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* If a child has an `exists` property then it (and its children) will be only be drawn if exists is `true`.
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*
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* The children will be drawn at their `x` and `y` world space coordinates. If this is outside the bounds of the BitmapData
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* they won't be drawn. You should resize the BitmapData in advance to match the overall bounds of the top-level Game Object.
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* they won't be drawn. Depending on your requirements you may need to resize the BitmapData in advance to match the
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* bounds of the top-level Game Object.
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*
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* When drawing it will take into account the child's world rotation, scale and alpha values.
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*
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* It's perfectly valid to pass in `game.world` as the parent object, and it will iterate through the entire display list.
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*
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* Note: If you are trying to grab your entire game at the start of a State then you should ensure that at least 1 full update
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* has taken place before doing so, otherwise all of the objects will render with incorrect positions and scales. You can
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* trigger an update yourself by calling `stage.updateTransform()` before calling `drawFull`.
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*
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* @method Phaser.BitmapData#drawFull
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* @param {Phaser.World|Phaser.Group|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText} parent - The Game Object to draw onto this BitmapData and then recursively draw all of its children.
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