mirror of
https://github.com/wassname/phaser.git
synced 2026-08-15 12:45:11 +08:00
Updated DynamicTexture.setPixel, added GameMath.shuffleArray, fixed Animation.frame and created a few new tests
This commit is contained in:
@@ -470,6 +470,27 @@ module Phaser {
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}
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public isConsoleOpen(): bool {
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if (window.console && window.console['firebug'])
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{
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return true;
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}
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if (window.console)
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{
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console.profile();
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console.profileEnd();
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if (console.clear) console.clear();
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return console['profiles'].length > 0;
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}
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return false;
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}
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/**
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* Get all informations of host device.
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* @return {string} Informations in a string.
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+10
-4
@@ -114,14 +114,15 @@ module Phaser {
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public onComplete: Phaser.Signal;
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/**
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* Config the tween result.
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* Configure the Tween
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* @param properties {object} Propertis you want to tween.
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* @param [duration] {number} duration of this tween.
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* @param ease {any} Easing function.
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* @param autoStart {boolean} Whether this tween will start automatically or not.
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* @param [ease] {any} Easing function.
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* @param [autoStart] {boolean} Whether this tween will start automatically or not.
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* @param [delay] {number} delay before this tween will start, defaults to 0 (no delay)
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* @return {Tween} Itself.
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*/
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public to(properties, duration?: number = 1000, ease?: any = null, autoStart?: bool = false) {
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public to(properties, duration?: number = 1000, ease?: any = null, autoStart?: bool = false, delay?:number = 0) {
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this._duration = duration;
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@@ -133,6 +134,11 @@ module Phaser {
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this._easingFunction = ease;
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}
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if (delay > 0)
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{
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this._delayTime = delay;
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}
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if (autoStart === true)
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{
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return this.start();
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@@ -44,21 +44,25 @@ module Phaser {
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* Local private reference to game.
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*/
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private _game: Game;
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/**
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* Local private reference to its owner sprite.
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* @type {Sprite}
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*/
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private _parent: Sprite;
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/**
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* Animation frame container.
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* @type {number[]}
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*/
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private _frames: number[];
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/**
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* Frame data of this animation.(parsed from sprite sheet)
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* @type {FrameData}
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*/
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private _frameData: FrameData;
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/**
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* Index of current frame.
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* @type {number}
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@@ -70,6 +74,7 @@ module Phaser {
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* @type number
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*/
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private _timeLastFrame: number;
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/**
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* Time when this will switch to next frame (in ms).
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* @type number
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@@ -81,6 +86,7 @@ module Phaser {
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* @type {string}
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*/
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public name: string;
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/**
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* Currently played frame instance.
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* @type {Frame}
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@@ -92,16 +98,19 @@ module Phaser {
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* @type {boolean}
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*/
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public isFinished: bool;
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/**
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* Whethor or not this animation is currently playing.
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* @type {boolean}
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*/
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public isPlaying: bool;
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/**
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* Whether or not the animation is looped.
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* @type {boolean}
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*/
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public looped: bool;
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/**
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* Time between frames in ms.
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* @type {number}
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@@ -113,7 +122,16 @@ module Phaser {
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}
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public get frame(): number {
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return this._frameIndex;
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if (this.currentFrame !== null)
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{
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return this.currentFrame.index;
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}
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else
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{
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return this._frameIndex;
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}
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}
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public set frame(value: number) {
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@@ -42,6 +42,9 @@ module Phaser {
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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this.point = new Point();
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this.circle = new Circle(0, 0, 44);
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this.currentPointers = 0;
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}
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@@ -111,6 +114,21 @@ module Phaser {
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*/
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public gestures: Gestures;
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/**
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* A Point object representing the x/y screen coordinates of the Pointer.
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* @property point
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* @type {Point}
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**/
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public point: Point = null;
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/**
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* A Circle object centered on the x/y screen coordinates of the Input.
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* Default size of 44px (Apples recommended "finger tip" size) but can be changed to anything
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* @property circle
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* @type {Circle}
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**/
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public circle: Circle = null;
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/**
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* X coordinate of the most recent Pointer event
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* @type {Number}
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@@ -371,7 +389,12 @@ module Phaser {
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}
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public reset() {
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/**
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* Reset all of the Pointers and Input states
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* @method reset
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* @param hard {Boolean} A soft reset (hard = false) won't reset any signals that might be bound. A hard reset will.
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**/
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public reset(hard?: bool = false) {
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this.keyboard.reset();
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@@ -386,13 +409,17 @@ module Phaser {
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this.pointer9.reset();
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this.pointer10.reset();
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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this.currentPointers = 0;
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if (hard == true)
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{
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
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this.onHold = new Phaser.Signal();
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}
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}
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/**
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@@ -370,12 +370,16 @@ module Phaser {
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this.y = this.pageY - this._game.stage.offset.y;
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this.pointB.setTo(this.x, this.y);
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this.circle.setTo(this.x, this.y, 44);
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this.circle.x = this.x;
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this.circle.y = this.y;
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if (this._game.input.multiInputOverride == Input.MOUSE_OVERRIDES_TOUCH || this._game.input.multiInputOverride == Input.MOUSE_TOUCH_COMBINE || (this._game.input.multiInputOverride == Input.TOUCH_OVERRIDES_MOUSE && this._game.input.currentPointers == 0))
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{
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this._game.input.x = this.x * this._game.input.scaleX;
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this._game.input.y = this.y * this._game.input.scaleY;
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this._game.input.point.setTo(this._game.input.x, this._game.input.y);
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this._game.input.circle.x = this._game.input.x;
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this._game.input.circle.y = this._game.input.y;
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}
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return this;
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@@ -507,16 +511,16 @@ module Phaser {
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}
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this._game.stage.context.beginPath();
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this._game.stage.context.arc(this.x, this.y, this.circle.radius * 2, 0, Math.PI * 2);
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this._game.stage.context.arc(this.x, this.y, this.circle.radius, 0, Math.PI * 2);
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if (this.active)
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{
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this._game.stage.context.fillStyle = 'rgb(0,255,0)';
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this._game.stage.context.fillStyle = 'rgba(0,255,0,0.5)';
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this._game.stage.context.strokeStyle = 'rgb(0,255,0)';
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}
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else
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{
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this._game.stage.context.fillStyle = 'rgb(100,0,0)';
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this._game.stage.context.fillStyle = 'rgba(255,0,0,0.5)';
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this._game.stage.context.strokeStyle = 'rgb(100,0,0)';
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}
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