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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
560 lines
12 KiB
HTML
560 lines
12 KiB
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<h1 class="page-title">Source: gameobjects/RenderTexture.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A RenderTexture is a special texture that allows any displayObject to be rendered to it.
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* @class Phaser.RenderTexture
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {string} key - Internal Phaser reference key for the render texture.
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* @param {number} [width=100] - The width of the render texture.
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* @param {number} [height=100] - The height of the render texture.
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*/
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Phaser.RenderTexture = function (game, width, height, key) {
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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 {string} key - The key of the RenderTexture in the Cache, if stored there.
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*/
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this.key = key;
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/**
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* @property {number} type - Base Phaser object type.
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*/
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this.type = Phaser.RENDERTEXTURE;
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PIXI.RenderTexture.call(this, width, height);
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};
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Phaser.RenderTexture.prototype = Object.create(PIXI.RenderTexture.prototype);
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Phaser.RenderTexture.prototype.constructor = Phaser.RenderTexture;
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</pre>
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</article>
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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