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Preparing more documentation.
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-17
@@ -2,14 +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.Game
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*/
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/**
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* Game constructor
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*
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* Instantiate a new <code>Phaser.Game</code> object.
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* @class
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* @class Phaser.Game
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* @classdesc This is where the magic happens. The Game object is the heart of your game,
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* providing quick access to common functions and handling the boot process.
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* <p>"Hell, there are no rules here - we're trying to accomplish something."</p><br>
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@@ -252,8 +251,8 @@ Phaser.Game.prototype = {
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/**
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* Initialize engine sub modules and start the game.
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*
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* @method boot
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* @memberof Phaser.Game
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* @method Phaser.Game#boot
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* @protected
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*/
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boot: function () {
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@@ -333,8 +332,8 @@ Phaser.Game.prototype = {
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/**
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* Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.
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*
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* @method setUpRenderer
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* @memberof Phaser.Game
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* @method Phaser.Game#setUpRenderer
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* @protected
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*/
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setUpRenderer: function () {
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@@ -370,8 +369,8 @@ Phaser.Game.prototype = {
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/**
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* Called when the load has finished, after preload was run.
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*
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* @method loadComplete
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* @memberof Phaser.Game
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* @method Phaser.Game#loadComplete
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* @protected
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*/
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loadComplete: function () {
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@@ -384,8 +383,8 @@ Phaser.Game.prototype = {
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/**
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* The core game loop.
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*
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* @method update
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* @memberof Phaser.Game
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* @method Phaser.Game#update
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* @protected
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* @param {number} time - The current time as provided by RequestAnimationFrame.
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*/
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update: function (time) {
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@@ -419,8 +418,7 @@ Phaser.Game.prototype = {
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/**
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* Nuke the entire game from orbit
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*
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* @method destroy
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* @memberof Phaser.Game
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* @method Phaser.Game#destroy
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*/
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destroy: function () {
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@@ -441,11 +439,10 @@ Phaser.Game.prototype = {
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};
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/**
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* Get
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* @returns {boolean} - The paused state of the game.
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*//**
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* Set
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* @param {boolean} value - Put the game into a paused state or resume it. A paused game doesn't call any of the subsystems.
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* The paused state of the Game. A paused game doesn't update any of its subsystems.
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* When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched.
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* @name Phaser.Game#paused
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* @property {boolean} paused - Gets and sets the paused state of the Game.
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*/
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Object.defineProperty(Phaser.Game.prototype, "paused", {
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