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* @param {number} [stepX=0] - This is added to the `originX` amount, multiplied by the iteration counter.
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* @param {number} [stepY=0] - This is added to the `originY` amount, multiplied by the iteration counter.
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*
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* @return {Phaser.GameObjects.Group} This Group object.
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* @return {this} This Group object.
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*/
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setOrigin: function(originX,originY,stepX,stepY)
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{
@@ -1419,7 +1419,7 @@ var Group = new Class({
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* @param {number} value - The amount to set the property to.
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* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
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*
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* @return {Phaser.GameObjects.Group} This Group object.
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* @return {this} This Group object.
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*/
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scaleX: function(value,step)
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{
@@ -1437,7 +1437,7 @@ var Group = new Class({
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* @param {number} value - The amount to set the property to.
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* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
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*
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* @return {Phaser.GameObjects.Group} This Group object.
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* @return {this} This Group object.
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*/
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scaleY: function(value,step)
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{
@@ -1457,7 +1457,7 @@ var Group = new Class({
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* @param {number} [stepX=0] - This is added to the `scaleX` amount, multiplied by the iteration counter.
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* @param {number} [stepY=0] - This is added to the `scaleY` amount, multiplied by the iteration counter.
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*
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* @return {Phaser.GameObjects.Group} This Group object.
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* @return {this} This Group object.
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*/
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scaleXY: function(scaleX,scaleY,stepX,stepY)
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{
@@ -1475,7 +1475,7 @@ var Group = new Class({
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* @param {number} value - The amount to set the property to.
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* @param {number} [step=0] - This is added to the `value` amount, multiplied by the iteration counter.
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*
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* @return {Phaser.GameObjects.Group} This Group object.
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* @return {this} This Group object.
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*/
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setDepth: function(value,step)
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{
@@ -1492,7 +1492,7 @@ var Group = new Class({
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*
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* @param {number} value - The amount to set the property to.
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*
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* @return {Phaser.GameObjects.Group} This Group object.
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* @return {this} This Group object.
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*/
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setBlendMode: function(value)
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{
@@ -1510,7 +1510,7 @@ var Group = new Class({
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* @param {*} hitArea - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
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* @param {Phaser.Types.Input.HitAreaCallback} hitAreaCallback - A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
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*
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* @return {Phaser.GameObjects.Group} This Group object.
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* @return {this} This Group object.
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*/
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setHitArea: function(hitArea,hitAreaCallback)
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{
@@ -1525,7 +1525,7 @@ var Group = new Class({
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* @method Phaser.GameObjects.Group#shuffle
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* @since 3.21.0
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*
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* @return {Phaser.GameObjects.Group} This Group object.
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* @return {this} This Group object.
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*/
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shuffle: function()
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{
@@ -1577,7 +1577,7 @@ var Group = new Class({
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* @param {integer} [index=0] - An optional offset to start searching from within the items array.
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* @param {integer} [direction=1] - The direction to iterate through the array. 1 is from beginning to end, -1 from end to beginning.
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*
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* @return {Phaser.GameObjects.Group} This Group object.
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* @return {this} This Group object.
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*/
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setVisible: function(value,index,direction)
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{
@@ -1592,7 +1592,7 @@ var Group = new Class({
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* @method Phaser.GameObjects.Group#toggleVisible
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.Group} This Group object.
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