phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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[
{
"comment": "/**\r\n * Takes an array of Game Objects and aligns them next to each other.\r\n *\r\n * The alignment position is controlled by the `position` parameter, which should be one\r\n * of the Phaser.Display.Align constants, such as `Phaser.Display.Align.TOP_LEFT`,\r\n * `Phaser.Display.Align.TOP_CENTER`, etc.\r\n *\r\n * The first item isn't moved. The second item is aligned next to the first,\r\n * then the third next to the second, and so on.\r\n *\r\n * @function Phaser.Actions.AlignTo\r\n * @since 3.22.0\r\n *\r\n * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return]\r\n *\r\n * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action.\r\n * @param {number} position - The position to align the items with. This is an align constant, such as `Phaser.Display.Align.LEFT_CENTER`.\r\n * @param {number} [offsetX=0] - Optional horizontal offset from the position.\r\n * @param {number} [offsetY=0] - Optional vertical offset from the position.\r\n *\r\n * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action.\r\n */",
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"filename": "AlignTo.js",
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"columnno": 0,
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"description": "Takes an array of Game Objects and aligns them next to each other.\r\rThe alignment position is controlled by the `position` parameter, which should be one\rof the Phaser.Display.Align constants, such as `Phaser.Display.Align.TOP_LEFT`,\r`Phaser.Display.Align.TOP_CENTER`, etc.\r\rThe first item isn't moved. The second item is aligned next to the first,\rthen the third next to the second, and so on.",
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}
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"comment": "/**\r\n * Takes an array of Game Objects, or any objects that have a public `angle` property,\r\n * and then adds the given value to each of their `angle` properties.\r\n *\r\n * The optional `step` property is applied incrementally, multiplied by each item in the array.\r\n *\r\n * To use this with a Group: `Angle(group.getChildren(), value, step)`\r\n *\r\n * @function Phaser.Actions.Angle\r\n * @since 3.0.0\r\n *\r\n * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return]\r\n *\r\n * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action.\r\n * @param {number} value - The amount to be added to the `angle` property.\r\n * @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.\r\n * @param {number} [index=0] - An optional offset to start searching from within the items array.\r\n * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.\r\n *\r\n * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action.\r\n */",
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"comment": "/**\r\n * Takes an array of objects and passes each of them to the given callback.\r\n *\r\n * @function Phaser.Actions.Call\r\n * @since 3.0.0\r\n *\r\n * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return]\r\n *\r\n * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action.\r\n * @param {Phaser.Types.Actions.CallCallback} callback - The callback to be invoked. It will be passed just one argument: the item from the array.\r\n * @param {*} context - The scope in which the callback will be invoked.\r\n *\r\n * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that was passed to this Action.\r\n */",
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"filename": "Call.js",
"lineno": 7,
"columnno": 0,
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"comment": "/**\r\n * Takes an array of objects and returns the first element in the array that has properties which match\r\n * all of those specified in the `compare` object. For example, if the compare object was: `{ scaleX: 0.5, alpha: 1 }`\r\n * then it would return the first item which had the property `scaleX` set to 0.5 and `alpha` set to 1.\r\n *\r\n * To use this with a Group: `GetFirst(group.getChildren(), compare, index)`\r\n *\r\n * @function Phaser.Actions.GetFirst\r\n * @since 3.0.0\r\n *\r\n * @generic {Phaser.GameObjects.GameObject[]} G - [items]\r\n *\r\n * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be searched by this action.\r\n * @param {object} compare - The comparison object. Each property in this object will be checked against the items of the array.\r\n * @param {number} [index=0] - An optional offset to start searching from within the items array.\r\n *\r\n * @return {?(object|Phaser.GameObjects.GameObject)} The first object in the array that matches the comparison object, or `null` if no match was found.\r\n */",
"meta": {
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},
"description": "Takes an array of objects and returns the first element in the array that has properties which match\rall of those specified in the `compare` object. For example, if the compare object was: `{ scaleX: 0.5, alpha: 1 }`\rthen it would return the first item which had the property `scaleX` set to 0.5 and `alpha` set to 1.\r\rTo use this with a Group: `GetFirst(group.getChildren(), compare, index)`",
"kind": "function",
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"since": "3.0.0",
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{
"originalTitle": "generic",
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"text": "{Phaser.GameObjects.GameObject[]} G - [items]",
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"___id": "T000002R000019",
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{
"comment": "/**\r\n * Takes an array of objects and returns the last element in the array that has properties which match\r\n * all of those specified in the `compare` object. For example, if the compare object was: `{ scaleX: 0.5, alpha: 1 }`\r\n * then it would return the last item which had the property `scaleX` set to 0.5 and `alpha` set to 1.\r\n *\r\n * To use this with a Group: `GetLast(group.getChildren(), compare, index)`\r\n *\r\n * @function Phaser.Actions.GetLast\r\n * @since 3.3.0\r\n *\r\n * @generic {Phaser.GameObjects.GameObject[]} G - [items]\r\n *\r\n * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be searched by this action.\r\n * @param {object} compare - The comparison object. Each property in this object will be checked against the items of the array.\r\n * @param {number} [index=0] - An optional offset to start searching from within the items array.\r\n *\r\n * @return {?(object|Phaser.GameObjects.GameObject)} The last object in the array that matches the comparison object, or `null` if no match was found.\r\n */",
"meta": {
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},
"description": "Takes an array of objects and returns the last element in the array that has properties which match\rall of those specified in the `compare` object. For example, if the compare object was: `{ scaleX: 0.5, alpha: 1 }`\rthen it would return the last item which had the property `scaleX` set to 0.5 and `alpha` set to 1.\r\rTo use this with a Group: `GetLast(group.getChildren(), compare, index)`",
"kind": "function",
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"since": "3.3.0",
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{
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}
],
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},
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"comment": "/**\r\n * Takes an array of Game Objects, or any objects that have public `x` and `y` properties,\r\n * and then aligns them based on the grid configuration given to this action.\r\n *\r\n * @function Phaser.Actions.GridAlign\r\n * @since 3.0.0\r\n *\r\n * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return]\r\n *\r\n * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action.\r\n * @param {Phaser.Types.Actions.GridAlignConfig} options - The GridAlign Configuration object.\r\n *\r\n * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action.\r\n */",
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"filename": "GridAlign.js",
"lineno": 15,
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},
"description": "Takes an array of Game Objects, or any objects that have public `x` and `y` properties,\rand then aligns them based on the grid configuration given to this action.",
"kind": "function",
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{
"comment": "/**\r\n * Takes an array of Game Objects, or any objects that have a public `alpha` property,\r\n * and then adds the given value to each of their `alpha` properties.\r\n *\r\n * The optional `step` property is applied incrementally, multiplied by each item in the array.\r\n *\r\n * To use this with a Group: `IncAlpha(group.getChildren(), value, step)`\r\n *\r\n * @function Phaser.Actions.IncAlpha\r\n * @since 3.0.0\r\n *\r\n * @generic {Phaser.GameObjects.GameObject[]} G - [items,$return]\r\n *\r\n * @param {(array|Phaser.GameObjects.GameObject[])} items - The array of items to be updated by this action.\r\n * @param {number} value - The amount to be added to the `alpha` property.\r\n * @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.\r\n * @param {number} [index=0] - An optional offset to start searching from within the items array.\r\n * @param {number} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.\r\n *\r\n * @return {(array|Phaser.GameObjects.GameObject[])} The array of objects that were passed to this Action.\r\n */",
"meta": {
"filename": "IncAlpha.js",
"lineno": 9,
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"description": "Takes an array of Game Objects, or any objects that have a public `alpha` property,\rand then adds the given value to each of their `alpha` properties.\r\rThe optional `step` property is applied incrementally, multiplied by each item in the array.\r\rTo use this with a Group: `IncAlpha(group.getChildren(), value, step)`",
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