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phaser-multires

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: src/physics/Physics.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a 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href="Phaser.Component.Overlap.html">Overlap</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Reset.html">Reset</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Smoothed.html">Smoothed</a> </li> <li class="class-depth-1"> <a href="Phaser.Create.html">Create</a> </li> <li class="class-depth-1"> <a href="Phaser.Creature.html">Creature</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.DeviceButton.html">DeviceButton</a> </li> <li class="class-depth-1"> <a href="Phaser.DOM.html">DOM</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.ImageCollection.html">ImageCollection</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Matrix.html">Matrix</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.PointerMode.html">PointerMode</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.RoundedRectangle.html">RoundedRectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> 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class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenData.html">TweenData</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.Video.html">Video</a> </li> <li 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href="PIXI.PrimitiveShader.html">PrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="PIXI.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="PIXI.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.Strip.html">Strip</a> </li> <li class="class-depth-1"> <a href="PIXI.StripShader.html">StripShader</a> </li> <li class="class-depth-1"> <a href="PIXI.Texture.html">Texture</a> </li> <li class="class-depth-1"> <a href="PIXI.TilingSprite.html">TilingSprite</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a> </li> <li class="class-depth-1"> <a 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href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/physics/Physics.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Physics Manager is responsible for looking after all of the running physics systems. * Phaser supports 4 physics systems: Arcade Physics, P2, Ninja Physics and Box2D via a commercial plugin. * * Game Objects (such as Sprites) can only belong to 1 physics system, but you can have multiple systems active in a single game. * * For example you could have P2 managing a polygon-built terrain landscape that an vehicle drives over, while it could be firing bullets that use the * faster (due to being much simpler) Arcade Physics system. * * @class Phaser.Physics * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation. */ Phaser.Physics = function (game, config) { config = config || {}; /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {object} config - The physics configuration object as passed to the game on creation. */ this.config = config; /** * @property {Phaser.Physics.Arcade} arcade - The Arcade Physics system. */ this.arcade = null; /** * @property {Phaser.Physics.P2} p2 - The P2.JS Physics system. */ this.p2 = null; /** * @property {Phaser.Physics.Ninja} ninja - The N+ Ninja Physics system. */ this.ninja = null; /** * @property {Phaser.Physics.Box2D} box2d - The Box2D Physics system. */ this.box2d = null; /** * @property {Phaser.Physics.Chipmunk} chipmunk - The Chipmunk Physics system (to be done). */ this.chipmunk = null; /** * @property {Phaser.Physics.Matter} matter - The MatterJS Physics system (coming soon). */ this.matter = null; this.parseConfig(); }; /** * @const * @type {number} */ Phaser.Physics.ARCADE = 0; /** * @const * @type {number} */ Phaser.Physics.P2JS = 1; /** * @const * @type {number} */ Phaser.Physics.NINJA = 2; /** * @const * @type {number} */ Phaser.Physics.BOX2D = 3; /** * @const * @type {number} */ Phaser.Physics.CHIPMUNK = 4; /** * @const * @type {number} */ Phaser.Physics.MATTERJS = 5; Phaser.Physics.prototype = { /** * Parses the Physics Configuration object passed to the Game constructor and starts any physics systems specified within. * * @method Phaser.Physics#parseConfig */ parseConfig: function () { if ((!this.config.hasOwnProperty('arcade') || this.config['arcade'] === true) &amp;&amp; Phaser.Physics.hasOwnProperty('Arcade')) { // If Arcade isn't specified, we create it automatically if we can this.arcade = new Phaser.Physics.Arcade(this.game); } if (this.config.hasOwnProperty('ninja') &amp;&amp; this.config['ninja'] === true &amp;&amp; Phaser.Physics.hasOwnProperty('Ninja')) { this.ninja = new Phaser.Physics.Ninja(this.game); } if (this.config.hasOwnProperty('p2') &amp;&amp; this.config['p2'] === true &amp;&amp; Phaser.Physics.hasOwnProperty('P2')) { this.p2 = new Phaser.Physics.P2(this.game, this.config); } if (this.config.hasOwnProperty('box2d') &amp;&amp; this.config['box2d'] === true &amp;&amp; Phaser.Physics.hasOwnProperty('BOX2D')) { this.box2d = new Phaser.Physics.BOX2D(this.game, this.config); } if (this.config.hasOwnProperty('matter') &amp;&amp; this.config['matter'] === true &amp;&amp; Phaser.Physics.hasOwnProperty('Matter')) { this.matter = new Phaser.Physics.Matter(this.game, this.config); } }, /** * This will create an instance of the requested physics simulation. * Phaser.Physics.Arcade is running by default, but all others need activating directly. * * You can start the following physics systems: * * Phaser.Physics.P2JS - A full-body advanced physics system by Stefan Hedman. * Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. * Phaser.Physics.BOX2D - A commercial Phaser Plugin (see http://phaser.io) * * Both Ninja Physics and Box2D require their respective plugins to be loaded before you can start them. * They are not bundled into the core Phaser library. * * If the physics world has already been created (i.e. in another state in your game) then * calling startSystem will reset the physics world, not re-create it. If you need to start them again from their constructors * then set Phaser.Physics.p2 (or whichever system you want to recreate) to `null` before calling `startSystem`. * * @method Phaser.Physics#startSystem * @param {number} system - The physics system to start: Phaser.Physics.ARCADE, Phaser.Physics.P2JS, Phaser.Physics.NINJA or Phaser.Physics.BOX2D. */ startSystem: function (system) { if (system === Phaser.Physics.ARCADE) { this.arcade = new Phaser.Physics.Arcade(this.game); } else if (system === Phaser.Physics.P2JS) { if (this.p2 === null) { this.p2 = new Phaser.Physics.P2(this.game, this.config); } else { this.p2.reset(); } } else if (system === Phaser.Physics.NINJA) { this.ninja = new Phaser.Physics.Ninja(this.game); } else if (system === Phaser.Physics.BOX2D) { if (this.box2d === null) { this.box2d = new Phaser.Physics.Box2D(this.game, this.config); } else { this.box2d.reset(); } } else if (system === Phaser.Physics.MATTERJS) { if (this.matter === null) { this.matter = new Phaser.Physics.Matter(this.game, this.config); } else { this.matter.reset(); } } }, /** * This will create a default physics body on the given game object or array of objects. * A game object can only have 1 physics body active at any one time, and it can't be changed until the object is destroyed. * It can be for any of the physics systems that have been started: * * Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation. * Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints. * Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision. * Phaser.Physics.BOX2D - A port of https://code.google.com/p/box2d-html5 * Phaser.Physics.MATTER - A full-body and light-weight advanced physics system (still in development) * Phaser.Physics.CHIPMUNK is still in development. * * If you require more control over what type of body is created, for example to create a Ninja Physics Circle instead of the default AABB, then see the * individual physics systems `enable` methods instead of using this generic one. * * @method Phaser.Physics#enable * @param {object|array} object - The game object to create the physics body on. Can also be an array of objects, a body will be created on every object in the array. * @param {number} [system=Phaser.Physics.ARCADE] - The physics system that will be used to create the body. Defaults to Arcade Physics. * @param {boolean} [debug=false] - Enable the debug drawing for this body. Defaults to false. */ enable: function (object, system, debug) { if (system === undefined) { system = Phaser.Physics.ARCADE; } if (debug === undefined) { debug = false; } if (system === Phaser.Physics.ARCADE) { this.arcade.enable(object); } else if (system === Phaser.Physics.P2JS &amp;&amp; this.p2) { this.p2.enable(object, debug); } else if (system === Phaser.Physics.NINJA &amp;&amp; this.ninja) { this.ninja.enableAABB(object); } else if (system === Phaser.Physics.BOX2D &amp;&amp; this.box2d) { this.box2d.enable(object); } else if (system === Phaser.Physics.MATTERJS &amp;&amp; this.matter) { this.matter.enable(object); } else { console.warn(object.key + ' is attempting to enable a physics body using an unknown physics system.'); } }, /** * preUpdate checks. * * @method Phaser.Physics#preUpdate * @protected */ preUpdate: function () { // ArcadePhysics / Ninja don't have a core to preUpdate if (this.p2) { this.p2.preUpdate(); } if (this.box2d) { this.box2d.preUpdate(); } if (this.matter) { this.matter.preUpdate(); } }, /** * Updates all running physics systems. * * @method Phaser.Physics#update * @protected */ update: function () { // ArcadePhysics / Ninja don't have a core to update if (this.p2) { this.p2.update(); } if (this.box2d) { this.box2d.update(); } if (this.matter) { this.matter.update(); } }, /** * Updates the physics bounds to match the world dimensions. * * @method Phaser.Physics#setBoundsToWorld * @protected */ setBoundsToWorld: function () { if (this.arcade) { this.arcade.setBoundsToWorld(); } if (this.ninja) { this.ninja.setBoundsToWorld(); } if (this.p2) { this.p2.setBoundsToWorld(); } if (this.box2d) { this.box2d.setBoundsToWorld(); } if (this.matter) { this.matter.setBoundsToWorld(); } }, /** * Clears down all active physics systems. This doesn't destroy them, it just clears them of objects and is called when the State changes. * * @method Phaser.Physics#clear * @protected */ clear: function () { if (this.p2) { this.p2.clear(); } if (this.box2d) { this.box2d.clear(); } if (this.matter) { this.matter.clear(); } }, /** * Resets the active physics system. Called automatically on a Phaser.State swap. * * @method Phaser.Physics#reset * @protected */ reset: function () { if (this.p2) { this.p2.reset(); } if (this.box2d) { this.box2d.reset(); } if (this.matter) { this.matter.reset(); } }, /** * Destroys all active physics systems. Usually only called on a Game Shutdown, not on a State swap. * * @method Phaser.Physics#destroy */ destroy: function () { if (this.p2) { this.p2.destroy(); } if (this.box2d) { this.box2d.destroy(); } if (this.matter) { this.matter.destroy(); } this.arcade = null; this.ninja = null; this.p2 = null; this.box2d = null; this.matter = null; } }; Phaser.Physics.prototype.constructor = Phaser.Physics; </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2016 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a> on Fri Jun 17 2016 12:45:29 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); <