Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.

After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
This commit is contained in:
photonstorm
2014-02-18 03:01:51 +00:00
parent 375e9e379a
commit 5d5c64d22f
201 changed files with 41296 additions and 47048 deletions
+255 -63
View File
@@ -58,6 +58,10 @@
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
@@ -90,10 +94,6 @@
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
@@ -142,6 +142,10 @@
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
@@ -250,10 +254,6 @@
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
@@ -314,6 +314,10 @@
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
@@ -412,6 +416,10 @@
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
@@ -981,9 +989,9 @@
<dd>
<div class="description">
<p>Indicates the rotation of the Button in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
<p>Indicates the rotation of the Image, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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.
If you wish to work in radians instead of degrees use the rotation property instead. Working in radians is also a little faster as it doesn't have to convert the angle.</p>
If you wish to work in radians instead of degrees use the property Image.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.</p>
</div>
@@ -1035,7 +1043,7 @@ If you wish to work in radians instead of degrees use the rotation property inst
<td class="description last"><p>The angle of this Button in degrees.</p></td>
<td class="description last"><p>The angle of this Image in degrees.</p></td>
</tr>
@@ -1050,6 +1058,11 @@ If you wish to work in radians instead of degrees use the rotation property inst
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Image.html#angle">Phaser.Image#angle</a>
</li></dd>
@@ -1064,7 +1077,7 @@ If you wish to work in radians instead of degrees use the rotation property inst
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Graphics.js.html">gameobjects/Graphics.js</a>, <a href="Graphics.js.html#sunlight-1-line-72">line 72</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-449">line 449</a>
</li></ul></dd>
@@ -1089,7 +1102,7 @@ If you wish to work in radians instead of degrees use the rotation property inst
<dd>
<div class="description">
<p>Should this Sprite be automatically culled if out of range of the camera?
<p>Should this Image be automatically culled if out of range of the camera?
A culled sprite has its renderable property set to 'false'.
Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.</p>
</div>
@@ -1143,7 +1156,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<td class="description last"><p>A flag indicating if the Sprite should be automatically camera culled or not.</p></td>
<td class="description last"><p>A flag indicating if the Image should be automatically camera culled or not.</p></td>
</tr>
@@ -1180,7 +1193,114 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-82">line 82</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-91">line 91</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="cameraOffset"><span class="type-signature"></span>cameraOffset<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>cameraOffset</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"><p>If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Image.html#cameraOffset">Phaser.Image#cameraOffset</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-101">line 101</a>
</li></ul></dd>
@@ -1291,7 +1411,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-439">line 439</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-473">line 473</a>
</li></ul></dd>
@@ -1402,7 +1522,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-456">line 456</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-490">line 490</a>
</li></ul></dd>
@@ -1513,7 +1633,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-473">line 473</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-507">line 507</a>
</li></ul></dd>
@@ -1586,7 +1706,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<td class="description last"><p>The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.</p></td>
<td class="description last"><p>The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.</p></td>
</tr>
@@ -1693,7 +1813,7 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<td class="description last"><p>If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.</p></td>
<td class="description last"><p>If exists = false then the Image isn't updated by the core game loop.</p></td>
</tr>
@@ -1755,8 +1875,9 @@ Be advised this is quite an expensive operation, as it has to calculate the boun
<dd>
<div class="description">
<p>A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera.
Note that if this Image is a child of a display object that has changed its position then the offset will be calculated from that.</p>
<p>An Image that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Image.cameraOffset.
Note that the cameraOffset values are in addition to any parent in the display list.
So if this Image was in a Group that has x: 200, then this will be added to the cameraOffset.x</p>
</div>
@@ -1808,7 +1929,7 @@ Note that if this Image is a child of a display object that has changed its posi
<td class="description last"><p>Fixes this Sprite to the Camera.</p></td>
<td class="description last"><p>Set to true to fix this Image to the Camera at its current world coordinates.</p></td>
</tr>
@@ -1838,14 +1959,11 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-90">line 90</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-667">line 667</a>
</li></ul></dd>
@@ -2061,7 +2179,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-524">line 524</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-558">line 558</a>
</li></ul></dd>
@@ -2168,7 +2286,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-553">line 553</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-587">line 587</a>
</li></ul></dd>
@@ -2488,7 +2606,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-507">line 507</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-541">line 541</a>
</li></ul></dd>
@@ -2598,7 +2716,7 @@ Note that if this Image is a child of a display object that has changed its posi
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-95">line 95</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-96">line 96</a>
</li></ul></dd>
@@ -2710,7 +2828,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-597">line 597</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-631">line 631</a>
</li></ul></dd>
@@ -2821,7 +2939,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-490">line 490</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-524">line 524</a>
</li></ul></dd>
@@ -2903,7 +3021,7 @@ activated for this object and it will then start to process click/touch events a
<td class="description last"><p>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, BitmapData or PIXI.Texture.</p></td>
<td class="description last"><p>This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
</tr>
@@ -3010,7 +3128,7 @@ activated for this object and it will then start to process click/touch events a
<td class="description last"><p>The user defined name given to this Sprite.</p></td>
<td class="description last"><p>The user defined name given to this Image.</p></td>
</tr>
@@ -4387,7 +4505,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-582">line 582</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-616">line 616</a>
</li></ul></dd>
@@ -4562,7 +4680,7 @@ activated for this object and it will then start to process click/touch events a
<td class="description last"><p>The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.</p></td>
<td class="description last"><p>The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.</p></td>
</tr>
@@ -4596,7 +4714,7 @@ activated for this object and it will then start to process click/touch events a
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-72">line 72</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-81">line 81</a>
</li></ul></dd>
@@ -4628,7 +4746,7 @@ activated for this object and it will then start to process click/touch events a
<div class="description">
<p>Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
<p>Brings the Image to the top of the display list it is a child of. Images that are members of a Phaser.Group are only
bought to the top of that Group, not the entire display list.</p>
</div>
@@ -4667,7 +4785,7 @@ bought to the top of that Group, not the entire display list.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-389">line 389</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-423">line 423</a>
</li></ul></dd>
@@ -4883,7 +5001,7 @@ Cropping takes place from the top-left of the Image and can be modified in real-
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-233">line 233</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-267">line 267</a>
</li></ul></dd>
@@ -4919,7 +5037,7 @@ Cropping takes place from the top-left of the Image and can be modified in real-
<div class="description">
<p>Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
<p>Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present
and nulls its reference to game, freeing it up for garbage collection.</p>
</div>
@@ -4958,7 +5076,7 @@ and nulls its reference to game, freeing it up for garbage collection.</p>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-329">line 329</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-363">line 363</a>
</li></ul></dd>
@@ -4994,10 +5112,10 @@ and nulls its reference to game, freeing it up for garbage collection.</p>
<div class="description">
<p>Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
If you don't need this Sprite any more you should call Sprite.destroy instead.</p>
<p>Kills a Image. A killed Image has its alive, exists and visible properties all set to false.
It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal.
Note that killing a Image is a way for you to quickly recycle it in a Image pool, it doesn't free it up from memory.
If you don't need this Image any more you should call Image.destroy instead.</p>
</div>
@@ -5035,7 +5153,7 @@ If you don't need this Sprite any more you should call Sprite.destroy instead.</
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-304">line 304</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-338">line 338</a>
</li></ul></dd>
@@ -5094,7 +5212,7 @@ If you don't need this Sprite any more you should call Sprite.destroy instead.</
<div class="description">
<p>Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
<p>Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.</p>
</div>
@@ -5154,7 +5272,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>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, BitmapData or PIXI.Texture.</p></td>
<td class="description last"><p>This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.</p></td>
</tr>
@@ -5180,7 +5298,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>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.</p></td>
<td class="description last"><p>If this Image 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.</p></td>
</tr>
@@ -5217,7 +5335,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-164">line 164</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-190">line 190</a>
</li></ul></dd>
@@ -5855,7 +5973,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-143">line 143</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-168">line 168</a>
</li></ul></dd>
@@ -5929,7 +6047,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-108">line 108</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-123">line 123</a>
</li></ul></dd>
@@ -5965,7 +6083,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<div class="description">
<p>Resets the Sprite. This places the Sprite at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.</p>
<p>Resets the Image. This places the Image at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.</p>
</div>
@@ -6015,7 +6133,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>The x coordinate (in world space) to position the Sprite at.</p></td>
<td class="description last"><p>The x coordinate (in world space) to position the Image at.</p></td>
</tr>
@@ -6038,7 +6156,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<td class="description last"><p>The y coordinate (in world space) to position the Sprite at.</p></td>
<td class="description last"><p>The y coordinate (in world space) to position the Image at.</p></td>
</tr>
@@ -6075,7 +6193,7 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-366">line 366</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-400">line 400</a>
</li></ul></dd>
@@ -6134,9 +6252,9 @@ This causes a WebGL texture update, so use sparingly or in low-intensity portion
<div class="description">
<p>Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
A resurrected Sprite has its alive, exists and visible properties all set to true.
It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.</p>
<p>Brings a 'dead' Image back to life, optionally giving it the health value specified.
A resurrected Image has its alive, exists and visible properties all set to true.
It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal.</p>
</div>
@@ -6174,7 +6292,7 @@ It will dispatch the onRevived event, you can listen to Sprite.events.onRevived
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-280">line 280</a>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-314">line 314</a>
</li></ul></dd>
@@ -7586,6 +7704,80 @@ Call this function with no parameters at all to reset all sounds on this Button.
</dd>
<dt>
<h4 class="name" id="update"><span class="type-signature"></span>update<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Override and use this function in your own custom objects to handle any update requirements you may have.</p>
</div>
<dl class="details">
<dt class="inherited-from">Inherited From:</dt>
<dd class="inherited-from"><ul class="dummy"><li>
<a href="Phaser.Image.html#update">Phaser.Image#update</a>
</li></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Image.js.html">gameobjects/Image.js</a>, <a href="Image.js.html#sunlight-1-line-158">line 158</a>
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@@ -7614,7 +7806,7 @@ Call this function with no parameters at all to reset all sounds on this Button.
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