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https://github.com/wassname/phaser.git
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New FXManager system and Camera FX now in place.
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Vendored
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/// <reference path="../Game.d.ts" />
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/// <reference path="../Basic.d.ts" />
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/// <reference path="../Signal.d.ts" />
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module Phaser {
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class GameObject extends Basic {
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constructor(game: Game, x?: number, y?: number, width?: number, height?: number);
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private _angle;
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static ALIGN_TOP_LEFT: number;
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static ALIGN_TOP_CENTER: number;
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static ALIGN_TOP_RIGHT: number;
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static ALIGN_CENTER_LEFT: number;
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static ALIGN_CENTER: number;
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static ALIGN_CENTER_RIGHT: number;
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static ALIGN_BOTTOM_LEFT: number;
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static ALIGN_BOTTOM_CENTER: number;
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static ALIGN_BOTTOM_RIGHT: number;
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static OUT_OF_BOUNDS_STOP: number;
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static OUT_OF_BOUNDS_KILL: number;
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public _point: MicroPoint;
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public cameraBlacklist: number[];
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public bounds: Rectangle;
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public worldBounds: Quad;
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public outOfBoundsAction: number;
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public align: number;
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public facing: number;
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public alpha: number;
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public scale: MicroPoint;
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public origin: MicroPoint;
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public z: number;
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public rotationOffset: number;
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public renderRotation: bool;
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public immovable: bool;
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public velocity: MicroPoint;
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public mass: number;
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public elasticity: number;
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public acceleration: MicroPoint;
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public drag: MicroPoint;
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public maxVelocity: MicroPoint;
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public angularVelocity: number;
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public angularAcceleration: number;
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public angularDrag: number;
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public maxAngular: number;
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public scrollFactor: MicroPoint;
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public health: number;
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public moves: bool;
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public touching: number;
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public wasTouching: number;
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public allowCollisions: number;
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public last: MicroPoint;
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public inputEnabled: bool;
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private _inputOver;
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public onInputOver: Signal;
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public onInputOut: Signal;
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public onInputDown: Signal;
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public onInputUp: Signal;
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public preUpdate(): void;
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public update(): void;
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public postUpdate(): void;
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private updateInput();
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private updateMotion();
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public overlaps(ObjectOrGroup, InScreenSpace?: bool, Camera?: Camera): bool;
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public overlapsAt(X: number, Y: number, ObjectOrGroup, InScreenSpace?: bool, Camera?: Camera): bool;
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public overlapsPoint(point: Point, InScreenSpace?: bool, Camera?: Camera): bool;
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public onScreen(Camera?: Camera): bool;
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public getScreenXY(point?: MicroPoint, Camera?: Camera): MicroPoint;
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public solid : bool;
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public getMidpoint(point?: MicroPoint): MicroPoint;
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public reset(X: number, Y: number): void;
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public isTouching(Direction: number): bool;
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public justTouched(Direction: number): bool;
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public hurt(Damage: number): void;
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public setBounds(x: number, y: number, width: number, height: number): void;
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public hideFromCamera(camera: Camera): void;
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public showToCamera(camera: Camera): void;
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public clearCameraList(): void;
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public destroy(): void;
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public x : number;
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public y : number;
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public rotation : number;
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public angle : number;
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public width : number;
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public height : number;
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}
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}
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