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HTML
1888 lines
58 KiB
HTML
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<a href="Phaser.Easing.html">Easing</a>
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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<a href="Phaser.Filter.html">Filter</a>
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<a href="Phaser.FlexGrid.html">FlexGrid</a>
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<a href="Phaser.Frame.html">Frame</a>
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<a href="Phaser.FrameData.html">FrameData</a>
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<a href="Phaser.Gamepad.html">Gamepad</a>
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<a href="Phaser.Graphics.html">Graphics</a>
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<a href="Phaser.Group.html">Group</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.ImageCollection.html">ImageCollection</a>
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<a href="Phaser.Input.html">Input</a>
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<a href="Phaser.InputHandler.html">InputHandler</a>
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<a href="Phaser.Key.html">Key</a>
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<a href="Phaser.Keyboard.html">Keyboard</a>
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<a href="Phaser.KeyCode.html">KeyCode</a>
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<a href="Phaser.Line.html">Line</a>
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<li class="class-depth-1">
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<a href="Phaser.LinkedList.html">LinkedList</a>
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<li class="class-depth-1">
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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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<li class="class-depth-1">
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Matrix.html">Matrix</a>
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<a href="Phaser.Mouse.html">Mouse</a>
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</li>
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<a href="Phaser.MSPointer.html">MSPointer</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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<li class="class-depth-3">
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Path.html">Path</a>
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<a href="Phaser.PathFollower.html">PathFollower</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PathPoint.html">PathPoint</a>
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<li class="class-depth-1">
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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<li class="class-depth-2">
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<li class="class-depth-2">
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<a href="Phaser.Physics.P2.html">P2</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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<li class="class-depth-2">
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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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<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>
|
|
</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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<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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|
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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>
|
|
|
|
<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>
|
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</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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|
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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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|
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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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<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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|
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<li class="class-depth-0">
|
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<a href="global.html#DOWN">DOWN</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#ELLIPSE">ELLIPSE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
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<a href="global.html#emit">emit</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#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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<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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|
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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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<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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|
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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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<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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|
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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>
|
|
</li>
|
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|
|
<li class="class-depth-0">
|
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
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|
|
<li class="class-depth-0">
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<a href="global.html#stopPropagation">stopPropagation</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
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<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: src/plugins/path/PathFollower.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @author Pete Baron <pete@photonstorm.com>
|
|
* @copyright 2016 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* A PathFollower is a virtual entity that follows the Path.
|
|
* It is usually linked to a game object such as a Sprite and it will control either the
|
|
* position of that object, or its velocity if it is a physics object.
|
|
*
|
|
* Callbacks will be triggered when certain events happen as the follower moves. These
|
|
* may be used to aid in the creation of complex behaviours for the game objects.
|
|
*
|
|
* @class Phaser.PathFollower
|
|
* @constructor
|
|
* @param {Phaser.Path} path - The Path object which this follower is created on.
|
|
* @param {Phaser.Sprite|object} follower - The game object which this follower controls. Requires public properties: `x`, `y` for position and `rotation` for angle control (if specified).
|
|
* @param {number} [speed=1] - The current speed of this follower in pixels per frame. This value is multiplied with the Path segment speed to give the final value used.
|
|
* @param {number} [angleOffset=null] - If `null` then the PathFollower won't rotate. Otherwise it will face in the paths direction plus this offset which is given in radians.
|
|
* @param {function} [callbackAtEnd] - A callback to be invoked when the follower reaches the end of a path.
|
|
* @param {number} [physicsAdjustTime=0] - If non-zero then the follower expects to control a physics object using "arcade.moveToObject" to control velocity.
|
|
*/
|
|
Phaser.PathFollower = function (path, follower, speed, rotationOffset, angularOffset, callbackAtEnd, physicsAdjustTime) {
|
|
|
|
if (speed === undefined) { speed = 1; }
|
|
if (rotationOffset === undefined) { rotationOffset = 0; }
|
|
if (angularOffset === undefined) { angularOffset = { angle: 0, distance: 0 }; }
|
|
if (physicsAdjustTime === undefined) { physicsAdjustTime = 0; }
|
|
|
|
Phaser.EventTarget.call(this);
|
|
|
|
this.path = path;
|
|
|
|
this.follower = follower;
|
|
|
|
this._turnOffset = rotationOffset;
|
|
|
|
this.callbackAtEnd = callbackAtEnd;
|
|
|
|
this.physicsAdjustTime = physicsAdjustTime;
|
|
|
|
// offset is an x,y offset from the Path unique for this PathFollower, it is added to the Path's own offset to give a final location
|
|
this.offset = new Phaser.Point(0, 0);
|
|
|
|
if (typeof speed === 'object')
|
|
{
|
|
this.speed = Phaser.Utils.extend(true, Object.create(Phaser.PathFollower.Defaults.speed), speed);
|
|
}
|
|
else
|
|
{
|
|
this.speed = Object.create(Phaser.PathFollower.Defaults.speed);
|
|
|
|
this.speed.min = speed;
|
|
this.speed.max = speed;
|
|
}
|
|
|
|
// _angularOffset is an angular offset from the Path's tangent direction, using angle (radians) and distance (pixels)
|
|
this._angularOffset = { angle: 0, distance: 0 };
|
|
|
|
this.setAngularOffset(angularOffset.angle, angularOffset.distance);
|
|
|
|
// branchCount is used when the follower passes a counted PathPoint (see the Mummy Path example)
|
|
// it is set whenever this follower passes a counted PathPoint and the count is zero
|
|
// it decrements each time the follower passes a counted PathPoint and the count is non-zero
|
|
// when the count reaches zero it triggers EVENT_COUNT_FINISH
|
|
// NOTE: if there are multiple counted PathPoints this will not work as expected as there is only one count variable per follower!
|
|
this.branchCount = 0;
|
|
|
|
this.branchPredicate = null;
|
|
|
|
// distance along the current Path segment
|
|
this._currentDistance = 0;
|
|
|
|
// PathPoint index of the start of the current Path segment
|
|
this._currentPoint = 0;
|
|
|
|
// Hermite curve for the current Path segment
|
|
this._currentCurve = this.path.getCurve(this._currentPoint);
|
|
|
|
// initialise the _pathSpeed by taking the speed of the first point on this Path
|
|
var pp = new Phaser.PathPoint();
|
|
|
|
if (this.path.getPathPoint(0, pp))
|
|
{
|
|
this._pathSpeed = pp.speed;
|
|
}
|
|
|
|
// set up a virtualParticle if this is controlling a Physics body instead of a simple graphic object
|
|
if (this.physicsAdjustTime !== 0)
|
|
{
|
|
this.virtualParticle = new Phaser.Point(pp.x, pp.y);
|
|
}
|
|
else
|
|
{
|
|
this.virtualParticle = null;
|
|
}
|
|
|
|
// default maximum gap permitted between a physics based follower and its virtual particle, in pixels
|
|
this.maximumGap = 1000;
|
|
|
|
// process the data for the first point on this Path
|
|
this.path.processData(this, this._currentPoint, false);
|
|
|
|
// initialise the pause time to zero for this follower
|
|
this._pauseTime = 0;
|
|
|
|
this._accelerationTime = 0;
|
|
|
|
this.yoyo = false;
|
|
|
|
if (!follower.events)
|
|
{
|
|
follower.events = {};
|
|
}
|
|
|
|
follower.events.onPathPointReached = new Phaser.Signal(); // "follower has reached a PathPoint on the path"
|
|
follower.events.onPathBranchReached = new Phaser.Signal(); // "follower has reached a branch and must choose a direction" (stay on this path or changePath to the branch)
|
|
|
|
/* TODO: */
|
|
follower.events.onCountFinished = new Phaser.Signal(); // "follower passed a counted point the specified number of times" */
|
|
follower.events.onPathStart = new Phaser.Signal(); // NOTE: not "follower started a path" but "follower moved backwards to the start of the path"
|
|
follower.events.onPathYoyo = new Phaser.Signal(); // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
|
|
follower.events.onPathEnd = new Phaser.Signal(); // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
|
|
follower.events.onPathLoop = new Phaser.Signal(); // "follower reached the end of a looped path and has started at the beginning again"
|
|
|
|
follower.followerPathName = this.path.name;
|
|
|
|
Object.defineProperty(this.speed, 'avg', {
|
|
get: function() {
|
|
return (this.min + this.max) / 2;
|
|
}
|
|
});
|
|
|
|
};
|
|
|
|
// events for PathFollower
|
|
Phaser.PathFollower.EVENT_REACHED_POINT = "event_reached_point"; // "follower has reached a PathPoint on the path"
|
|
Phaser.PathFollower.EVENT_BRANCH_CHOICE = "event_branch_choice"; // "follower has reached a branch and must choose a direction" (stay on this path or changePath to the branch)
|
|
Phaser.PathFollower.EVENT_COUNT_FINISH = "event_count_finish"; // "follower passed a counted point the specified number of times"
|
|
Phaser.PathFollower.EVENT_PATH_START = "event_path_start"; // NOTE: "a path started" but "follower moved backwards to the start of the path"
|
|
Phaser.PathFollower.EVENT_PATH_END = "event_path_end"; // "follower moved to the end of the path" but NOT if the path is looped, that generates EVENT_PATH_LOOPED instead
|
|
Phaser.PathFollower.EVENT_PATH_LOOPED = "event_path_looped"; // "follower reached the end of a looped path and has started at the beginning again"
|
|
|
|
// reduce dynamic object allocations by using this temporary Point wherever possible
|
|
Phaser.PathFollower.tempPoint = new Phaser.Point();
|
|
|
|
Phaser.PathFollower.Defaults = {
|
|
speed: {
|
|
min: 1,
|
|
max: 1,
|
|
theta: null,
|
|
lambda: null,
|
|
_target: null,
|
|
_elapsed: 0,
|
|
_current: null,
|
|
_previous: null
|
|
}
|
|
};
|
|
|
|
// remove all event listeners when this PathFollower is destroyed
|
|
Phaser.PathFollower.prototype.destroy = function () {
|
|
|
|
this.follower.events.onPathPointReached.removeAll();
|
|
this.follower.events.onPathBranchReached.removeAll();
|
|
this.follower.events.onCountFinished.removeAll();
|
|
this.follower.events.onPathStart.removeAll();
|
|
this.follower.events.onPathEnd.removeAll();
|
|
this.follower.events.onPathLoop.removeAll();
|
|
|
|
};
|
|
|
|
// update this PathFollower and move the attached graphic or physics object
|
|
// @return: false if this PathFollower should be removed from the Path's list of followers
|
|
Phaser.PathFollower.prototype.update = function () {
|
|
|
|
// exit immediately if _pauseTime is non-zero and it's not that time yet
|
|
if (this._pauseTime != 0)
|
|
{
|
|
if (game.time.now < this._pauseTime)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
this._pauseTime = 0;
|
|
|
|
if (this.follower.animations !== undefined)
|
|
{
|
|
// Phaser.AnimationManager doesn't check for a currentAnim before trying to set it's paused value, so I have to do it here
|
|
if (this.follower.animations.currentAnim)
|
|
{
|
|
this.follower.animations.paused = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if the follower is a physics object following a virtual particle
|
|
var waitForFollower = false;
|
|
|
|
if (this.physicsAdjustTime && this.virtualParticle)
|
|
{
|
|
// if the distance is too great, make the virtual particle wait for the follower to catch up
|
|
if (game.physics.arcade.distanceBetween(this.follower, this.virtualParticle) >= this.maximumGap)
|
|
{
|
|
waitForFollower = true;
|
|
}
|
|
}
|
|
|
|
// advance along the path unless we're waiting for the follower to catch up
|
|
if (!waitForFollower)
|
|
{
|
|
this._currentDistance += this._calculateDistance();
|
|
}
|
|
|
|
// are we moving forwards or backwards?
|
|
var direction = (this.speed.avg * this._pathSpeed) >= 0 ? 1 : -1;
|
|
|
|
// while we're past either end of the current curve
|
|
while ((direction == 1 && this._currentDistance >= this._currentCurve.length) || (direction == -1 && this._currentDistance < 0))
|
|
{
|
|
var memCurveLength = this._currentCurve.length;
|
|
|
|
// backwards...
|
|
if (direction == -1)
|
|
{
|
|
var branchTaken = false;
|
|
|
|
// passed a point going backwards, process the data for it
|
|
var point = this.path.processData(this, this._currentPoint, true);
|
|
this.follower.events.onPathPointReached.dispatch(this.follower, point);
|
|
this.takeBranchIfAvailable();
|
|
this._currentPoint--;
|
|
|
|
// reached the start of the path moving backwards
|
|
if (this._currentPoint < 0)
|
|
{
|
|
if (this.path.loops)
|
|
{
|
|
this.follower.events.onPathLoop.dispatch(point);
|
|
this._currentPoint = this.path.numPoints() - 1;
|
|
}
|
|
else
|
|
{
|
|
if (!this.yoyo)
|
|
{
|
|
this.follower.events.onPathEnd.dispatch();
|
|
}
|
|
else
|
|
{
|
|
this.follower.events.onPathYoyo.dispatch();
|
|
var speed = {min: this.speed.min, max: this.speed.max};
|
|
this.speed.min = -speed.max;
|
|
this.speed.max = -speed.min;
|
|
this._currentPoint = 0;
|
|
this._currentCurve = this.path.getCurve(this._currentPoint);
|
|
this._currentDistance = 0;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!branchTaken)
|
|
{
|
|
// get the curve for this new point
|
|
this._currentCurve = this.path.getCurve(this._currentPoint);
|
|
|
|
// there isn't one, take a branch if there's one attached here
|
|
if (!this._currentCurve)
|
|
{
|
|
return this.takeBranchIfAvailable();
|
|
}
|
|
|
|
// move backwards to the end of the previous curve in the path
|
|
this._currentDistance += this._currentCurve.length;
|
|
}
|
|
}
|
|
else // forwards...
|
|
{
|
|
this._currentPoint++;
|
|
|
|
// reached the end of the path moving forwards
|
|
if (this.path.atEnd(this._currentPoint))
|
|
{
|
|
if (this.path.loops)
|
|
{
|
|
// the path loops
|
|
this.follower.events.onPathLoop.dispatch();
|
|
this._currentPoint = 0;
|
|
}
|
|
else
|
|
{
|
|
// if the path doesn't loop
|
|
if (!this.takeBranchIfAvailable())
|
|
{
|
|
if (!this.yoyo)
|
|
{
|
|
this.follower.events.onPathEnd.dispatch();
|
|
}
|
|
else
|
|
{
|
|
this.follower.events.onPathYoyo.dispatch();
|
|
var speed = {min: this.speed.min, max: this.speed.max};
|
|
this.speed.min = -speed.max;
|
|
this.speed.max = -speed.min;
|
|
this._currentPoint = this.path.length - 2;
|
|
this._currentCurve = this.path.getCurve(this._currentPoint);
|
|
this._currentDistance = this._currentCurve.length;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// passed a point going forwards, process the data for the next one
|
|
point = this.path.processData(this, this._currentPoint, false);
|
|
|
|
this.follower.events.onPathPointReached.dispatch(this.follower, point);
|
|
|
|
this.takeBranchIfAvailable();
|
|
|
|
// move forwards to the start of the next curve in the path
|
|
this._currentDistance -= memCurveLength;
|
|
|
|
// get the curve for this new point
|
|
this._currentCurve = this.path.getCurve(this._currentPoint);
|
|
|
|
// there isn't one, take a branch if there's one attached here
|
|
if (!this._currentCurve)
|
|
{
|
|
return this.takeBranchIfAvailable();
|
|
}
|
|
}
|
|
|
|
// update the path speed while we have a reference to the PathPoint handy
|
|
this._pathSpeed = point.speed;
|
|
}
|
|
|
|
return this.setPosition();
|
|
|
|
};
|
|
|
|
Phaser.PathFollower.prototype._calculateDistance = function () {
|
|
|
|
if (this.speed.min === this.speed.max)
|
|
{
|
|
return game.time.elapsed * this.speed.avg * this._pathSpeed;
|
|
}
|
|
else
|
|
{
|
|
this.speed._elapsed += game.time.elapsed;
|
|
this.speed._current = this.speed.current || this.speed.avg;
|
|
|
|
if (this.speed._elapsed >= this.speed.theta)
|
|
{
|
|
this.speed._current = this.speed._target;
|
|
this.speed._target = null;
|
|
this.speed._elapsed = 0;
|
|
}
|
|
|
|
if (!this.speed._target )
|
|
{
|
|
var min = Phaser.Math.clamp(this.speed._current - (this.speed._current * this.speed.lambda), this.speed.min, this.speed.max);
|
|
var max = Phaser.Math.clamp(this.speed._current + (this.speed._current * this.speed.lambda), this.speed.min, this.speed.max);
|
|
|
|
this.speed._target = game.rnd.realInRange(min, max);
|
|
}
|
|
|
|
var step = Phaser.Math.smoothstep(this.speed._elapsed,0,this.speed.theta);
|
|
|
|
return Phaser.Math.linear(this.speed._current, this.speed._target, step) * this._pathSpeed;;
|
|
}
|
|
|
|
};
|
|
|
|
// move the attached graphic or physics object to match this PathFollower
|
|
// @return: false if this PathFollower should be removed from the Path's list of followers
|
|
Phaser.PathFollower.prototype.setPosition = function () {
|
|
|
|
// if the follower object has been destroyed, kill this too
|
|
if (!this.follower)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
this._currentCurve.getPointWithDistance(this._currentDistance, Phaser.PathFollower.tempPoint);
|
|
|
|
var ox = this.offset.x;
|
|
var oy = this.offset.y;
|
|
|
|
if (this._angularOffset.distance != 0)
|
|
{
|
|
var angle = (this.follower.rotation + this._angularOffset.angle);
|
|
ox += Math.cos(angle) * this._angularOffset.distance;
|
|
oy += Math.sin(angle) * this._angularOffset.distance;
|
|
}
|
|
|
|
if (this.physicsAdjustTime)
|
|
{
|
|
// move the virtual particle along the path
|
|
this.virtualParticle.x = Phaser.PathFollower.tempPoint.x + ox;
|
|
this.virtualParticle.y = Phaser.PathFollower.tempPoint.y + oy;
|
|
|
|
// move the physics body towards the virtual particle
|
|
if (this.follower.body)
|
|
{
|
|
game.physics.arcade.moveToObject(this.follower, this.virtualParticle, 100, this.physicsAdjustTime);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// move the follower along the path by directly adjusting it's x,y coordinates
|
|
this.follower.x = Phaser.PathFollower.tempPoint.x + ox;
|
|
this.follower.y = Phaser.PathFollower.tempPoint.y + oy;
|
|
}
|
|
|
|
// if this follower should turn to follow the path, and it has a rotation member
|
|
if (this._turnOffset !== undefined && this.follower.rotation !== undefined)
|
|
{
|
|
// turn to follow the path with a fixed offset of _turnOffset
|
|
this.follower.rotation = this._currentCurve.getAngleWithDistance(this._currentDistance) + this._turnOffset;
|
|
}
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
// if we've reached the end of a path or a branch, take any branch that is available rather than die
|
|
// @return: true if successful, false if no branch is available
|
|
Phaser.PathFollower.prototype.takeBranchIfAvailable = function () {
|
|
|
|
var p = new Phaser.PathPoint();
|
|
|
|
if (this.path.getPathPoint(this._currentPoint, p))
|
|
{
|
|
// kill this follower if there isn't a branch for us to take
|
|
if (!p.branchPath || !this.branchPredicate || !this.branchPredicate(p, this.path))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// changePath calls back to redo this function, exit after calling it
|
|
|
|
this.changePath(p.branchPath, p.branchPointIndex);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
// follow a different path
|
|
Phaser.PathFollower.prototype.changePath = function (branchPath, branchPointIndex) {
|
|
|
|
// change to the new path
|
|
this.path = branchPath;
|
|
|
|
// get the speed of the new path
|
|
this._pathSpeed = this.path.getPathPointReference(0).speed;
|
|
|
|
// set my position on the new path
|
|
this._currentPoint = branchPointIndex;
|
|
|
|
// update the curve if we've moved past a Path point
|
|
this._currentCurve = this.path.getCurve(this._currentPoint);
|
|
|
|
// we've finished the path
|
|
if (!this._currentCurve)
|
|
{
|
|
return this.takeBranchIfAvailable();
|
|
}
|
|
|
|
// move me to the correct position on the new curve
|
|
this.setPosition();
|
|
|
|
};
|
|
|
|
// change this follower's x,y offset values
|
|
Phaser.PathFollower.prototype.setOffset = function (x, y) {
|
|
|
|
// remove any prior offset from the follower's position
|
|
this.follower.x -= this.offset.x;
|
|
this.follower.y -= this.offset.y;
|
|
|
|
// set the new offset for this PathFollower
|
|
this.offset.x = x;
|
|
this.offset.y = y;
|
|
|
|
// add the offset into the follower's position straight away
|
|
this.follower.x += this.offset.x;
|
|
this.follower.y += this.offset.y;
|
|
|
|
};
|
|
|
|
// set this follower's angular offset values
|
|
Phaser.PathFollower.prototype.setAngularOffset = function (angle, distance) {
|
|
|
|
this._angularOffset.angle = angle;
|
|
this._angularOffset.distance = distance;
|
|
|
|
};
|
|
|
|
// cause this follower to pause for 'delay' milliseconds
|
|
Phaser.PathFollower.prototype.pause = function (delay) {
|
|
|
|
this._pauseTime = game.time.now + delay;
|
|
|
|
if (this.follower.animations !== undefined)
|
|
{
|
|
if (this.follower.animations.currentAnim)
|
|
{
|
|
this.follower.animations.paused = true;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
Object.defineProperty(Phaser.PathFollower.prototype, 'paused', {
|
|
|
|
get: function() {
|
|
return !!this._pauseTime;
|
|
},
|
|
|
|
set: function(val) {
|
|
if(!!val) {
|
|
this.pause(Number.MAX_VALUE);
|
|
} else {
|
|
this._pauseTime = game.time.now - 1;
|
|
}
|
|
},
|
|
|
|
enumerable: true,
|
|
configurable: true
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
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|
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|
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</div>
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<div class="clearfix"></div>
|
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<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2016 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
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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</span>
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