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2127 lines
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HTML
2127 lines
62 KiB
HTML
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<a href="Phaser.Easing.html">Easing</a>
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<a href="Phaser.Filter.html">Filter</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.LinkedList.html">LinkedList</a>
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<a href="Phaser.Loader.html">Loader</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Arcade.html#TilemapCollision">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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<li class="class-depth-3">
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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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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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<li 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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<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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<a href="Phaser.RetroFont.html">RetroFont</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.State.html">State</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
|
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenData.html">TweenData</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.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.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.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.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.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.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-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.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.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>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Stage.html">Stage</a>
|
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</li>
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<li class="class-depth-1">
|
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<a href="PIXI.Strip.html">Strip</a>
|
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</li>
|
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<li class="class-depth-1">
|
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<a href="PIXI.StripShader.html">StripShader</a>
|
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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.Text.html">Text</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.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>
|
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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.VideoTexture.html">VideoTexture</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.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
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<ul class="dropdown-menu ">
|
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|
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<li class="class-depth-0">
|
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<a href="global.html#append">append</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#apply">apply</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#applyInverse">applyInverse</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#clone">clone</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#contains">contains</a>
|
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</li>
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<li class="class-depth-0">
|
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<a href="global.html#fromArray">fromArray</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#identity">identity</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#rotate">rotate</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#scale">scale</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#scaleModes">scaleModes</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#sort">sort</a>
|
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</li>
|
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<li class="class-depth-0">
|
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<a href="global.html#toArray">toArray</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#translate">translate</a>
|
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</li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
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<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
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<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
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<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<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">
|
|
<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>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<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>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</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://phaser.io/examples">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>
|
|
<li class="class-depth-1"><a href="http://phaser.io/learn">Weekly Coding Tips</a></li>
|
|
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: src/input/Input.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2015 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Phaser.Input is the Input Manager for all types of Input across Phaser, including mouse, keyboard, touch and MSPointer.
|
|
* The Input manager is updated automatically by the core game loop.
|
|
*
|
|
* @class Phaser.Input
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Current game instance.
|
|
*/
|
|
Phaser.Input = function (game) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {HTMLCanvasElement} hitCanvas - The canvas to which single pixels are drawn in order to perform pixel-perfect hit detection.
|
|
* @default
|
|
*/
|
|
this.hitCanvas = null;
|
|
|
|
/**
|
|
* @property {CanvasRenderingContext2D} hitContext - The context of the pixel perfect hit canvas.
|
|
* @default
|
|
*/
|
|
this.hitContext = null;
|
|
|
|
/**
|
|
* @property {array} moveCallbacks - An array of callbacks that will be fired every time the activePointer receives a move event from the DOM.
|
|
*/
|
|
this.moveCallbacks = [];
|
|
|
|
/**
|
|
* @property {function} moveCallback - An optional callback that will be fired every time the activePointer receives a move event from the DOM. Set to null to disable.
|
|
*/
|
|
this.moveCallback = null;
|
|
|
|
/**
|
|
* @property {object} moveCallbackContext - The context in which the moveCallback will be sent. Defaults to Phaser.Input but can be set to any valid JS object.
|
|
*/
|
|
this.moveCallbackContext = this;
|
|
|
|
/**
|
|
* @property {number} pollRate - How often should the input pointers be checked for updates? A value of 0 means every single frame (60fps); a value of 1 means every other frame (30fps) and so on.
|
|
* @default
|
|
*/
|
|
this.pollRate = 0;
|
|
|
|
/**
|
|
* When enabled, input (eg. Keyboard, Mouse, Touch) will be processed - as long as the individual sources are enabled themselves.
|
|
*
|
|
* When not enabled, _all_ input sources are ignored. To disable just one type of input; for example, the Mouse, use `input.mouse.enabled = false`.
|
|
* @property {boolean} enabled
|
|
* @default
|
|
*/
|
|
this.enabled = true;
|
|
|
|
/**
|
|
* @property {number} multiInputOverride - Controls the expected behavior when using a mouse and touch together on a multi-input device.
|
|
* @default
|
|
*/
|
|
this.multiInputOverride = Phaser.Input.MOUSE_TOUCH_COMBINE;
|
|
|
|
/**
|
|
* @property {Phaser.Point} position - A point object representing the current position of the Pointer.
|
|
* @default
|
|
*/
|
|
this.position = null;
|
|
|
|
/**
|
|
* @property {Phaser.Point} speed - A point object representing the speed of the Pointer. Only really useful in single Pointer games; otherwise see the Pointer objects directly.
|
|
*/
|
|
this.speed = null;
|
|
|
|
/**
|
|
* A Circle object centered on the x/y screen coordinates of the Input.
|
|
* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything.
|
|
* @property {Phaser.Circle} circle
|
|
*/
|
|
this.circle = null;
|
|
|
|
/**
|
|
* @property {Phaser.Point} scale - The scale by which all input coordinates are multiplied; calculated by the ScaleManager. In an un-scaled game the values will be x = 1 and y = 1.
|
|
*/
|
|
this.scale = null;
|
|
|
|
/**
|
|
* @property {integer} maxPointers - The maximum number of Pointers allowed to be active at any one time. A value of -1 is only limited by the total number of pointers. For lots of games it's useful to set this to 1.
|
|
* @default -1 (Limited by total pointers.)
|
|
*/
|
|
this.maxPointers = -1;
|
|
|
|
/**
|
|
* @property {number} currentPointers - The current number of active Pointers.
|
|
* @deprecated This is only updated when `maxPointers >= 0` and will generally be innacurate. Use `totalActivePointers` instead.
|
|
*/
|
|
this.currentPointers = 0;
|
|
|
|
/**
|
|
* @property {number} tapRate - The number of milliseconds that the Pointer has to be pressed down and then released to be considered a tap or click.
|
|
* @default
|
|
*/
|
|
this.tapRate = 200;
|
|
|
|
/**
|
|
* @property {number} doubleTapRate - The number of milliseconds between taps of the same Pointer for it to be considered a double tap / click.
|
|
* @default
|
|
*/
|
|
this.doubleTapRate = 300;
|
|
|
|
/**
|
|
* @property {number} holdRate - The number of milliseconds that the Pointer has to be pressed down for it to fire a onHold event.
|
|
* @default
|
|
*/
|
|
this.holdRate = 2000;
|
|
|
|
/**
|
|
* @property {number} justPressedRate - The number of milliseconds below which the Pointer is considered justPressed.
|
|
* @default
|
|
*/
|
|
this.justPressedRate = 200;
|
|
|
|
/**
|
|
* @property {number} justReleasedRate - The number of milliseconds below which the Pointer is considered justReleased .
|
|
* @default
|
|
*/
|
|
this.justReleasedRate = 200;
|
|
|
|
/**
|
|
* Sets if the Pointer objects should record a history of x/y coordinates they have passed through.
|
|
* The history is cleared each time the Pointer is pressed down.
|
|
* The history is updated at the rate specified in Input.pollRate
|
|
* @property {boolean} recordPointerHistory
|
|
* @default
|
|
*/
|
|
this.recordPointerHistory = false;
|
|
|
|
/**
|
|
* @property {number} recordRate - The rate in milliseconds at which the Pointer objects should update their tracking history.
|
|
* @default
|
|
*/
|
|
this.recordRate = 100;
|
|
|
|
/**
|
|
* The total number of entries that can be recorded into the Pointer objects tracking history.
|
|
* If the Pointer is tracking one event every 100ms; then a trackLimit of 100 would store the last 10 seconds worth of history.
|
|
* @property {number} recordLimit
|
|
* @default
|
|
*/
|
|
this.recordLimit = 100;
|
|
|
|
/**
|
|
* @property {Phaser.Pointer} pointer1 - A Pointer object.
|
|
*/
|
|
this.pointer1 = null;
|
|
|
|
/**
|
|
* @property {Phaser.Pointer} pointer2 - A Pointer object.
|
|
*/
|
|
this.pointer2 = null;
|
|
|
|
/**
|
|
* @property {Phaser.Pointer} pointer3 - A Pointer object.
|
|
*/
|
|
this.pointer3 = null;
|
|
|
|
/**
|
|
* @property {Phaser.Pointer} pointer4 - A Pointer object.
|
|
*/
|
|
this.pointer4 = null;
|
|
|
|
/**
|
|
* @property {Phaser.Pointer} pointer5 - A Pointer object.
|
|
*/
|
|
this.pointer5 = null;
|
|
|
|
/**
|
|
* @property {Phaser.Pointer} pointer6 - A Pointer object.
|
|
*/
|
|
this.pointer6 = null;
|
|
|
|
/**
|
|
* @property {Phaser.Pointer} pointer7 - A Pointer object.
|
|
*/
|
|
this.pointer7 = null;
|
|
|
|
/**
|
|
* @property {Phaser.Pointer} pointer8 - A Pointer object.
|
|
*/
|
|
this.pointer8 = null;
|
|
|
|
/**
|
|
* @property {Phaser.Pointer} pointer9 - A Pointer object.
|
|
*/
|
|
this.pointer9 = null;
|
|
|
|
/**
|
|
* @property {Phaser.Pointer} pointer10 - A Pointer object.
|
|
*/
|
|
this.pointer10 = null;
|
|
|
|
/**
|
|
* An array of non-mouse pointers that have been added to the game.
|
|
* The properties `pointer1..N` are aliases for `pointers[0..N-1]`.
|
|
* @property {Phaser.Pointer[]} pointers
|
|
* @public
|
|
* @readonly
|
|
*/
|
|
this.pointers = [];
|
|
|
|
/**
|
|
* The most recently active Pointer object.
|
|
* When you've limited max pointers to 1 this will accurately be either the first finger touched or mouse.
|
|
* @property {Phaser.Pointer} activePointer
|
|
*/
|
|
this.activePointer = null;
|
|
|
|
/**
|
|
* @property {Pointer} mousePointer - The mouse has its own unique Phaser.Pointer object which you can use if making a desktop specific game.
|
|
*/
|
|
this.mousePointer = null;
|
|
|
|
/**
|
|
* @property {Phaser.Mouse} mouse - The Mouse Input manager.
|
|
*/
|
|
this.mouse = null;
|
|
|
|
/**
|
|
* @property {Phaser.Keyboard} keyboard - The Keyboard Input manager.
|
|
*/
|
|
this.keyboard = null;
|
|
|
|
/**
|
|
* @property {Phaser.Touch} touch - the Touch Input manager.
|
|
*/
|
|
this.touch = null;
|
|
|
|
/**
|
|
* @property {Phaser.MSPointer} mspointer - The MSPointer Input manager.
|
|
*/
|
|
this.mspointer = null;
|
|
|
|
/**
|
|
* @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
|
|
*/
|
|
this.gamepad = null;
|
|
|
|
/**
|
|
* @property {boolean} resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
|
|
* @default
|
|
*/
|
|
this.resetLocked = false;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onDown - A Signal that is dispatched each time a pointer is pressed down.
|
|
*/
|
|
this.onDown = null;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onUp - A Signal that is dispatched each time a pointer is released.
|
|
*/
|
|
this.onUp = null;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onTap - A Signal that is dispatched each time a pointer is tapped.
|
|
*/
|
|
this.onTap = null;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onHold - A Signal that is dispatched each time a pointer is held down.
|
|
*/
|
|
this.onHold = null;
|
|
|
|
/**
|
|
* @property {number} minPriorityID - You can tell all Pointers to ignore any object with a priorityID lower than the minPriorityID. Useful when stacking UI layers. Set to zero to disable.
|
|
* @default
|
|
*/
|
|
this.minPriorityID = 0;
|
|
|
|
/**
|
|
* A list of interactive objects. The InputHandler components add and remove themselves from this list.
|
|
* @property {Phaser.ArraySet} interactiveItems
|
|
*/
|
|
this.interactiveItems = new Phaser.ArraySet();
|
|
|
|
/**
|
|
* @property {Phaser.Point} _localPoint - Internal cache var.
|
|
* @private
|
|
*/
|
|
this._localPoint = new Phaser.Point();
|
|
|
|
/**
|
|
* @property {number} _pollCounter - Internal var holding the current poll counter.
|
|
* @private
|
|
*/
|
|
this._pollCounter = 0;
|
|
|
|
/**
|
|
* @property {Phaser.Point} _oldPosition - A point object representing the previous position of the Pointer.
|
|
* @private
|
|
*/
|
|
this._oldPosition = null;
|
|
|
|
/**
|
|
* @property {number} _x - x coordinate of the most recent Pointer event
|
|
* @private
|
|
*/
|
|
this._x = 0;
|
|
|
|
/**
|
|
* @property {number} _y - Y coordinate of the most recent Pointer event
|
|
* @private
|
|
*/
|
|
this._y = 0;
|
|
|
|
};
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Input.MOUSE_OVERRIDES_TOUCH = 0;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Input.TOUCH_OVERRIDES_MOUSE = 1;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Input.MOUSE_TOUCH_COMBINE = 2;
|
|
|
|
/**
|
|
* The maximum number of pointers that can be added. This excludes the mouse pointer.
|
|
* @constant
|
|
* @type {integer}
|
|
*/
|
|
Phaser.Input.MAX_POINTERS = 10;
|
|
|
|
Phaser.Input.prototype = {
|
|
|
|
/**
|
|
* Starts the Input Manager running.
|
|
*
|
|
* @method Phaser.Input#boot
|
|
* @protected
|
|
*/
|
|
boot: function () {
|
|
|
|
this.mousePointer = new Phaser.Pointer(this.game, 0);
|
|
this.addPointer();
|
|
this.addPointer();
|
|
|
|
this.mouse = new Phaser.Mouse(this.game);
|
|
this.touch = new Phaser.Touch(this.game);
|
|
this.mspointer = new Phaser.MSPointer(this.game);
|
|
|
|
if (Phaser.Keyboard)
|
|
{
|
|
this.keyboard = new Phaser.Keyboard(this.game);
|
|
}
|
|
|
|
if (Phaser.Gamepad)
|
|
{
|
|
this.gamepad = new Phaser.Gamepad(this.game);
|
|
}
|
|
|
|
this.onDown = new Phaser.Signal();
|
|
this.onUp = new Phaser.Signal();
|
|
this.onTap = new Phaser.Signal();
|
|
this.onHold = new Phaser.Signal();
|
|
|
|
this.scale = new Phaser.Point(1, 1);
|
|
this.speed = new Phaser.Point();
|
|
this.position = new Phaser.Point();
|
|
this._oldPosition = new Phaser.Point();
|
|
|
|
this.circle = new Phaser.Circle(0, 0, 44);
|
|
|
|
this.activePointer = this.mousePointer;
|
|
this.currentPointers = 0;
|
|
|
|
this.hitCanvas = document.createElement('canvas');
|
|
this.hitCanvas.width = 1;
|
|
this.hitCanvas.height = 1;
|
|
this.hitContext = this.hitCanvas.getContext('2d');
|
|
|
|
this.mouse.start();
|
|
this.touch.start();
|
|
this.mspointer.start();
|
|
this.mousePointer.active = true;
|
|
|
|
if (this.keyboard)
|
|
{
|
|
this.keyboard.start();
|
|
}
|
|
|
|
var _this = this;
|
|
|
|
this._onClickTrampoline = function (event) {
|
|
_this.onClickTrampoline(event);
|
|
};
|
|
|
|
this.game.canvas.addEventListener('click', this._onClickTrampoline, false);
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops all of the Input Managers from running.
|
|
*
|
|
* @method Phaser.Input#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.mouse.stop();
|
|
this.touch.stop();
|
|
this.mspointer.stop();
|
|
|
|
if (this.keyboard)
|
|
{
|
|
this.keyboard.stop();
|
|
}
|
|
|
|
if (this.gamepad)
|
|
{
|
|
this.gamepad.stop();
|
|
}
|
|
|
|
this.moveCallbacks = [];
|
|
|
|
this.game.canvas.removeEventListener('click', this._onClickTrampoline);
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
|
|
*
|
|
* The callback will be sent 4 parameters: The Pointer that moved, the x position of the pointer, the y position and the down state.
|
|
|
|
* It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
|
|
* to only use if you've limited input to a single pointer (i.e. mouse or touch).
|
|
* The callback is added to the Phaser.Input.moveCallbacks array and should be removed with Phaser.Input.deleteMoveCallback.
|
|
*
|
|
* @method Phaser.Input#addMoveCallback
|
|
* @param {function} callback - The callback that will be called each time the activePointer receives a DOM move event.
|
|
* @param {object} context - The context in which the callback will be called.
|
|
* @return {number} The index of the callback entry. Use this index when calling Input.deleteMoveCallback.
|
|
*/
|
|
addMoveCallback: function (callback, context) {
|
|
|
|
return this.moveCallbacks.push({ callback: callback, context: context }) - 1;
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes the callback at the defined index from the Phaser.Input.moveCallbacks array
|
|
*
|
|
* @method Phaser.Input#deleteMoveCallback
|
|
* @param {number} index - The index of the callback to remove.
|
|
*/
|
|
deleteMoveCallback: function (index) {
|
|
|
|
if (this.moveCallbacks[index])
|
|
{
|
|
this.moveCallbacks.splice(index, 1);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Add a new Pointer object to the Input Manager.
|
|
* By default Input creates 3 pointer objects: `mousePointer` (not include in part of general pointer pool), `pointer1` and `pointer2`.
|
|
* This method adds an additional pointer, up to a maximum of Phaser.Input.MAX_POINTERS (default of 10).
|
|
*
|
|
* @method Phaser.Input#addPointer
|
|
* @return {Phaser.Pointer|null} The new Pointer object that was created; null if a new pointer could not be added.
|
|
*/
|
|
addPointer: function () {
|
|
|
|
if (this.pointers.length >= Phaser.Input.MAX_POINTERS)
|
|
{
|
|
console.warn("Phaser.Input.addPointer: only " + Phaser.Input.MAX_POINTERS + " pointer allowed");
|
|
return null;
|
|
}
|
|
|
|
var id = this.pointers.length + 1;
|
|
var pointer = new Phaser.Pointer(this.game, id);
|
|
|
|
this.pointers.push(pointer);
|
|
this['pointer' + id] = pointer;
|
|
|
|
return pointer;
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates the Input Manager. Called by the core Game loop.
|
|
*
|
|
* @method Phaser.Input#update
|
|
* @protected
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.keyboard)
|
|
{
|
|
this.keyboard.update();
|
|
}
|
|
|
|
if (this.pollRate > 0 && this._pollCounter < this.pollRate)
|
|
{
|
|
this._pollCounter++;
|
|
return;
|
|
}
|
|
|
|
this.speed.x = this.position.x - this._oldPosition.x;
|
|
this.speed.y = this.position.y - this._oldPosition.y;
|
|
|
|
this._oldPosition.copyFrom(this.position);
|
|
this.mousePointer.update();
|
|
|
|
if (this.gamepad && this.gamepad.active)
|
|
{
|
|
this.gamepad.update();
|
|
}
|
|
|
|
for (var i = 0; i < this.pointers.length; i++)
|
|
{
|
|
this.pointers[i].update();
|
|
}
|
|
|
|
this._pollCounter = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Reset all of the Pointers and Input states.
|
|
*
|
|
* The optional `hard` parameter will reset any events or callbacks that may be bound.
|
|
* Input.reset is called automatically during a State change or if a game loses focus / visibility.
|
|
* To control control the reset manually set {@link Phaser.InputManager.resetLocked} to `true`.
|
|
*
|
|
* @method Phaser.Input#reset
|
|
* @public
|
|
* @param {boolean} [hard=false] - A soft reset won't reset any events or callbacks that are bound. A hard reset will.
|
|
*/
|
|
reset: function (hard) {
|
|
|
|
if (!this.game.isBooted || this.resetLocked)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (typeof hard === 'undefined') { hard = false; }
|
|
|
|
this.mousePointer.reset();
|
|
|
|
if (this.keyboard)
|
|
{
|
|
this.keyboard.reset(hard);
|
|
}
|
|
|
|
if (this.gamepad)
|
|
{
|
|
this.gamepad.reset();
|
|
}
|
|
|
|
for (var i = 0; i < this.pointers.length; i++)
|
|
{
|
|
this.pointers[i].reset();
|
|
}
|
|
|
|
this.currentPointers = 0;
|
|
|
|
if (this.game.canvas.style.cursor !== 'none')
|
|
{
|
|
this.game.canvas.style.cursor = 'inherit';
|
|
}
|
|
|
|
if (hard)
|
|
{
|
|
this.onDown.dispose();
|
|
this.onUp.dispose();
|
|
this.onTap.dispose();
|
|
this.onHold.dispose();
|
|
this.onDown = new Phaser.Signal();
|
|
this.onUp = new Phaser.Signal();
|
|
this.onTap = new Phaser.Signal();
|
|
this.onHold = new Phaser.Signal();
|
|
this.moveCallbacks = [];
|
|
}
|
|
|
|
this._pollCounter = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets the speed and old position properties.
|
|
*
|
|
* @method Phaser.Input#resetSpeed
|
|
* @param {number} x - Sets the oldPosition.x value.
|
|
* @param {number} y - Sets the oldPosition.y value.
|
|
*/
|
|
resetSpeed: function (x, y) {
|
|
|
|
this._oldPosition.setTo(x, y);
|
|
this.speed.setTo(0, 0);
|
|
|
|
},
|
|
|
|
/**
|
|
* Find the first free Pointer object and start it, passing in the event data.
|
|
* This is called automatically by Phaser.Touch and Phaser.MSPointer.
|
|
*
|
|
* @method Phaser.Input#startPointer
|
|
* @protected
|
|
* @param {any} event - The event data from the Touch event.
|
|
* @return {Phaser.Pointer} The Pointer object that was started or null if no Pointer object is available.
|
|
*/
|
|
startPointer: function (event) {
|
|
|
|
if (this.maxPointers >= 0 && this.countActivePointers(this.maxPointers) >= this.maxPointers)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
if (!this.pointer1.active)
|
|
{
|
|
return this.pointer1.start(event);
|
|
}
|
|
|
|
if (!this.pointer2.active)
|
|
{
|
|
return this.pointer2.start(event);
|
|
}
|
|
|
|
for (var i = 2; i < this.pointers.length; i++)
|
|
{
|
|
var pointer = this.pointers[i];
|
|
|
|
if (!pointer.active)
|
|
{
|
|
return pointer.start(event);
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates the matching Pointer object, passing in the event data.
|
|
* This is called automatically and should not normally need to be invoked.
|
|
*
|
|
* @method Phaser.Input#updatePointer
|
|
* @protected
|
|
* @param {any} event - The event data from the Touch event.
|
|
* @return {Phaser.Pointer} The Pointer object that was updated; null if no pointer was updated.
|
|
*/
|
|
updatePointer: function (event) {
|
|
|
|
if (this.pointer1.active && this.pointer1.identifier === event.identifier)
|
|
{
|
|
return this.pointer1.move(event);
|
|
}
|
|
|
|
if (this.pointer2.active && this.pointer2.identifier === event.identifier)
|
|
{
|
|
return this.pointer2.move(event);
|
|
}
|
|
|
|
for (var i = 2; i < this.pointers.length; i++)
|
|
{
|
|
var pointer = this.pointers[i];
|
|
|
|
if (pointer.active && pointer.identifier === event.identifier)
|
|
{
|
|
return pointer.move(event);
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops the matching Pointer object, passing in the event data.
|
|
*
|
|
* @method Phaser.Input#stopPointer
|
|
* @protected
|
|
* @param {any} event - The event data from the Touch event.
|
|
* @return {Phaser.Pointer} The Pointer object that was stopped or null if no Pointer object is available.
|
|
*/
|
|
stopPointer: function (event) {
|
|
|
|
if (this.pointer1.active && this.pointer1.identifier === event.identifier)
|
|
{
|
|
return this.pointer1.stop(event);
|
|
}
|
|
|
|
if (this.pointer2.active && this.pointer2.identifier === event.identifier)
|
|
{
|
|
return this.pointer2.stop(event);
|
|
}
|
|
|
|
for (var i = 2; i < this.pointers.length; i++)
|
|
{
|
|
var pointer = this.pointers[i];
|
|
|
|
if (pointer.active && pointer.identifier === event.identifier)
|
|
{
|
|
return pointer.stop(event);
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the total number of active pointers, not exceeding the specified limit
|
|
*
|
|
* @name Phaser.Input#countActivePointers
|
|
* @private
|
|
* @property {integer} [limit=(max pointers)] - Stop counting after this.
|
|
* @return {integer} The number of active pointers, or limit - whichever is less.
|
|
*/
|
|
countActivePointers: function (limit) {
|
|
|
|
if (typeof limit === 'undefined') { limit = this.pointers.length; }
|
|
|
|
var count = limit;
|
|
|
|
for (var i = 0; i < this.pointers.length && count > 0; i++)
|
|
{
|
|
var pointer = this.pointers[i];
|
|
|
|
if (pointer.active)
|
|
{
|
|
count--;
|
|
}
|
|
}
|
|
|
|
// For backwards compatibility with side-effect in totalActivePointers.
|
|
this.currentPointers = (limit - count);
|
|
|
|
return (limit - count);
|
|
|
|
},
|
|
|
|
/**
|
|
* Get the first Pointer with the given active state.
|
|
*
|
|
* @method Phaser.Input#getPointer
|
|
* @param {boolean} [isActive=false] - The state the Pointer should be in - active or innactive?
|
|
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested state.
|
|
*/
|
|
getPointer: function (isActive) {
|
|
|
|
if (typeof isActive === 'undefined') { isActive = false; }
|
|
|
|
for (var i = 0; i < this.pointers.length; i++)
|
|
{
|
|
var pointer = this.pointers[i];
|
|
|
|
if (pointer.active === isActive)
|
|
{
|
|
return pointer;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get the Pointer object whos `identifier` property matches the given identifier value.
|
|
*
|
|
* The identifier property is not set until the Pointer has been used at least once, as its populated by the DOM event.
|
|
* Also it can change every time you press the pointer down, and is not fixed once set.
|
|
* Note: Not all browsers set the identifier property and it's not part of the W3C spec, so you may need getPointerFromId instead.
|
|
*
|
|
* @method Phaser.Input#getPointerFromIdentifier
|
|
* @param {number} identifier - The Pointer.identifier value to search for.
|
|
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
|
|
*/
|
|
getPointerFromIdentifier: function (identifier) {
|
|
|
|
for (var i = 0; i < this.pointers.length; i++)
|
|
{
|
|
var pointer = this.pointers[i];
|
|
|
|
if (pointer.identifier === identifier)
|
|
{
|
|
return pointer;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get the Pointer object whos `pointerId` property matches the given value.
|
|
*
|
|
* The pointerId property is not set until the Pointer has been used at least once, as its populated by the DOM event.
|
|
* Also it can change every time you press the pointer down if the browser recycles it.
|
|
*
|
|
* @method Phaser.Input#getPointerFromId
|
|
* @param {number} pointerId - The `pointerId` (not 'id') value to search for.
|
|
* @return {Phaser.Pointer} A Pointer object or null if no Pointer object matches the requested identifier.
|
|
*/
|
|
getPointerFromId: function (pointerId) {
|
|
|
|
for (var i = 0; i < this.pointers.length; i++)
|
|
{
|
|
var pointer = this.pointers[i];
|
|
|
|
if (pointer.pointerId === pointerId)
|
|
{
|
|
return pointer;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* This will return the local coordinates of the specified displayObject based on the given Pointer.
|
|
*
|
|
* @method Phaser.Input#getLocalPosition
|
|
* @param {Phaser.Sprite|Phaser.Image} displayObject - The DisplayObject to get the local coordinates for.
|
|
* @param {Phaser.Pointer} pointer - The Pointer to use in the check against the displayObject.
|
|
* @return {Phaser.Point} A point containing the coordinates of the Pointer position relative to the DisplayObject.
|
|
*/
|
|
getLocalPosition: function (displayObject, pointer, output) {
|
|
|
|
if (typeof output === 'undefined') { output = new Phaser.Point(); }
|
|
|
|
var wt = displayObject.worldTransform;
|
|
var id = 1 / (wt.a * wt.d + wt.c * -wt.b);
|
|
|
|
return output.setTo(
|
|
wt.d * id * pointer.x + -wt.c * id * pointer.y + (wt.ty * wt.c - wt.tx * wt.d) * id,
|
|
wt.a * id * pointer.y + -wt.b * id * pointer.x + (-wt.ty * wt.a + wt.tx * wt.b) * id
|
|
);
|
|
|
|
},
|
|
|
|
/**
|
|
* Tests if the pointer hits the given object.
|
|
*
|
|
* @method Phaser.Input#hitTest
|
|
* @param {DisplayObject} displayObject - The displayObject to test for a hit.
|
|
* @param {Phaser.Pointer} pointer - The pointer to use for the test.
|
|
* @param {Phaser.Point} localPoint - The local translated point.
|
|
*/
|
|
hitTest: function (displayObject, pointer, localPoint) {
|
|
|
|
if (!displayObject.worldVisible)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
this.getLocalPosition(displayObject, pointer, this._localPoint);
|
|
|
|
localPoint.copyFrom(this._localPoint);
|
|
|
|
if (displayObject.hitArea && displayObject.hitArea.contains)
|
|
{
|
|
return (displayObject.hitArea.contains(this._localPoint.x, this._localPoint.y));
|
|
}
|
|
else if (displayObject instanceof Phaser.TileSprite)
|
|
{
|
|
var width = displayObject.width;
|
|
var height = displayObject.height;
|
|
var x1 = -width * displayObject.anchor.x;
|
|
|
|
if (this._localPoint.x >= x1 && this._localPoint.x < x1 + width)
|
|
{
|
|
var y1 = -height * displayObject.anchor.y;
|
|
|
|
if (this._localPoint.y >= y1 && this._localPoint.y < y1 + height)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
else if (displayObject instanceof PIXI.Sprite)
|
|
{
|
|
var width = displayObject.texture.frame.width;
|
|
var height = displayObject.texture.frame.height;
|
|
var x1 = -width * displayObject.anchor.x;
|
|
|
|
if (this._localPoint.x >= x1 && this._localPoint.x < x1 + width)
|
|
{
|
|
var y1 = -height * displayObject.anchor.y;
|
|
|
|
if (this._localPoint.y >= y1 && this._localPoint.y < y1 + height)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
else if (displayObject instanceof Phaser.Graphics)
|
|
{
|
|
for (var i = 0; i < displayObject.graphicsData.length; i++)
|
|
{
|
|
var data = displayObject.graphicsData[i];
|
|
|
|
if (!data.fill)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Only deal with fills..
|
|
if (data.shape && data.shape.contains(this._localPoint.x, this._localPoint.y))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Didn't hit the parent, does it have any children?
|
|
|
|
for (var i = 0, len = displayObject.children.length; i < len; i++)
|
|
{
|
|
if (this.hitTest(displayObject.children[i], pointer, localPoint))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
},
|
|
|
|
/**
|
|
* Used for click trampolines. See {@link Phaser.Pointer.addClickTrampoline}.
|
|
*
|
|
* @method Phaser.Input#onClickTrampoline
|
|
* @private
|
|
*/
|
|
onClickTrampoline: function () {
|
|
|
|
// It might not always be the active pointer, but this does work on
|
|
// Desktop browsers (read: IE) with Mouse or MSPointer input.
|
|
this.activePointer.processClickTrampolines();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Input.prototype.constructor = Phaser.Input;
|
|
|
|
/**
|
|
* The X coordinate of the most recently active pointer.
|
|
* This value takes game scaling into account automatically. See Pointer.screenX/clientX for source values.
|
|
* @name Phaser.Input#x
|
|
* @property {number} x
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "x", {
|
|
|
|
get: function () {
|
|
return this._x;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._x = Math.floor(value);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The Y coordinate of the most recently active pointer.
|
|
* This value takes game scaling into account automatically. See Pointer.screenY/clientY for source values.
|
|
* @name Phaser.Input#y
|
|
* @property {number} y
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "y", {
|
|
|
|
get: function () {
|
|
return this._y;
|
|
},
|
|
|
|
set: function (value) {
|
|
this._y = Math.floor(value);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* True if the Input is currently poll rate locked.
|
|
* @name Phaser.Input#pollLocked
|
|
* @property {boolean} pollLocked
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "pollLocked", {
|
|
|
|
get: function () {
|
|
return (this.pollRate > 0 && this._pollCounter < this.pollRate);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The total number of inactive Pointers.
|
|
* @name Phaser.Input#totalInactivePointers
|
|
* @property {number} totalInactivePointers
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "totalInactivePointers", {
|
|
|
|
get: function () {
|
|
return this.pointers.length - this.countActivePointers();
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The total number of active Pointers, not counting the mouse pointer.
|
|
* @name Phaser.Input#totalActivePointers
|
|
* @property {integers} totalActivePointers
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "totalActivePointers", {
|
|
|
|
get: function () {
|
|
return this.countActivePointers();
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The world X coordinate of the most recently active pointer.
|
|
* @name Phaser.Input#worldX
|
|
* @property {number} worldX - The world X coordinate of the most recently active pointer.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "worldX", {
|
|
|
|
get: function () {
|
|
return this.game.camera.view.x + this.x;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The world Y coordinate of the most recently active pointer.
|
|
* @name Phaser.Input#worldY
|
|
* @property {number} worldY - The world Y coordinate of the most recently active pointer.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "worldY", {
|
|
|
|
get: function () {
|
|
return this.game.camera.view.y + this.y;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* _All_ input sources (eg. Mouse, Keyboard, Touch) are ignored when Input is disabled.
|
|
* To disable just one type of input; for example, the Mouse, use `input.mouse.enabled = false`.
|
|
* @property {boolean} disabled
|
|
* @memberof Phaser.Input
|
|
* @default false
|
|
* @deprecated Use {@link Phaser.Input#enabled} instead
|
|
*/
|
|
Object.defineProperty(Phaser.Input.prototype, "disabled", {
|
|
|
|
get: function () {
|
|
return !this.enabled;
|
|
},
|
|
set: function (value) {
|
|
this.enabled = !value;
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2015 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
|
|
on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) 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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