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Fixed up the namespace in the documentation and finished off all sections other than Game Objects and Physics (yuck).
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@@ -7,7 +7,7 @@
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/**
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* A Frame is a single frame of an animation and is part of a FrameData collection.
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*
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* @class Phaser.Animation.Frame
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* @class Phaser.Frame
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* @constructor
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* @param {number} index - The index of this Frame within the FrameData set it is being added to.
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* @param {number} x - X position of the frame within the texture image.
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@@ -17,7 +17,7 @@
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* @param {string} name - The name of the frame. In Texture Atlas data this is usually set to the filename.
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* @param {string} uuid - Internal UUID key.
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*/
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Phaser.Animation.Frame = function (index, x, y, width, height, name, uuid) {
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Phaser.Frame = function (index, x, y, width, height, name, uuid) {
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/**
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* @property {number} index - The index of this Frame within the FrameData set it is being added to.
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@@ -123,12 +123,12 @@ Phaser.Animation.Frame = function (index, x, y, width, height, name, uuid) {
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};
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Phaser.Animation.Frame.prototype = {
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Phaser.Frame.prototype = {
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/**
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* If the frame was trimmed when added to the Texture Atlas this records the trim and source data.
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*
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* @method Phaser.Animation.Frame#setTrim
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* @method Phaser.Frame#setTrim
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* @param {boolean} trimmed - If this frame was trimmed or not.
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* @param {number} actualWidth - The width of the frame before being trimmed.
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* @param {number} actualHeight - The height of the frame before being trimmed.
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