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https://github.com/wassname/phaser.git
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Preparing new tests
This commit is contained in:
Vendored
+77
-1
@@ -25,6 +25,37 @@ module Phaser.FX.Camera {
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}
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}
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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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module Phaser.FX.Camera {
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class Border {
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constructor(game: Game, parent: Camera);
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private _game;
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private _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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public showBorder: bool;
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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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public borderColor: string;
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/**
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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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public start(): void;
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/**
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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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public postRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
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}
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}
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/**
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* Phaser - FX - Camera - Template
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*
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* A Template FX file you can use to create your own Camera FX.
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@@ -92,7 +123,7 @@ module Phaser.FX.Camera {
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* This is the rectangular region to grab from the Camera used in the Mirror effect
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* It is rendered to the Stage at Mirror.x/y (note the use of Stage coordinates, not World coordinates)
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*/
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public start(x: number, y: number, region: Quad, fillColor?: string): void;
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public start(x: number, y: number, region: Rectangle, fillColor?: string): void;
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/**
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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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@@ -101,6 +132,51 @@ module Phaser.FX.Camera {
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}
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}
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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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module Phaser.FX.Camera {
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class Shadow {
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constructor(game: Game, parent: Camera);
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private _game;
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private _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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public showShadow: bool;
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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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public shadowColor: string;
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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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public shadowBlur: number;
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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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public shadowOffset: Point;
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/**
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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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public start(): void;
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/**
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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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public preRender(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
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/**
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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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public render(camera: Camera, cameraX: number, cameraY: number, cameraWidth: number, cameraHeight: number): void;
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}
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}
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/**
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* Phaser - FX - Camera - Scanlines
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*
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* Give your game that classic retro feel!
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+16
-28
@@ -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 +72,7 @@ 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 - Border
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*
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@@ -110,7 +107,7 @@ var Phaser;
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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(this._sx, this._sy, this.worldView.width, this.worldView.height);
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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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@@ -125,9 +122,7 @@ 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 - Template
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*
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@@ -183,9 +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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@@ -228,9 +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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@@ -273,9 +267,7 @@ 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 - Shadow
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*
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@@ -301,9 +293,9 @@ var Phaser;
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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 {MicroPoint}
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* @type {Point}
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*/
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this.shadowOffset = new Phaser.MicroPoint(4, 4);
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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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@@ -347,9 +339,7 @@ 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 - Scanlines
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*
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@@ -380,8 +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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@@ -393,7 +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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@@ -473,8 +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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Vendored
+3636
-6553
File diff suppressed because it is too large
Load Diff
+1418
-2113
File diff suppressed because it is too large
Load Diff
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