this.texture.frame.height = Math.min(ch, this.cropRect.height);
|
|
|
|
this.texture.width = this.texture.frame.width;
|
|
this.texture.height = this.texture.frame.height;
|
|
|
|
this.texture._updateUvs();
|
|
|
|
};
|
|
|
|
/**
|
|
* Brings a 'dead' Image back to life, optionally giving it the health value specified.
|
|
* A resurrected Image has its alive, exists and visible properties all set to true.
|
|
* It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal.
|
|
*
|
|
* @method Phaser.Image#revive
|
|
* @memberof Phaser.Image
|
|
* @return {Phaser.Image} This instance.
|
|
*/
|
|
Phaser.Image.prototype.revive = function() {
|
|
|
|
this.alive = true;
|
|
this.exists = true;
|
|
this.visible = true;
|
|
|
|
if (this.events)
|
|
{
|
|
this.events.onRevived$dispatch(this);
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Kills a Image. A killed Image has its alive, exists and visible properties all set to false.
|
|
* It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal.
|
|
* Note that killing a Image is a way for you to quickly recycle it in a Image pool, it doesn't free it up from memory.
|
|
* If you don't need this Image any more you should call Image.destroy instead.
|
|
*
|
|
* @method Phaser.Image#kill
|
|
* @memberof Phaser.Image
|
|
* @return {Phaser.Image} This instance.
|
|
*/
|
|
Phaser.Image.prototype.kill = function() {
|
|
|
|
this.alive = false;
|
|
this.exists = false;
|
|
this.visible = false;
|
|
|
|
if (this.events)
|
|
{
|
|
this.events.onKilled$dispatch(this);
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present
|
|
* and nulls its reference to game, freeing it up for garbage collection.
|
|
*
|
|
* @method Phaser.Image#destroy
|
|
* @memberof Phaser.Image
|
|
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
|
|
*/
|
|
Phaser.Image.prototype.destroy = function(destroyChildren) {
|
|
|
|
if (this.game === null || this.destroyPhase) { return; }
|
|
|
|
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
|
|
|
|
this._cache[8] = 1;
|
|
|
|
if (this.events)
|
|
{
|
|
this.events.onDestroy$dispatch(this);
|
|
}
|
|
|
|
if (this.parent)
|
|
{
|
|
if (this.parent instanceof Phaser.Group)
|
|
{
|
|
this.parent.remove(this);
|
|
}
|
|
else
|
|
{
|
|
this.parent.removeChild(this);
|
|
}
|
|
}
|
|
|
|
if (this.events)
|
|
{
|
|
this.events.destroy();
|
|
}
|
|
|
|
if (this.input)
|
|
{
|
|
this.input.destroy();
|
|
}
|
|
|
|
if (this.animations)
|
|
{
|
|
this.animations.destroy();
|
|
}
|
|
|
|
var i = this.children.length;
|
|
|
|
if (destroyChildren)
|
|
{
|
|
while (i--)
|
|
{
|
|
this.children[i].destroy(destroyChildren);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (i--)
|
|
{
|
|
this.removeChild(this.children[i]);
|
|
}
|
|
}
|
|
|
|
this.alive = false;
|
|
this.exists = false;
|
|
this.visible = false;
|
|
|
|
this.filters = null;
|
|
this.mask = null;
|
|
this.game = null;
|
|
|
|
this._cache[8] = 0;
|
|
|
|
};
|
|
|
|
/**
|
|
* Resets the Image. This places the Image at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.
|
|
*
|
|
* @method Phaser.Image#reset
|
|
* @memberof Phaser.Image
|
|
* @param {number} x - The x coordinate (in world space) to position the Image at.
|
|
* @param {number} y - The y coordinate (in world space) to position the Image at.
|
|
* @return {Phaser.Image} This instance.
|
|
*/
|
|
Phaser.Image.prototype.reset = function(x, y) {
|
|
|
|
this.world.setTo(x, y);
|
|
this.position.x = x;
|
|
this.position.y = y;
|
|
this.alive = true;
|
|
this.exists = true;
|
|
this.visible = true;
|
|
this.renderable = true;
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Brings the Image to the top of the display list it is a child of. Images that are members of a Phaser.Group are only
|
|
* bought to the top of that Group, not the entire display list.
|
|
*
|
|
* @method Phaser.Image#bringToTop
|
|
* @memberof Phaser.Image
|
|
* @return {Phaser.Image} This instance.
|
|
*/
|
|
Phaser.Image.prototype.bringToTop = function() {
|
|
|
|
if (this.parent)
|
|
{
|
|
this.parent.bringToTop(this);
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Adjust scaling limits, if set, to this Image.
|
|
*
|
|
* @method Phaser.Image#checkTransform
|
|
* @private
|
|
* @param {PIXI.Matrix} wt - The updated worldTransform matrix.
|
|
*/
|
|
Phaser.Image.prototype.checkTransform = function (wt) {
|
|
|
|
if (this.scaleMin)
|
|
{
|
|
if (wt.a < this.scaleMin.x)
|
|
{
|
|
wt.a = this.scaleMin.x;
|
|
}
|
|
|
|
if (wt.d < this.scaleMin.y)
|
|
{
|
|
wt.d = this.scaleMin.y;
|
|
}
|
|
}
|
|
|
|
if (this.scaleMax)
|
|
{
|
|
if (wt.a > this.scaleMax.x)
|
|
{
|
|
wt.a = this.scaleMax.x;
|
|
}
|
|
|
|
if (wt.d > this.scaleMax.y)
|
|
{
|
|
wt.d = this.scaleMax.y;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Sets the scaleMin and scaleMax values in one call.
|
|
* These values are used to limit how far this Image will scale (either up or down) based on its parent.
|
|
* For example if this Image has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignored and the scale value of 1 will be used.
|
|
* By using these values you can carefully control how Images deal with responsive scaling.
|
|
*
|
|
* If only one parameter is given then that value will be used for both scaleMin and scaleMax:
|
|
* setScaleMinMax(1) = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1
|
|
*
|
|
* If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y:
|
|
* setScaleMinMax(0.5, 2) = scaleMin.x and y = 0.5 and scaleMax.x and y = 2
|
|
*
|
|
* If you wish to set scaleMin with different values for x and y then either modify Image.scaleMin directly, or pass `null` for the maxX and maxY parameters.
|
|
*
|
|
* Call setScaleMinMax(null) to clear both the scaleMin and scaleMax values.
|
|
*
|
|
* @method Phaser.Image#setScaleMinMax
|
|
* @memberof Phaser.Image
|
|
* @param {number|null} minX - The minimum horizontal scale value this Image can scale down to.
|
|
* @param {number|null} minY - The minimum vertical scale value this Image can scale down to.
|
|
* @param {number|null} maxX - The maximum horizontal scale value this Image can scale up to.
|
|
* @param {number|null} maxY - The maximum vertical scale value this Image can scale up to.
|
|
*/
|
|
Phaser.Image.prototype.setScaleMinMax = function (minX, minY, maxX, maxY) {
|
|
|
|
if (typeof minY === 'undefined')
|
|
{
|
|
// 1 parameter, set all to it
|
|
minY = maxX = maxY = minX;
|
|
}
|
|
else if (typeof maxX === 'undefined')
|
|
{
|
|
// 2 parameters, the first is min, the second max
|
|
maxX = maxY = minY;
|
|
minY = minX;
|
|
}
|
|
|
|
if (minX === null)
|
|
{
|
|
this.scaleMin = null;
|
|
}
|
|
else
|
|
{
|
|
if (this.scaleMin)
|
|
{
|
|
this.scaleMin.set(minX, minY);
|
|
}
|
|
else
|
|
{
|
|
this.scaleMin = new Phaser.Point(minX, minY);
|
|
}
|
|
}
|
|
|
|
if (maxX === null)
|
|
{
|
|
this.scaleMax = null;
|
|
}
|
|
else
|
|
{
|
|
if (this.scaleMax)
|
|
{
|
|
this.scaleMax.set(maxX, maxY);
|
|
}
|
|
else
|
|
{
|
|
this.scaleMax = new Phaser.Point(maxX, maxY);
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Indicates the rotation of the Image, 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 Image.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.
|
|
*
|
|
* @name Phaser.Image#angle
|
|
* @property {number} angle - The angle of this Image in degrees.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "angle", {
|
|
|
|
get: function() {
|
|
|
|
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
|
|
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Returns the delta x value. The difference between world.x now and in the previous step.
|
|
*
|
|
* @name Phaser.Image#deltaX
|
|
* @property {number} deltaX - The delta value. Positive if the motion was to the right, negative if to the left.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "deltaX", {
|
|
|
|
get: function() {
|
|
|
|
return this.world.x - this._cache[0];
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Returns the delta y value. The difference between world.y now and in the previous step.
|
|
*
|
|
* @name Phaser.Image#deltaY
|
|
* @property {number} deltaY - The delta value. Positive if the motion was downwards, negative if upwards.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "deltaY", {
|
|
|
|
get: function() {
|
|
|
|
return this.world.y - this._cache[1];
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Returns the delta z value. The difference between rotation now and in the previous step.
|
|
*
|
|
* @name Phaser.Image#deltaZ
|
|
* @property {number} deltaZ - The delta value.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "deltaZ", {
|
|
|
|
get: function() {
|
|
|
|
return this.rotation - this._cache[2];
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Checks if the Image bounds are within the game world, otherwise false if fully outside of it.
|
|
*
|
|
* @name Phaser.Image#inWorld
|
|
* @property {boolean} inWorld - True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "inWorld", {
|
|
|
|
get: function() {
|
|
|
|
return this.game.world.bounds.intersects(this.getBounds());
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.
|
|
*
|
|
* @name Phaser.Image#inCamera
|
|
* @property {boolean} inCamera - True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "inCamera", {
|
|
|
|
get: function() {
|
|
|
|
return this.game.world.camera.screenView.intersects(this.getBounds());
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Image#frame
|
|
* @property {number} frame - Gets or sets the current frame index and updates the Texture for display.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "frame", {
|
|
|
|
get: function() {
|
|
|
|
return this._frame;
|
|
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.frame)
|
|
{
|
|
var frameData = this.game.cache.getFrameData(this.key);
|
|
|
|
if (frameData && value < frameData.total && frameData.getFrame(value))
|
|
{
|
|
this.setTexture(PIXI.TextureCache[frameData.getFrame(value).uuid]);
|
|
this._frame = value;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Image#frameName
|
|
* @property {string} frameName - Gets or sets the current frame by name and updates the Texture for display.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "frameName", {
|
|
|
|
get: function() {
|
|
|
|
return this._frameName;
|
|
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.frameName)
|
|
{
|
|
var frameData = this.game.cache.getFrameData(this.key);
|
|
|
|
if (frameData && frameData.getFrameByName(value))
|
|
{
|
|
this.setTexture(PIXI.TextureCache[frameData.getFrameByName(value).uuid]);
|
|
this._frameName = value;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Image#renderOrderID
|
|
* @property {number} renderOrderID - The render order ID, reset every frame.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "renderOrderID", {
|
|
|
|
get: function() {
|
|
|
|
return this._cache[3];
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* By default an Image 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.Image#inputEnabled
|
|
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.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 Image that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Image.cameraOffset.
|
|
* Note that the cameraOffset values are in addition to any parent in the display list.
|
|
* So if this Image was in a Group that has x: 200, then this will be added to the cameraOffset.x
|
|
*
|
|
* @name Phaser.Image#fixedToCamera
|
|
* @property {boolean} fixedToCamera - Set to true to fix this Image to the Camera at its current world coordinates.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.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;
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Enable or disable texture smoothing for this Image. Only works for bitmap/image textures. Smoothing is enabled by default.
|
|
*
|
|
* @name Phaser.Image#smoothed
|
|
* @property {boolean} smoothed - Set to true to smooth the texture of this Image, or false to disable smoothing (great for pixel art)
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "smoothed", {
|
|
|
|
get: function () {
|
|
|
|
return !this.texture.baseTexture.scaleMode;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value)
|
|
{
|
|
if (this.texture)
|
|
{
|
|
this.texture.baseTexture.scaleMode = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.texture)
|
|
{
|
|
this.texture.baseTexture.scaleMode = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Image#destroyPhase
|
|
* @property {boolean} destroyPhase - True if this object is currently being destroyed.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.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 Tue Jan 06 2015 06:31:48 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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</div>
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