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Fixed jsdoc links and markdown bullet lists
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src/dom/ScaleManager.js

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@@ -348,16 +348,6 @@ var ScaleManager = new Class({
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return this;
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},
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/**
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* Game Resize event.
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*
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* Listen for it using the event type `resize`.
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*
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* @event Phaser.Game#resizeEvent
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* @param {number} width - The new width of the Game.
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* @param {number} height - The new height of the Game.
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*/
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refresh: function ()
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{
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this.updateScale();

src/input/events/DRAG_END_EVENT.js

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*
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* Listen to this event from within a Scene using: `this.input.on('dragend', listener)`.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_END event]{Phaser.Input.Events#GAMEOBJECT_DRAG_END} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_END]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_END} event instead.
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*
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* @event Phaser.Input.Events#DRAG_END
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*

src/input/events/DRAG_ENTER_EVENT.js

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*
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* A Pointer can only drag a single Game Object at once.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_ENTER event]{Phaser.Input.Events#GAMEOBJECT_DRAG_ENTER} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_ENTER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_ENTER} event instead.
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*
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* @event Phaser.Input.Events#DRAG_ENTER
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*

src/input/events/DRAG_EVENT.js

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*
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* A Pointer can only drag a single Game Object at once.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG event]{Phaser.Input.Events#GAMEOBJECT_DRAG} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG} event instead.
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*
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* @event Phaser.Input.Events#DRAG
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*

src/input/events/DRAG_LEAVE_EVENT.js

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*
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* A Pointer can only drag a single Game Object at once.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_LEAVE event]{Phaser.Input.Events#GAMEOBJECT_DRAG_LEAVE} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_LEAVE]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_LEAVE} event instead.
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*
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* @event Phaser.Input.Events#DRAG_LEAVE
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*

src/input/events/DRAG_OVER_EVENT.js

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*
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* A Pointer can only drag a single Game Object at once.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_OVER event]{Phaser.Input.Events#GAMEOBJECT_DRAG_OVER} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_OVER]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_OVER} event instead.
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*
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* @event Phaser.Input.Events#DRAG_OVER
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*

src/input/events/DRAG_START_EVENT.js

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*
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* A Pointer can only drag a single Game Object at once.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_START event]{Phaser.Input.Events#GAMEOBJECT_DRAG_START} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DRAG_START]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DRAG_START} event instead.
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*
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* @event Phaser.Input.Events#DRAG_START
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*

src/input/events/DROP_EVENT.js

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*
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* Listen to this event from within a Scene using: `this.input.on('drop', listener)`.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DROP event]{Phaser.Input.Events#GAMEOBJECT_DROP} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_DROP]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DROP} event instead.
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*
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* @event Phaser.Input.Events#DROP
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*

src/input/events/GAMEOBJECT_DOWN_EVENT.js

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* Listen to this event from within a Scene using: `this.input.on('gameobjectdown', listener)`.
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*
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* To receive this event, the Game Objects must have been set as interactive.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive]{@link Phaser.GameObjects.GameObject#setInteractive} for more details.
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*
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_DOWN event]{Phaser.Input.Events#GAMEOBJECT_POINTER_DOWN} instead.
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* To listen for this event from a _specific_ Game Object, use the [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN} event instead.
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*
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* The event hierarchy is as follows:
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*
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* 1) GAMEOBJECT_POINTER_DOWN
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* 2) GAMEOBJECT_DOWN
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* 3) POINTER_DOWN or POINTER_DOWN_OUTSIDE
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* 1. [GAMEOBJECT_POINTER_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_POINTER_DOWN}
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* 2. [GAMEOBJECT_DOWN]{@linkcode Phaser.Input.Events#event:GAMEOBJECT_DOWN}
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* 3. [POINTER_DOWN]{@linkcode Phaser.Input.Events#event:POINTER_DOWN} or [POINTER_DOWN_OUTSIDE]{@linkcode Phaser.Input.Events#event:POINTER_DOWN_OUTSIDE}
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*
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* With the top event being dispatched first and then flowing down the list. Note that higher-up event handlers can stop
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* the propagation of this event.

src/input/events/GAMEOBJECT_DRAG_END_EVENT.js

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* Note that the scope of the listener is automatically set to be the Game Object instance itself.
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*
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* To receive this event, the Game Object must have been set as interactive and enabled for drag.
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* See [GameObject.setInteractive]{Phaser.GameObjects.GameObject#setInteractive} for more details.
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* See [GameObject.setInteractive](Phaser.GameObjects.GameObject#setInteractive) for more details.
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*
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* @event Phaser.Input.Events#GAMEOBJECT_DRAG_END
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*

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