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1741 lines
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1741 lines
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.Plugin.PathManager.html">PathManager</a>
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</li>
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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.PointerMode.html">PointerMode</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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|
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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<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">
|
|
<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>
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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 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.Video.html">Video</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Weapon.html">Weapon</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.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.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.CanvasPool.html">CanvasPool</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.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.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.EarCut.html">EarCut</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.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.PIXI.html">PIXI</a>
|
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</li>
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<li class="class-depth-2">
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<a href="PIXI.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.PixiFastShader.html">PixiFastShader</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.PixiShader.html">PixiShader</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.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.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.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.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.Texture.html">Texture</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.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
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|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
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|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a>
|
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a>
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a>
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</li>
|
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#ANGLE_UP">ANGLE_UP</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#AUTO">AUTO</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#blendModes">blendModes</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#BUTTON">BUTTON</a>
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</li>
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<li class="class-depth-0">
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<a href="global.html#CANVAS">CANVAS</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CENTER">CENTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CIRCLE">CIRCLE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#CREATURE">CREATURE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#displayList">displayList</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#ELLIPSE">ELLIPSE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
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<a href="global.html#emit">emit</a>
|
|
</li>
|
|
|
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<li class="class-depth-0">
|
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<a href="global.html#EMITTER">EMITTER</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#GAMES">GAMES</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#GRAPHICS">GRAPHICS</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#GROUP">GROUP</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#HEADLESS">HEADLESS</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
|
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</li>
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|
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<li class="class-depth-0">
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<a href="global.html#IMAGE">IMAGE</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
|
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</li>
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<li class="class-depth-0">
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<a href="global.html#LEFT">LEFT</a>
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
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</li>
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|
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<li class="class-depth-0">
|
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<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#LEFT_TOP">LEFT_TOP</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#LINE">LINE</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#listeners">listeners</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#MATRIX">MATRIX</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#mixin">mixin</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#NONE">NONE</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#off">off</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#on">on</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#once">once</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
|
|
return {number} The total number of PathPoints in this Path.</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#POINT">POINT</a>
|
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</li>
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#POINTER">POINTER</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#POLYGON">POLYGON</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#PORTRAIT">PORTRAIT</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RECTANGLE">RECTANGLE</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#removeAllListeners">removeAllListeners</a>
|
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</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
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<a href="global.html#RETROFONT">RETROFONT</a>
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<div id="main">
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<h1 class="page-title">Source: src/geom/Matrix.js</h1>
|
|
|
|
<section>
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<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Mat Groves http://matgroves.com/ @Doormat23
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* The Matrix is a 3x3 matrix mostly used for display transforms within the renderer.
|
|
*
|
|
* It is represented like so:
|
|
*
|
|
* | a | b | tx |
|
|
* | c | d | ty |
|
|
* | 0 | 0 | 1 |
|
|
*
|
|
* @class Phaser.Matrix
|
|
* @constructor
|
|
* @param {number} [a=1] - Horizontal scaling
|
|
* @param {number} [b=0] - Horizontal skewing
|
|
* @param {number} [c=0] - Vertical skewing
|
|
* @param {number} [d=1] - Vertical scaling
|
|
* @param {number} [tx=0] - Horizontal translation
|
|
* @param {number} [ty=0] - Vertical translation
|
|
*/
|
|
Phaser.Matrix = function (a, b, c, d, tx, ty) {
|
|
|
|
if (a === undefined || a === null) { a = 1; }
|
|
if (b === undefined || b === null) { b = 0; }
|
|
if (c === undefined || c === null) { c = 0; }
|
|
if (d === undefined || d === null) { d = 1; }
|
|
if (tx === undefined || tx === null) { tx = 0; }
|
|
if (ty === undefined || ty === null) { ty = 0; }
|
|
|
|
/**
|
|
* @property {number} a
|
|
* @default 1
|
|
*/
|
|
this.a = a;
|
|
|
|
/**
|
|
* @property {number} b
|
|
* @default 0
|
|
*/
|
|
this.b = b;
|
|
|
|
/**
|
|
* @property {number} c
|
|
* @default 0
|
|
*/
|
|
this.c = c;
|
|
|
|
/**
|
|
* @property {number} d
|
|
* @default 1
|
|
*/
|
|
this.d = d;
|
|
|
|
/**
|
|
* @property {number} tx
|
|
* @default 0
|
|
*/
|
|
this.tx = tx;
|
|
|
|
/**
|
|
* @property {number} ty
|
|
* @default 0
|
|
*/
|
|
this.ty = ty;
|
|
|
|
/**
|
|
* @property {number} type - The const type of this object.
|
|
* @readonly
|
|
*/
|
|
this.type = Phaser.MATRIX;
|
|
|
|
};
|
|
|
|
Phaser.Matrix.prototype = {
|
|
|
|
/**
|
|
* Sets the values of this Matrix to the values in the given array.
|
|
*
|
|
* The Array elements should be set as follows:
|
|
*
|
|
* a = array[0]
|
|
* b = array[1]
|
|
* c = array[3]
|
|
* d = array[4]
|
|
* tx = array[2]
|
|
* ty = array[5]
|
|
*
|
|
* @method Phaser.Matrix#fromArray
|
|
* @param {Array} array - The array to copy from.
|
|
* @return {Phaser.Matrix} This Matrix object.
|
|
*/
|
|
fromArray: function (array) {
|
|
|
|
return this.setTo(array[0], array[1], array[3], array[4], array[2], array[5]);
|
|
|
|
},
|
|
|
|
/**
|
|
* Sets the values of this Matrix to the given values.
|
|
*
|
|
* @method Phaser.Matrix#setTo
|
|
* @param {number} a - Horizontal scaling
|
|
* @param {number} b - Horizontal skewing
|
|
* @param {number} c - Vertical skewing
|
|
* @param {number} d - Vertical scaling
|
|
* @param {number} tx - Horizontal translation
|
|
* @param {number} ty - Vertical translation
|
|
* @return {Phaser.Matrix} This Matrix object.
|
|
*/
|
|
setTo: function (a, b, c, d, tx, ty) {
|
|
|
|
this.a = a;
|
|
this.b = b;
|
|
this.c = c;
|
|
this.d = d;
|
|
this.tx = tx;
|
|
this.ty = ty;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a new Matrix object based on the values of this Matrix.
|
|
* If you provide the output parameter the values of this Matrix will be copied over to it.
|
|
* If the output parameter is blank a new Matrix object will be created.
|
|
*
|
|
* @method Phaser.Matrix#clone
|
|
* @param {Phaser.Matrix} [output] - If provided the values of this Matrix will be copied to it, otherwise a new Matrix object is created.
|
|
* @return {Phaser.Matrix} A clone of this Matrix.
|
|
*/
|
|
clone: function (output) {
|
|
|
|
if (output === undefined || output === null)
|
|
{
|
|
output = new Phaser.Matrix(this.a, this.b, this.c, this.d, this.tx, this.ty);
|
|
}
|
|
else
|
|
{
|
|
output.a = this.a;
|
|
output.b = this.b;
|
|
output.c = this.c;
|
|
output.d = this.d;
|
|
output.tx = this.tx;
|
|
output.ty = this.ty;
|
|
}
|
|
|
|
return output;
|
|
|
|
},
|
|
|
|
/**
|
|
* Copies the properties from this Matrix to the given Matrix.
|
|
*
|
|
* @method Phaser.Matrix#copyTo
|
|
* @param {Phaser.Matrix} matrix - The Matrix to copy from.
|
|
* @return {Phaser.Matrix} The destination Matrix object.
|
|
*/
|
|
copyTo: function (matrix) {
|
|
|
|
matrix.copyFrom(this);
|
|
|
|
return matrix;
|
|
|
|
},
|
|
|
|
/**
|
|
* Copies the properties from the given Matrix into this Matrix.
|
|
*
|
|
* @method Phaser.Matrix#copyFrom
|
|
* @param {Phaser.Matrix} matrix - The Matrix to copy from.
|
|
* @return {Phaser.Matrix} This Matrix object.
|
|
*/
|
|
copyFrom: function (matrix) {
|
|
|
|
this.a = matrix.a;
|
|
this.b = matrix.b;
|
|
this.c = matrix.c;
|
|
this.d = matrix.d;
|
|
this.tx = matrix.tx;
|
|
this.ty = matrix.ty;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Creates a Float32 Array with values populated from this Matrix object.
|
|
*
|
|
* @method Phaser.Matrix#toArray
|
|
* @param {boolean} [transpose=false] - Whether the values in the array are transposed or not.
|
|
* @param {PIXI.Float32Array} [array] - If provided the values will be set into this array, otherwise a new Float32Array is created.
|
|
* @return {PIXI.Float32Array} The newly created array which contains the matrix.
|
|
*/
|
|
toArray: function (transpose, array) {
|
|
|
|
if (array === undefined) { array = new PIXI.Float32Array(9); }
|
|
|
|
if (transpose)
|
|
{
|
|
array[0] = this.a;
|
|
array[1] = this.b;
|
|
array[2] = 0;
|
|
array[3] = this.c;
|
|
array[4] = this.d;
|
|
array[5] = 0;
|
|
array[6] = this.tx;
|
|
array[7] = this.ty;
|
|
array[8] = 1;
|
|
}
|
|
else
|
|
{
|
|
array[0] = this.a;
|
|
array[1] = this.c;
|
|
array[2] = this.tx;
|
|
array[3] = this.b;
|
|
array[4] = this.d;
|
|
array[5] = this.ty;
|
|
array[6] = 0;
|
|
array[7] = 0;
|
|
array[8] = 1;
|
|
}
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get a new position with the current transformation applied.
|
|
*
|
|
* Can be used to go from a childs coordinate space to the world coordinate space (e.g. rendering)
|
|
*
|
|
* @method Phaser.Matrix#apply
|
|
* @param {Phaser.Point} pos - The origin Point.
|
|
* @param {Phaser.Point} [newPos] - The point that the new position is assigned to. This can be same as input point.
|
|
* @return {Phaser.Point} The new point, transformed through this matrix.
|
|
*/
|
|
apply: function (pos, newPos) {
|
|
|
|
if (newPos === undefined) { newPos = new Phaser.Point(); }
|
|
|
|
newPos.x = this.a * pos.x + this.c * pos.y + this.tx;
|
|
newPos.y = this.b * pos.x + this.d * pos.y + this.ty;
|
|
|
|
return newPos;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get a new position with the inverse of the current transformation applied.
|
|
*
|
|
* Can be used to go from the world coordinate space to a childs coordinate space. (e.g. input)
|
|
*
|
|
* @method Phaser.Matrix#applyInverse
|
|
* @param {Phaser.Point} pos - The origin Point.
|
|
* @param {Phaser.Point} [newPos] - The point that the new position is assigned to. This can be same as input point.
|
|
* @return {Phaser.Point} The new point, inverse transformed through this matrix.
|
|
*/
|
|
applyInverse: function (pos, newPos) {
|
|
|
|
if (newPos === undefined) { newPos = new Phaser.Point(); }
|
|
|
|
var id = 1 / (this.a * this.d + this.c * -this.b);
|
|
var x = pos.x;
|
|
var y = pos.y;
|
|
|
|
newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;
|
|
newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;
|
|
|
|
return newPos;
|
|
|
|
},
|
|
|
|
/**
|
|
* Translates the matrix on the x and y.
|
|
* This is the same as Matrix.tx += x.
|
|
*
|
|
* @method Phaser.Matrix#translate
|
|
* @param {number} x - The x value to translate on.
|
|
* @param {number} y - The y value to translate on.
|
|
* @return {Phaser.Matrix} This Matrix object.
|
|
*/
|
|
translate: function (x, y) {
|
|
|
|
this.tx += x;
|
|
this.ty += y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Applies a scale transformation to this matrix.
|
|
*
|
|
* @method Phaser.Matrix#scale
|
|
* @param {number} x - The amount to scale horizontally.
|
|
* @param {number} y - The amount to scale vertically.
|
|
* @return {Phaser.Matrix} This Matrix object.
|
|
*/
|
|
scale: function (x, y) {
|
|
|
|
this.a *= x;
|
|
this.d *= y;
|
|
this.c *= x;
|
|
this.b *= y;
|
|
this.tx *= x;
|
|
this.ty *= y;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Applies a rotation transformation to this matrix.
|
|
*
|
|
* @method Phaser.Matrix#rotate
|
|
* @param {number} angle - The angle to rotate by, given in radians.
|
|
* @return {Phaser.Matrix} This Matrix object.
|
|
*/
|
|
rotate: function (angle) {
|
|
|
|
var cos = Math.cos(angle);
|
|
var sin = Math.sin(angle);
|
|
|
|
var a1 = this.a;
|
|
var c1 = this.c;
|
|
var tx1 = this.tx;
|
|
|
|
this.a = a1 * cos-this.b * sin;
|
|
this.b = a1 * sin+this.b * cos;
|
|
this.c = c1 * cos-this.d * sin;
|
|
this.d = c1 * sin+this.d * cos;
|
|
this.tx = tx1 * cos - this.ty * sin;
|
|
this.ty = tx1 * sin + this.ty * cos;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Appends the given Matrix to this Matrix.
|
|
*
|
|
* @method Phaser.Matrix#append
|
|
* @param {Phaser.Matrix} matrix - The matrix to append to this one.
|
|
* @return {Phaser.Matrix} This Matrix object.
|
|
*/
|
|
append: function (matrix) {
|
|
|
|
var a1 = this.a;
|
|
var b1 = this.b;
|
|
var c1 = this.c;
|
|
var d1 = this.d;
|
|
|
|
this.a = matrix.a * a1 + matrix.b * c1;
|
|
this.b = matrix.a * b1 + matrix.b * d1;
|
|
this.c = matrix.c * a1 + matrix.d * c1;
|
|
this.d = matrix.c * b1 + matrix.d * d1;
|
|
|
|
this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;
|
|
this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets this Matrix to an identity (default) matrix.
|
|
*
|
|
* @method Phaser.Matrix#identity
|
|
* @return {Phaser.Matrix} This Matrix object.
|
|
*/
|
|
identity: function () {
|
|
|
|
return this.setTo(1, 0, 0, 1, 0, 0);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.identityMatrix = new Phaser.Matrix();
|
|
|
|
// Because PIXI uses its own type, we'll replace it with ours to avoid duplicating code or confusion.
|
|
PIXI.Matrix = Phaser.Matrix;
|
|
PIXI.identityMatrix = Phaser.identityMatrix;
|
|
</pre>
|
|
</article>
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</section>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
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on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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