mirror of
https://github.com/wassname/phaser.git
synced 2026-08-17 11:23:42 +08:00
Preparing new tests
This commit is contained in:
+133
-19
@@ -1,8 +1,7 @@
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Flash
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*
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@@ -73,9 +72,57 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/system/Camera.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Border
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*
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* Creates a border around a camera.
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*/
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(function (Camera) {
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var Border = (function () {
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function Border(game, parent) {
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/**
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* Whether render border of this camera or not. (default is false)
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* @type {boolean}
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*/
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this.showBorder = false;
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/**
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* Color of border of this camera. (in css color string)
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* @type {string}
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*/
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this.borderColor = 'rgb(255,255,255)';
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this._game = game;
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this._parent = parent;
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}
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Border.prototype.start = /**
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* You can name the function that starts the effect whatever you like, but we used 'start' in our effects.
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*/
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function () {
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};
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Border.prototype.postRender = /**
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* Post-render is called during the objects render cycle, after the children/image data has been rendered.
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* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
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*/
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function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
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if(this.showBorder == true) {
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this._game.stage.context.strokeStyle = this.borderColor;
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this._game.stage.context.lineWidth = 1;
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this._game.stage.context.rect(camera.scaledX, camera.scaledY, camera.worldView.width, camera.worldView.height);
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this._game.stage.context.stroke();
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}
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};
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return Border;
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})();
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Camera.Border = Border;
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})(FX.Camera || (FX.Camera = {}));
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var Camera = FX.Camera;
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})(Phaser.FX || (Phaser.FX = {}));
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var FX = Phaser.FX;
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})(Phaser || (Phaser = {}));
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Template
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*
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@@ -131,9 +178,7 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/system/Camera.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Mirror
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*
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@@ -176,9 +221,10 @@ var Phaser;
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* It happens directly BEFORE a canvas context.restore has happened if added to a Camera.
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*/
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function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
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if(this.cls) {
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this._context.clearRect(0, 0, this._mirrorWidth, this._mirrorHeight);
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}
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//if (this.cls)
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//{
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// this._context.clearRect(0, 0, this._mirrorWidth, this._mirrorHeight);
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//}
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this._sx = cameraX + this._mirrorX;
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this._sy = cameraY + this._mirrorY;
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if(this.flipX == true && this.flipY == false) {
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@@ -221,9 +267,79 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/system/Camera.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Shadow
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*
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* Creates a drop-shadow effect on the camera window.
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*/
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(function (Camera) {
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var Shadow = (function () {
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function Shadow(game, parent) {
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/**
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* Render camera shadow or not. (default is false)
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* @type {boolean}
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*/
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this.showShadow = false;
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/**
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* Color of shadow, in css color string.
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* @type {string}
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*/
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this.shadowColor = 'rgb(0,0,0)';
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/**
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* Blur factor of shadow.
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* @type {number}
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*/
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this.shadowBlur = 10;
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/**
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* Offset of the shadow from camera's position.
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* @type {Point}
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*/
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this.shadowOffset = new Phaser.Point(4, 4);
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this._game = game;
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this._parent = parent;
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}
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Shadow.prototype.start = /**
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* You can name the function that starts the effect whatever you like, but we used 'start' in our effects.
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*/
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function () {
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};
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Shadow.prototype.preRender = /**
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* Pre-render is called at the start of the object render cycle, before any transforms have taken place.
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* It happens directly AFTER a canvas context.save has happened if added to a Camera.
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*/
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function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
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// Shadow
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if(this.showShadow == true) {
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this._game.stage.context.shadowColor = this.shadowColor;
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this._game.stage.context.shadowBlur = this.shadowBlur;
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this._game.stage.context.shadowOffsetX = this.shadowOffset.x;
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this._game.stage.context.shadowOffsetY = this.shadowOffset.y;
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}
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};
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Shadow.prototype.render = /**
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* render is called during the objects render cycle, right after all transforms have finished, but before any children/image data is rendered.
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*/
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function (camera, cameraX, cameraY, cameraWidth, cameraHeight) {
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// Shadow off
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if(this.showShadow == true) {
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this._game.stage.context.shadowBlur = 0;
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this._game.stage.context.shadowOffsetX = 0;
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this._game.stage.context.shadowOffsetY = 0;
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}
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};
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return Shadow;
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})();
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Camera.Shadow = Shadow;
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})(FX.Camera || (FX.Camera = {}));
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var Camera = FX.Camera;
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})(Phaser.FX || (Phaser.FX = {}));
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var FX = Phaser.FX;
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})(Phaser || (Phaser = {}));
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Scanlines
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*
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@@ -254,8 +370,7 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Shake
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*
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@@ -267,7 +382,7 @@ var Phaser;
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this._fxShakeIntensity = 0;
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this._fxShakeDuration = 0;
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this._fxShakeComplete = null;
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this._fxShakeOffset = new Phaser.MicroPoint(0, 0);
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this._fxShakeOffset = new Phaser.Point(0, 0);
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this._fxShakeDirection = 0;
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this._fxShakePrevX = 0;
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this._fxShakePrevY = 0;
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@@ -347,8 +462,7 @@ var Phaser;
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var Phaser;
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(function (Phaser) {
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(function (FX) {
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/// <reference path="../../Phaser/Game.d.ts" />
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/// <reference path="../../Phaser/FXManager.d.ts" />
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/// <reference path="../../build/phaser.d.ts" />
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/**
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* Phaser - FX - Camera - Fade
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*
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