mirror of
https://github.com/wassname/phaser.git
synced 2026-08-13 12:30:11 +08:00
More docs.
This commit is contained in:
@@ -1057,6 +1057,7 @@ Phaser.Group.prototype = {
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/**
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* @name Phaser.Group#length
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* @property {number} length - The number of children in this Group.
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* @readonly
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*/
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Object.defineProperty(Phaser.Group.prototype, "length", {
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+6
-12
@@ -2,15 +2,13 @@
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.Stage
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*/
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/**
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*
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* The Stage controls the canvas on which everything is displayed. It handles display within the browser,
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* focus handling, game resizing, scaling and the pause, boot and orientation screens.
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*
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* @class Stage
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* @class Phaser.Stage
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {number} width - Width of the canvas element.
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@@ -69,7 +67,8 @@ Phaser.Stage.prototype = {
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/**
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* Initialises the stage and adds the event listeners.
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* @method boot
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* @method Phaser.Stage#boot
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* @private
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*/
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boot: function () {
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@@ -98,7 +97,7 @@ Phaser.Stage.prototype = {
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/**
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* This method is called when the document visibility is changed.
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* @method visibilityChange
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* @method Phaser.Stage#visibilityChange
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* @param {Event} event - Its type will be used to decide whether the game should be paused or not.
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*/
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visibilityChange: function (event) {
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@@ -110,12 +109,10 @@ Phaser.Stage.prototype = {
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if (event.type == 'pagehide' || event.type == 'blur' || document['hidden'] == true || document['webkitHidden'] == true)
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{
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// console.log('visibilityChange - hidden', event);
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this.game.paused = true;
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}
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else
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{
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// console.log('visibilityChange - shown', event);
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this.game.paused = false;
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}
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@@ -124,11 +121,8 @@ Phaser.Stage.prototype = {
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};
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/**
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* Get
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* @returns {string} Returns the background color of the stage.
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*//**
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* Set
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* @param {string} The background color you want the stage to have
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* @name Phaser.Stage#backgroundColor
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* @property {number|string} paused - Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'
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*/
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Object.defineProperty(Phaser.Stage.prototype, "backgroundColor", {
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+11
-12
@@ -2,10 +2,8 @@
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.State
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*/
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/**
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* This is a base State class which can be extended if you are creating your own game.
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* It provides quick access to common functions such as the camera, cache, input, match, sound and more.
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@@ -15,13 +13,14 @@
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*/
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Phaser.State = function () {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = null;
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/**
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* @property {Description} add - Description.
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* @property {Phaser.GameObjectFactory} add - Reference to the GameObjectFactory.
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* @default
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*/
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this.add = null;
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@@ -106,7 +105,7 @@ Phaser.State.prototype = {
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* Override this method to add some load operations.
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* If you need to use the loader, you may need to use them here.
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*
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* @method preload
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* @method Phaser.State#preload
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*/
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preload: function () {
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},
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@@ -114,7 +113,7 @@ Phaser.State.prototype = {
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/**
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* Put update logic here.
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*
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* @method loadUpdate
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* @method Phaser.State#loadUpdate
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*/
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loadUpdate: function () {
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},
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@@ -122,7 +121,7 @@ Phaser.State.prototype = {
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/**
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* Put render operations here.
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*
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* @method loadRender
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* @method Phaser.State#loadRender
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*/
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loadRender: function () {
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},
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@@ -131,7 +130,7 @@ Phaser.State.prototype = {
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* This method is called after the game engine successfully switches states.
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* Feel free to add any setup code here (do not load anything here, override preload() instead).
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*
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* @method create
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* @method Phaser.State#create
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*/
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create: function () {
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},
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@@ -139,7 +138,7 @@ Phaser.State.prototype = {
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/**
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* Put update logic here.
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*
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* @method update
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* @method Phaser.State#update
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*/
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update: function () {
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},
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@@ -147,7 +146,7 @@ Phaser.State.prototype = {
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/**
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* Put render operations here.
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*
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* @method render
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* @method Phaser.State#render
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*/
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render: function () {
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},
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@@ -155,14 +154,14 @@ Phaser.State.prototype = {
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/**
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* This method will be called when game paused.
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*
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* @method paused
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* @method Phaser.State#paused
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*/
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paused: function () {
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},
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/**
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* This method will be called when the state is destroyed.#
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* @method destroy
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* This method will be called when the state is destroyed.
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* @method Phaser.State#destroy
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*/
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destroy: function () {
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}
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+26
-24
@@ -2,16 +2,15 @@
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.StateManager
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*/
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/**
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* Description.
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* The State Manager is responsible for loading, setting up and switching game states.
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*
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* @class Phaser.StateManager
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Description} pendingState - Description.
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* @param {Phaser.State|Object} [pendingState=null] - A State object to seed the manager with.
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*/
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Phaser.StateManager = function (game, pendingState) {
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@@ -130,7 +129,8 @@ Phaser.StateManager.prototype = {
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/**
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* Description.
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* @method boot
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* @method Phaser.StateManager#boot
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* @private
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*/
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boot: function () {
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@@ -157,7 +157,7 @@ Phaser.StateManager.prototype = {
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/**
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* Add a new State.
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* @method add
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* @method Phaser.StateManager#add
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* @param key {string} - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
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* @param state {State} - The state you want to switch to.
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* @param autoStart {boolean} - Start the state immediately after creating it? (default true)
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@@ -211,7 +211,7 @@ Phaser.StateManager.prototype = {
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/**
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* Delete the given state.
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* @method remove
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* @method Phaser.StateManager#remove
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* @param {string} key - A unique key you use to reference this state, i.e. "MainMenu", "Level1".
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*/
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remove: function (key) {
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@@ -239,7 +239,7 @@ Phaser.StateManager.prototype = {
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/**
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* Start the given state
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* @method start
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* @method Phaser.StateManager#start
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* @param {string} key - The key of the state you want to start.
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* @param {boolean} [clearWorld] - clear everything in the world? (Default to true)
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* @param {boolean} [clearCache] - clear asset cache? (Default to false and ONLY available when clearWorld=true)
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@@ -317,7 +317,7 @@ Phaser.StateManager.prototype = {
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/**
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* Used by onInit and onShutdown when those functions don't exist on the state
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* @method dummy
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* @method Phaser.StateManager#dummy
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* @private
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*/
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dummy: function () {
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@@ -325,7 +325,7 @@ Phaser.StateManager.prototype = {
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/**
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* Description.
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* @method checkState
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* @method Phaser.StateManager#checkState
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* @param {string} key - The key of the state you want to check.
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* @return {boolean} Description.
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*/
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@@ -362,9 +362,10 @@ Phaser.StateManager.prototype = {
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},
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/**
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* Description.
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* @method link
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* @param {string} key - Description.
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* Links game properties to the State given by the key.
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* @method Phaser.StateManager#link
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* @param {string} key - State key.
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* @protected
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*/
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link: function (key) {
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@@ -388,9 +389,10 @@ Phaser.StateManager.prototype = {
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},
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/**
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* Description.
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* @method setCurrentState
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* @param {string} key - Description.
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* Sets the current State. Should not be called directly (use StateManager.start)
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* @method Phaser.StateManager#setCurrentState
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* @param {string} key - State key.
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* @protected
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*/
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setCurrentState: function (key) {
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@@ -421,8 +423,8 @@ Phaser.StateManager.prototype = {
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},
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/**
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* Description.
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* @method loadComplete
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* @method Phaser.StateManager#loadComplete
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* @protected
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*/
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loadComplete: function () {
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@@ -442,8 +444,8 @@ Phaser.StateManager.prototype = {
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},
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/**
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* Description.
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* @method update
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* @method Phaser.StateManager#update
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* @protected
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*/
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update: function () {
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@@ -462,8 +464,8 @@ Phaser.StateManager.prototype = {
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},
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/**
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* Description.
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* @method preRender
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* @method Phaser.StateManager#preRender
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* @protected
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*/
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preRender: function () {
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@@ -475,8 +477,8 @@ Phaser.StateManager.prototype = {
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},
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/**
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* Description.
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* @method render
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* @method Phaser.StateManager#render
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* @protected
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*/
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render: function () {
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@@ -496,7 +498,7 @@ Phaser.StateManager.prototype = {
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/**
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* Nuke the entire game from orbit
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* @method destroy
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* @method Phaser.StateManager#destroy
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*/
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destroy: function () {
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+22
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@@ -2,11 +2,9 @@
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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* @module Phaser.World
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*/
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/**
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*
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* "This world is but a canvas to our imagination." - Henry David Thoreau
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* <p>
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* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
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@@ -51,7 +49,8 @@ Phaser.World.prototype = {
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/**
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* Initialises the game world.
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*
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* @method boot
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* @method Phaser.World#boot
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* @protected
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*/
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boot: function () {
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@@ -66,7 +65,7 @@ Phaser.World.prototype = {
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/**
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* This is called automatically every frame, and is where main logic happens.
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*
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* @method update
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* @method Phaser.World#update
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*/
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update: function () {
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@@ -99,7 +98,7 @@ Phaser.World.prototype = {
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/**
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* This is called automatically every frame, and is where main logic happens.
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* @method update
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* @method Phaser.World#postUpdate
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*/
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postUpdate: function () {
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@@ -123,7 +122,7 @@ Phaser.World.prototype = {
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/**
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* Updates the size of this world.
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* @method setSize
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* @method Phaser.World#setSize
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* @param {number} width - New width of the world.
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* @param {number} height - New height of the world.
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*/
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@@ -143,7 +142,7 @@ Phaser.World.prototype = {
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/**
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* Destroyer of worlds.
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* @method destroy
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* @method Phaser.World#destroy
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*/
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destroy: function () {
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@@ -158,28 +157,16 @@ Phaser.World.prototype = {
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};
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// Getters / Setters
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/**
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* Get
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* @returns {Description}
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*//**
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* Set
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* @param {Description} value - Description
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* @name Phaser.World#width
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* @property {number} width - Gets or sets the current width of the game world.
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*/
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Object.defineProperty(Phaser.World.prototype, "width", {
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/**
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* @method width
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* @return {number} The current width of the game world
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*/
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get: function () {
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return this.bounds.width;
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},
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/**
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* @method width
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* @return {number} Sets the width of the game world
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*/
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set: function (value) {
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this.bounds.width = value;
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}
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@@ -187,11 +174,8 @@ Object.defineProperty(Phaser.World.prototype, "width", {
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});
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/**
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* Get
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* @returns {number} The current height of the game world.
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*//**
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* Sets the width of the game world.
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* @param {Description} value - Height of the game world.
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* @name Phaser.World#height
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* @property {number} height - Gets or sets the current height of the game world.
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*/
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Object.defineProperty(Phaser.World.prototype, "height", {
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@@ -206,8 +190,9 @@ Object.defineProperty(Phaser.World.prototype, "height", {
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});
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/**
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* Get
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* @returns {number} return the X position of the center point of the world
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* @name Phaser.World#centerX
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* @property {number} centerX - Gets the X position corresponding to the center point of the world.
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* @readonly
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*/
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Object.defineProperty(Phaser.World.prototype, "centerX", {
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@@ -218,8 +203,9 @@ Object.defineProperty(Phaser.World.prototype, "centerX", {
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});
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/**
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* Get
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* @returns {number} return the Y position of the center point of the world
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* @name Phaser.World#centerY
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* @property {number} centerY - Gets the Y position corresponding to the center point of the world.
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* @readonly
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*/
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Object.defineProperty(Phaser.World.prototype, "centerY", {
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@@ -230,8 +216,9 @@ Object.defineProperty(Phaser.World.prototype, "centerY", {
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});
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/**
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* Get
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* @returns {number} a random integer which is lesser or equal to the current width of the game world
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* @name Phaser.World#randomX
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* @property {number} randomX - Gets a random integer which is lesser than or equal to the current width of the game world.
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* @readonly
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*/
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Object.defineProperty(Phaser.World.prototype, "randomX", {
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@@ -242,8 +229,9 @@ Object.defineProperty(Phaser.World.prototype, "randomX", {
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});
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/**
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* Get
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* @returns {number} a random integer which is lesser or equal to the current height of the game world
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* @name Phaser.World#randomY
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* @property {number} randomY - Gets a random integer which is lesser than or equal to the current height of the game world.
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* @readonly
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*/
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Object.defineProperty(Phaser.World.prototype, "randomY", {
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