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public$types = []; // an array containing all possible types it can be: string, number, etc
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public$default = false; // assigned value is the default value
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public$help = '';
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public$help = [];
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public$inlineHelp = '';
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public$isPublic = true;
@@ -133,57 +274,16 @@ public function __construct($block)
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}
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}
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$this->help = $block->cleanContent();
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}
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}
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functioncreateProperty($block)
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{
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global$properties;
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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/**
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* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
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*/
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/**
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* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
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*/
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/**
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* Should this Sprite be automatically culled if out of range of the camera?
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* A culled sprite has its renderable property set to 'false'.
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* Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
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*
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* @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
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* @default
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*/
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/**
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* By default Sprites won't add themselves to any physics system and their physics body will be `null`.
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* To enable them for physics you need to call `game.physics.enable(sprite, system)` where `sprite` is this object
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* and `system` is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via `Sprite.body`.
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*
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* Important: Enabling a Sprite for P2 or Ninja physics will automatically set `Sprite.anchor` to 0.5 so the physics body is centered on the Sprite.
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* If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics.
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*
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* @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body
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* @default
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*/
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$p = newProperty();
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$valueLine = $block[isProperty($block)];
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}
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$blocks = [];
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$consts = [];
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$properties = [];
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$methods = [];
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@@ -230,8 +330,23 @@ function createProperty($block)
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// That's the whole file scanned, how many blocks did we get out of it?
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echocount($blocks) . " blocks found\n\n";
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echo"Properties:\n\n";
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echo"\nMethods:\n\n";
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for ($i = 0; $i < count($blocks); $i++)
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{
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if ($blocks[$i]->isMethod)
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{
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$method = newMethod($blocks[$i]);
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echo$method->name . "\n";
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echo"Help: " . "\n";
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// print_r($method->help);
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print_r($method->parameters);
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}
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}
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echo"\nProperties:\n\n";
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for ($i = 0; $i < count($blocks); $i++)
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{
@@ -249,26 +364,16 @@ function createProperty($block)
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