mirror of
https://github.com/wassname/phaser.git
synced 2026-07-24 13:10:53 +08:00
Updated documentation.
This commit is contained in:
+147
-45
@@ -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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@@ -404,81 +444,99 @@ Phaser.Text = function (game, x, y, text, style) {
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text = text || '';
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style = style || '';
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// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
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/**
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* @property {boolean} exists - Description.
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* @default
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*/
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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 {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
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* @default
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*/
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this.exists = true;
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// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
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/**
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* @property {boolean} alive - Description.
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* @default
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*/
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/**
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* @property {boolean} alive - This is a handy little var your game can use to determine if an object is alive or not, it doesn't effect rendering.
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* @default
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*/
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this.alive = true;
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/**
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* @property {Description} group - Description.
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* @default
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*/
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/**
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* @property {Phaser.Group} group - The parent Group of this Text object.
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*/
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this.group = null;
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/**
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* @property {string} name - Description.
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* @default
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*/
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/**
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* @property {string} name - The user defined name given to this object.
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* @default
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*/
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this.name = '';
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.game = game;
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this.type = Phaser.TEXT;
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/**
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* @property {string} _text - Internal value.
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* @private
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*/
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this._text = text;
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/**
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* @property {string} _style - Internal value.
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* @private
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*/
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this._style = style;
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PIXI.Text.call(this, text, style);
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/**
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* @property {Description} type - Description.
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*/
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this.type = Phaser.TEXT;
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/**
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* @property {Description} position - Description.
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*/
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* @property {Phaser.Point} position - The position of this Text object in world space.
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*/
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this.position.x = this.x = x;
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this.position.y = this.y = y;
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// Replaces the PIXI.Point with a slightly more flexible one
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/**
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* @property {Phaser.Point} anchor - Description.
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*/
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
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*
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* @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place.
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*/
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this.anchor = new Phaser.Point();
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/**
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* @property {Phaser.Point} scale - Description.
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*/
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* @property {Phaser.Point} scale - The scale of the object when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc.
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*/
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this.scale = new Phaser.Point(1, 1);
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// A mini cache for storing all of the calculated values
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/**
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* @property {Description} _cache - Description.
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* @property {object} _cache - A mini cache for storing all of the calculated values.
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* @private
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*/
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this._cache = {
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this._cache = {
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dirty: false,
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// Transform cache
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a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
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a00: 1,
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a01: 0,
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a02: x,
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a10: 0,
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a11: 1,
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a12: y,
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id: 1,
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// The previous calculated position
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x: -1, y: -1,
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x: -1,
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y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1, scaleY: 1
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scaleX: 1,
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scaleY: 1
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};
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@@ -486,7 +544,7 @@ Phaser.Text = function (game, x, y, text, style) {
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this._cache.y = this.y;
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/**
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* @property {boolean} renderable - Description.
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* @property {boolean} renderable - A renderable object will be rendered to the context each frame.
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*/
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this.renderable = true;
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@@ -547,11 +605,11 @@ Phaser.Text.prototype.destroy = function() {
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}
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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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* Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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* @name Phaser.Text#angle
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* @property {number} angle - Gets or sets the angle of rotation in degrees.
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*/
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Object.defineProperty(Phaser.Text.prototype, 'angle', {
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@@ -565,6 +623,45 @@ Object.defineProperty(Phaser.Text.prototype, 'angle', {
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});
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/**
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* The x coordinate of this object in world space.
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* @name Phaser.Text#x
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* @property {number} x - The x coordinate of this object in world space.
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*/
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Object.defineProperty(Phaser.Text.prototype, 'x', {
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get: function() {
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return this.position.x;
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},
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set: function(value) {
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this.position.x = value;
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}
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});
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/**
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* The y coordinate of this object in world space.
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* @name Phaser.Text#y
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* @property {number} y - The y coordinate of this object in world space.
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*/
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Object.defineProperty(Phaser.Text.prototype, 'y', {
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get: function() {
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return this.position.y;
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},
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set: function(value) {
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this.position.y = value;
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}
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});
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/**
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* The string to be rendered by this Text object.
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* @name Phaser.Text#content
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* @property {string} content - The string to be rendered by this Text object.
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*/
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Object.defineProperty(Phaser.Text.prototype, 'content', {
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get: function() {
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@@ -584,6 +681,11 @@ Object.defineProperty(Phaser.Text.prototype, 'content', {
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});
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/**
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* The font the text will be rendered in.
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* @name Phaser.Text#font
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* @property {string} font - The font the text will be rendered in.
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*/
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Object.defineProperty(Phaser.Text.prototype, 'font', {
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get: function() {
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@@ -623,7 +725,7 @@ Object.defineProperty(Phaser.Text.prototype, 'font', {
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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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