mirror of
https://github.com/wassname/phaser.git
synced 2026-09-09 11:28:47 +08:00
Updated documentation.
This commit is contained in:
+82
-39
@@ -54,6 +54,10 @@
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<a href="Phaser.AnimationParser.html">AnimationParser</a>
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</li>
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<li>
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<a href="Phaser.BitmapData.html">BitmapData</a>
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</li>
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<li>
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<a href="Phaser.BitmapText.html">BitmapText</a>
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</li>
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@@ -138,6 +142,10 @@
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<a href="Phaser.Events.html">Events</a>
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</li>
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<li>
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<a href="Phaser.Filter.html">Filter</a>
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</li>
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<li>
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<a href="Phaser.Frame.html">Frame</a>
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</li>
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@@ -302,6 +310,26 @@
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<a href="Phaser.Text.html">Text</a>
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</li>
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<li>
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<a href="Phaser.Tile.html">Tile</a>
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</li>
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<li>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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</li>
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<li>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<li>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li>
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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@@ -310,6 +338,10 @@
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li>
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li>
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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@@ -356,6 +388,14 @@
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
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</li>
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<li>
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<a href="global.html#render">render</a>
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</li>
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<li>
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<a href="global.html#renderXY">renderXY</a>
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</li>
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<li>
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<a href="global.html#right">right</a>
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</li>
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@@ -402,35 +442,35 @@
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*/
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Phaser.Camera = function (game, id, x, y, width, height) {
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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 = game;
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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 = game;
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/**
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* @property {Phaser.World} world - A reference to the game world.
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*/
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this.world = game.world;
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/**
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* @property {Phaser.World} world - A reference to the game world.
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*/
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this.world = game.world;
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/**
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* @property {number} id - Reserved for future multiple camera set-ups.
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* @default
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*/
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this.id = 0;
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/**
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* @property {number} id - Reserved for future multiple camera set-ups.
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* @default
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*/
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this.id = 0;
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/**
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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/**
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* Camera view.
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* The view into the world we wish to render (by default the game dimensions).
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* The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
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* Objects outside of this view are not rendered (unless set to ignore the Camera, i.e. UI?).
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* @property {Phaser.Rectangle} view
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*/
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* @property {Phaser.Rectangle} view
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*/
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this.view = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
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*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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* @property {Phaser.Rectangle} screenView - Used by Sprites to work out Camera culling.
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*/
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this.screenView = new Phaser.Rectangle(x, y, width, height);
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/**
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* The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
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@@ -441,36 +481,36 @@ Phaser.Camera = function (game, id, x, y, width, height) {
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this.bounds = new Phaser.Rectangle(x, y, width, height);
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/**
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
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*/
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* @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause camera moving.
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*/
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this.deadzone = null;
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/**
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* @property {boolean} visible - Whether this camera is visible or not.
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* @default
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*/
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/**
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* @property {boolean} visible - Whether this camera is visible or not.
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* @default
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*/
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this.visible = true;
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/**
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* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
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/**
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* @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
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*/
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this.atLimit = { x: false, y: false };
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/**
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* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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/**
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* @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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* @default
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*/
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this.target = null;
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/**
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* @property {number} edge - Edge property.
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/**
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* @property {number} edge - Edge property.
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* @private
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* @default
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*/
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this._edge = 0;
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this.displayObject = null;
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};
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/**
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@@ -499,7 +539,7 @@ Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
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Phaser.Camera.prototype = {
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/**
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/**
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* Tells this camera which sprite to follow.
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* @method Phaser.Camera#follow
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* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
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@@ -532,6 +572,9 @@ Phaser.Camera.prototype = {
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break;
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case Phaser.Camera.FOLLOW_LOCKON:
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this.deadzone = null;
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break;
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default:
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this.deadzone = null;
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break;
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@@ -550,7 +593,7 @@ Phaser.Camera.prototype = {
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},
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/**
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/**
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* Move the camera focus on a location instantly.
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* @method Phaser.Camera#focusOnXY
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* @param {number} x - X position.
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@@ -562,7 +605,7 @@ Phaser.Camera.prototype = {
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},
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/**
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/**
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* Update focusing and scrolling.
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* @method Phaser.Camera#update
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*/
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@@ -731,7 +774,7 @@ Object.defineProperty(Phaser.Camera.prototype, "x", {
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* @property {number} y - Gets or sets the cameras y position.
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*/
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Object.defineProperty(Phaser.Camera.prototype, "y", {
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get: function () {
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return this.view.y;
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},
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@@ -802,7 +845,7 @@ Object.defineProperty(Phaser.Camera.prototype, "height", {
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Thu Nov 07 2013 06:07:33 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</div>
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