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https://github.com/wassname/phaser.git
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Updated doc files.
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+131
-37
@@ -90,6 +90,10 @@
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<a href="Phaser.Device.html">Device</a>
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</li>
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<li>
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<a href="Phaser.DOMSprite.html">DOMSprite</a>
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</li>
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<li>
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<a href="Phaser.Easing.html">Easing</a>
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</li>
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@@ -162,6 +166,14 @@
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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</li>
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<li>
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<a href="Phaser.Gamepad.html">Gamepad</a>
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</li>
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<li>
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<a href="Phaser.GamepadButton.html">GamepadButton</a>
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</li>
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<li>
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<a href="Phaser.Graphics.html">Graphics</a>
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</li>
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@@ -186,6 +198,10 @@
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<a href="Phaser.Keyboard.html">Keyboard</a>
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</li>
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<li>
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<a href="Phaser.Line.html">Line</a>
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</li>
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<li>
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<a href="Phaser.LinkedList.html">LinkedList</a>
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</li>
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@@ -278,6 +294,10 @@
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<a href="Phaser.Signal.html">Signal</a>
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</li>
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<li>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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</li>
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<li>
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<a href="Phaser.Sound.html">Sound</a>
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</li>
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@@ -342,6 +362,10 @@
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li>
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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@@ -374,36 +398,6 @@
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</ul>
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</li>
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<li class="dropdown">
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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<li>
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<a href="global.html#bottom">bottom</a>
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</li>
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<li>
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
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</li>
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<li>
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<a href="global.html#render">render</a>
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</li>
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<li>
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<a href="global.html#renderXY">renderXY</a>
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</li>
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<li>
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<a href="global.html#right">right</a>
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</li>
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</ul>
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</li>
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</ul>
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</div>
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</div>
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@@ -423,7 +417,7 @@
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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@@ -438,18 +432,16 @@
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* @param {number} width - the width of the tilesprite.
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* @param {number} height - the height of the tilesprite.
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* @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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*/
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Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
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Phaser.TileSprite = function (game, x, y, width, height, key) {
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x = x || 0;
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y = y || 0;
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width = width || 256;
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height = height || 256;
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key = key || null;
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frame = frame || null;
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Phaser.Sprite.call(this, game, x, y, key, frame);
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Phaser.Sprite.call(this, game, x, y, key);
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/**
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* @property {PIXI.Texture} texture - The texture that the sprite renders with.
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@@ -474,11 +466,113 @@ Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
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*/
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this.tilePosition = new Phaser.Point(0, 0);
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this.body.width = width;
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this.body.height = height;
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};
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Phaser.TileSprite.prototype = Phaser.Utils.extend(true, PIXI.TilingSprite.prototype, Phaser.Sprite.prototype);
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Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
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/**
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* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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* @name Phaser.TileSprite#angle
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* @property {number} angle - Gets or sets the Sprites angle of rotation in degrees.
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*/
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Object.defineProperty(Phaser.TileSprite.prototype, 'angle', {
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get: function() {
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return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
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},
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set: function(value) {
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this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
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}
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});
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/**
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* @name Phaser.TileSprite#frame
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* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
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*/
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Object.defineProperty(Phaser.TileSprite.prototype, "frame", {
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get: function () {
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return this.animations.frame;
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},
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set: function (value) {
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this.animations.frame = value;
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}
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});
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/**
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* @name Phaser.TileSprite#frameName
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* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
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*/
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Object.defineProperty(Phaser.TileSprite.prototype, "frameName", {
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get: function () {
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return this.animations.frameName;
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},
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set: function (value) {
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this.animations.frameName = value;
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}
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});
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/**
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* @name Phaser.TileSprite#inCamera
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* @property {boolean} inCamera - Is this sprite visible to the camera or not?
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* @readonly
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*/
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Object.defineProperty(Phaser.TileSprite.prototype, "inCamera", {
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get: function () {
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return this._cache.cameraVisible;
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}
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});
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/**
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* By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
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* activated for this Sprite instance and it will then start to process click/touch events and more.
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*
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* @name Phaser.TileSprite#inputEnabled
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* @property {boolean} inputEnabled - Set to true to allow this Sprite to receive input events, otherwise false.
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*/
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Object.defineProperty(Phaser.TileSprite.prototype, "inputEnabled", {
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get: function () {
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return (this.input.enabled);
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},
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set: function (value) {
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if (value)
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{
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if (this.input.enabled === false)
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{
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this.input.start();
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}
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}
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else
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{
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if (this.input.enabled)
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{
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this.input.stop();
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}
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}
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}
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});
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</pre>
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</article>
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</section>
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@@ -494,13 +588,13 @@ Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
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<span class="copyright">
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</div>
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