},
set: function (value) {
value = value || null;
if (value)
{
this._muted = true;

keep keep keep keep keep replace keep keep keep keep keep

value = value || false;
if (value === this._muted)
{
return;
}

![div](http://www.phaser.io/images/github/welcome-div2.png)

# Phaser

Phaser is a fast, free and fun open source HTML5 game framework. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) for WebGL and Canvas rendering across desktop and mobile web browsers. Games can be compiled to iOS and Android apps via 3rd party tools.

Along with the fantastic open source community Phaser is actively developed and maintained by [Photon Storm Limited](http://www.photonstorm.com). As a result of rapid support and a developer friendly API Phaser is currently one of the [most starred](https://github.com/showcases/javascript-game-engines) game frameworks on Github.

Thousands of developers worldwide use it. From indies and multi-national digital agencies to schools and Universities. Each creating their own incredible games. Grab the source and join in the fun!

* **Visit:** The [Phaser website](http://phaser.io) and follow on [Twitter](https://twitter.com/photonstorm) (#phaserjs)
* **Learn:** [API Documentation](http://phaser.io/docs), [Support Forum][forum] and [StackOverflow](http://stackoverflow.com/questions/tagged/phaser-framework)
* **Code:** 500+ [Source Examples](http://phaser.io/examples) (also available in this [git repo][examples])
* **Read:** Subscribe to the [Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E) and grab our [Phaser Books](http://phaser.io/shop)
* **Chat:** [#phaserio IRC channel](http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/) on freenode
* **Extend:** With [Phaser Plugins](https://github.com/photonstorm/phaser-plugins)
* **Be awesome:** Support our work via [Gratipay](https://gratipay.com/photonstorm/)

![div](http://www.phaser.io/images/github/div.png)

## Index

- [What's New?](#whats-new)
- [Download Phaser](#download)
- [Getting Started](#getting-started)
- [Using Phaser](#using-phaser)
- [Games made with Phaser](#games)
- [Requirements](#requirements)
- [Road Map](#road-map)
- [Change Log](#change-log)
- [Contributing](#contributing)

![div](http://www.phaser.io/images/github/div.png)

## What's new in Phaser 2.4.0

> 26th March 2015

Phaser 2.3.0 marks the second release in 2015 and easily one of our most significant for a while. In terms of API changes they're actually quite minimal, but under the hood we've taken Phaser for a serious workout.

We've traditionally had something of a 'kitchen sink' issue with Phaser. As we thought of great new features to give you we just added them in. And like too much of a good thing they contributed to an ever growing file size.

So two of the biggest changes 2.3.0 has is an internal shift to using Game Object components, and allowing you to exclude features in your own custom builds. The new build system lets you selectively exclude features from being bundled in: for example if your game doesn't need Gamepad or Keyboard support you can now tell Phaser to skip those parts entirely.

[This tutorial](http://phaser.io/tutorials/creating-custom-phaser-builds) explains the process in detail. But the end result is that thanks to these changes we've both managed to remove thousands of lines of code and let you decide what Phaser contains. The minimum build size is now just 83KB minified and gzipped and that's still including both the WebGL and Canvas renderers.

Even though we've been cutting down on size we still managed to pack a whole load of great new features in. For example the new spacial sorting added to Arcade Physics allows for incredible speed increases when dealing with densely populated game worlds. The Loader has received a complete overhaul - now offering full parallel asset loading, sync points and more! The Tilemap system was upgraded to support new Tiled 0.11 editor features. Audio has been also been enhanced, with better marker and loop handling. See the Change Log for all the details.

Your games will run faster, have a smaller footprint, and load faster than ever.

But it's not just Phaser that has been updated - we also finally released the [new Phaser web site](http://phaser.io)! For the past few years it was a huge "wall of text", with hundreds of links filling up the single page site. Now it's all changed! with a much more attractive layout and structure. We've got a healthy and constantly updating [news section](http://phaser.io/news), the [examples](http://phaser.io/examples) have a great new visual showcase and there's even a [Sandbox](http://phaser.io/sandbox) to play in.

It was a lot of hard work but we're super-happy with the result - and judging by our page hits, which are going off the charts, you are too :) We'll be sure to keep enhancing it over the coming months, especially as Phaser 3 development ramps up.

That's all for now. I hope you enjoy Phaser 2.3.0, the new site, the new features and the New Year. Happy coding everyone! See you on the forums.

Cheers,

Rich - [@photonstorm](https://twitter.com/photonstorm)

![boogie](http://www.phaser.io/images/spacedancer.gif)

![div](http://www.phaser.io/images/github/div.png)

## Download Phaser

Phaser is [hosted on Github][phaser]. There are a number of ways to download it:

* Clone the git repository via [https][clone-http], [ssh][clone-ssh] or with the Github [Windows][clone-ghwin] or [Mac][clone-ghmac] clients.
* Download as [zip][get-zip] or [tar.gz][get-tgz]
* Download just the build files: [phaser.js][get-js] and [phaser.min.js][get-minjs]
* Checkout with [svn][clone-svn]

### Bower / npm

Install via [bower](http://bower.io)

`bower install phaser`

Install via [npm](https://www.npmjs.com)

`npm install phaser`

### CDN

[jsDelivr](http://www.jsdelivr.com/#!phaser) is a "super-fast CDN for developers". Include the following in your html:

`<script src="//cdn.jsdelivr.net/phaser/2.3.0/phaser.js"></script>`

or the minified version:

`<script src="//cdn.jsdelivr.net/phaser/2.3.0/phaser.min.js"></script>`

[cdnjs.com](https://cdnjs.com/libraries/phaser) also offers a free CDN service. They have all versions of Phaser and even the custom builds:

`<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.3.0/phaser.js"></script>`

### Phaser Sandbox

If you'd like to try coding in Phaser right now, with nothing more than your web browser then you can head over to the [Phaser Sandbox](http://phaser.io/sandbox). You'll find Quick Start templates and a user-friendly editor filled with handy code-completion features.

### Koding

Want to try Phaser without downloading anything? [Clone Phaser in Koding](https://koding.com/Teamwork?import=https://github.com/photonstorm/phaser/archive/master.zip&c=git1) and start working right away in their web based development system.

### License

Phaser is released under the [MIT License](http://opensource.org/licenses/MIT).

![div](http://www.phaser.io/images/github/div.png)

## Getting Started

We have a [Getting Started Guide](http://phaser.io/tutorials/getting-started) which covers all you need to begin developing games with Phaser. From setting up a web server, to picking an IDE and coding your first game.

Prefer **videos** to reading? Lynda.com have published a free course: [HTML5 Game Development with Phaser](http://www.lynda.com/Phaser-tutorials/HTML5-Game-Development-Phaser/163641-2.html)

The single biggest Phaser resource is the new [Phaser web site](http://phaser.io/news). It has hundreds of tutorials listed and fresh ones are added every week, so keep coming back to see what's new!

Using Phaser with **TypeScript**? Check out this great series of [Game From Scratch](http://www.gamefromscratch.com/page/Adventures-in-Phaser-with-TypeScript-tutorial-series.aspx) tutorials.

### Source Code Examples

Ever since we started Phaser we've been growing and expanding our extensive set of source code examples. Currently there are over 500 of them!

Browse the [Phaser Examples](http://phaser.io/examples) or clone the [examples repo][examples] and eat your heart out!

### Phaser Books

We've been busy writing books about Phaser. Available now:

* [A Guide to the Phaser Tween Manager](https://leanpub.com/phasertweenmanager) Book + Code Bundle
* [A Guide to the Phaser Scale Manager](https://leanpub.com/phaserscalemanager)

With more on the way. [Vote on the next title](http://www.html5gamedevs.com/topic/10962-which-phaser-book-would-you-like-to-see-next/) to be written.

### Game Mechanic Explorer

The [Game Mechanic Explorer](http://gamemechanicexplorer.com) is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.

### Mighty Editor - Visual Game Editor

[MightyEditor](http://mightyfingers.com/) is a browser-based visual Phaser game editor. Create your maps with ease, position objects and share them in seconds. It also exports to native Phaser code. Excellent for quickly setting-up levels and scenes.

![div](http://www.phaser.io/images/github/div.png)

## Using Phaser

Phaser is provided ready compiled in the `build` folder of the repository. There are both plain and minified versions. The plain version is for use during development and the minified version for production.

### Custom Builds

As of Phaser 2.3.0 we now include a brand new build system which allows you to strip out lots of additional features you may not require, saving hundreds of KB in the process. Don't use any Sound in your game? Then you can now exclude the entire sound system. Don't need Keyboard support? That can be stripped out too.

As a result of this work the minimum build size of Phaser is now just 83KB minified and gzipped.

See the [Creating a Custom Phaser Build](http://phaser.io/tutorials/creating-custom-phaser-builds) tutorial for details.

### Building from source

Should you wish to build Phaser from source you can take advantage of the provided [Grunt](http://gruntjs.com/) scripts. Ensure you have the required packages by running `npm install` first.

Run `grunt` to perform a default build to the `dist` folder.

If you change either Pixi.js or P2 then use the Grunt tasks `replace:pixi` and `replace:p2` respectively. These tasks patch their UMD strings so they work properly with Phaser under requireJS.

![div](http://www.phaser.io/images/github/div.png)

## Games made with Phaser

Thousands of games have been made in Phaser. From game jam entries to titles for some of the largest entertainment brands in the world. This is just a tiny sample.

[![Game](http://phaser.io/images/github/shot1a.jpg)][game1]
[![Game](http://phaser.io/images/github/shot2a.jpg)][game2]
[![Game](http://phaser.io/images/github/shot3a.jpg)][game3]
[![Game](http://phaser.io/images/github/shot4a.jpg)][game4]
[![Game](http://phaser.io/images/github/shot5b.jpg)][game5]
[![Game](http://phaser.io/images/github/shot6b.jpg)][game6]
[![Game](http://phaser.io/images/github/shot7b.jpg)][game7]
[![Game](http://phaser.io/images/github/shot8.jpg)][game8]
[![Game](http://phaser.io/images/github/shot9.jpg)][game9]
[![Game](http://phaser.io/images/github/shot10.jpg)][game10]
[![Game](http://phaser.io/images/github/shot11.jpg)][game11]
[![Game](http://phaser.io/images/github/shot12.jpg)][game12]
[![Game](http://phaser.io/images/github/shot13.jpg)][game13]
[![Game](http://phaser.io/images/github/shot14.jpg)][game14]

Artwork copyright their respective owners.

We add [new games](http://phaser.io/news/category/game) to the Phaser site regularly, be sure to send us yours when it's finished!

![div](http://www.phaser.io/images/github/div.png)

## Requirements

Phaser requires a web browser that supports the [canvas tag](http://caniuse.com/#feat=canvas). This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera on desktop. iOS Safari, Android Browser and Chrome for Android are supported on mobile.

While Phaser does its best to ensure a consistent cross-platform experience always be aware of browser and device limitations. This is especially important with regard to memory and GPU limitations on mobile, and legacy browser HTML5 compatibility.

### IE9

If you need to support IE9 / Android 2.x **and** use P2 physics then you must use the polyfill in the `resources/IE9 Polyfill` folder. If you don't use P2 (or don't care about IE9!) you can skip this.

### JavaScript and TypeScript

Phaser is developed in JavaScript. We've made no assumptions about how you like to code and were careful not to impose a strict structure upon you. You won't find Phaser split into modules, requiring a build step, or making you use a class / inheritance OOP approach. That doesn't mean you can't do so, it just means we don't *force* you to. It's your choice.

If you code with [TypeScript](http://www.typescriptlang.org/) there are comprehensive definition files in the `typescript` folder. They are for TypeScript 1.4+.

![div](http://www.phaser.io/images/github/div.png)

## Road Map

All Phaser development is now taking place on the Phaser 3 project. The Phaser 2 branch will still be supported and issues fixed, but roadmap features have been migrated over to Phaser 3.

## Phaser 3

We're now several months in to development of Phaser 3. We've been working hard on creating a brand new and extremely powerful renderer. Progress reports are posted to the web site and [Phaser 3 repo](https://github.com/photonstorm/phaser3).

There is still plenty of time to add your suggestions and feedback in [this forum thread](http://www.html5gamedevs.com/topic/7949-the-phaser-3-wishlist-thread/).

If you are an exceptional JavaScript developer and would like to join the Phaser 3 development team then let us know. We have a limited budget available to pay towards your time.

![div](http://www.phaser.io/images/github/div.png)

## Change Log

Version 2.4 - "Katar" - in dev

### API Changes

* RenderTexture.render now takes a Matrix as its second parameter, not a Point object. This brings it in line with Pixi and allows you to perform much more complex transformations on the object being rendered. If you need to replicate the old behavior please use RenderTexture.renderXY(sprite, point.x, point.y) instead.
* PIXI.DisplayObject.updateTransform has a new optional parameter `parent`. If the DisplayObject doesn't have a parent (i.e. it isn't on the display list yet) then in the past `updateTransform` would fail. This meant you couldn't do things like scale or rotate a Sprite and then draw it to a RenderTexture or BitmapData, as calls to updateTransform would be ignored. The new checks now look to see if the `parent` parameter is set. If so this takes priority over the actual parent and is used to modify the transform (note that it **doesn't** reparent the DisplayObject, it merely uses it for the transform.) If there is no parent (explicitly or via the parameter) then it falls back to use Phaser.World as the parent. If it can't reach that then no transform takes place.
* If Phaser.Sound.noAudio has been set then Phaser.Loader will not load any audio files. No errors are thrown, but all calls to Loader.audio and Loader.audiosprite are silently ignored. `noAudio` can be set either via the `PhaserGlobal` global var or is set if the device your game is running on has no audio playback support.
* Files can now be added to the Loader with an absolute URL even if you have a Loader.baseURL set. In previous versions the baseURL would still be prepended to the file URL, but the Loader now checks if the a file URL begins with `http` or `//` and skips prepending the baseURL to it.
* Phaser.StateManager would incorrectly call `loadUpdate` and `loadRender` while the game was paused or if the State didn't have an `update` or `render` method defined, even after the loader was completed. Although this is a bug fix it's still an API change should you have been using the `loadUpdate/Render` calls in the old way. Also the StateManager no longer calls `preRender` unless the State `create` method has *finished*. If the State doesn't have a `create` method then `preRender` runs immediately.
* Frame.uuid has been removed (was flagged as deprecated for several releases). This has a two-fold effect: First it means that the property no longer exists and secondly it means that the AnimationParser (the class responsible for loading sprite sheets and texture atlases) no longer has to call either RandomDataGenerator.uuid OR populates the PIXI.TextureCache. The first saves some CPU time and the second saves memory by not creating references to textures it doesn't ever use. The PIXI.TextureCache is now ignored by Phaser other than for the `__missing` and `__default` textures.
* Phaser.AnimationParser methods `JSONData`, `JSONDataHash` and `XMLData` have all had their `cacheKey` parameter removed as it's no longer used.
* Input.deleteMoveCallback no longer takes an integer as its parameter. Now you have to give it the original callback and context in order to remove it. This is to protect against index invalidation (see the fixed Bugs list)
* Group.add and Group.addAt will only create a Physics Body on the child if it doesn't already have one. This is a change from 2.3 where it would replace the physics body property with the new body, but this could lead to garbage build-up over time, so you should now properly destroy the body before changing it.
* Button game objects now have `Input.useHandCursor` set to `true` by default.
* Phaser.BitmapText no longer extends PIXI.BitmapText but replaces it entirely.
* Phaser.Text no longer extends PIXI.Text but replaces it entirely. Phaser.Text now natively extends a Phaser Sprite, meaning it can be enabled for physics, damaged, etc.

### New Features

* All calls to Loader methods that add files to the queue, such as `Loader.image` or `Loader.atlas`, now have the URL as an optional parameter. If not set Loader will assume the URL to be based on the key given. For example the following: `game.load.image("boom", "boom.png")` can now be expressed as just `game.load.image("boom")`, or `game.load.atlas("player", "player.png", "player.json")` can now be shortened to `game.load.atlas("player")`. Please see the freshly updated jsdocs for full details.
* Loader.atlas and `Cache.addTextureAtlas` will now automatically determine the format of the JSON data (array or hash) when added to the Cache. You no longer need to specify it explicitly if JSON, only if XML.
* Added support for the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/). You can now create a Phaser.Creature object which uses json data and a texture atlas for the animations. Creature is a powerful animation tool, similar to Spriter or Spine. It is currently limited to WebGL games only, but the new libs should prove a solid starting point for anyone wanting to incorporate Creature animations into their games.
* Tilemap.getTileWorldXY has a new optional parameter: `nonNull` which if set makes it behave in the same way as `getTile` does (thanks @GGAlanSmithee #1722)
* Group.hash is an array (previously available as `Group._hash`, but protected) into which you can add any of its children via `Group.addToHash` and `Group.removeFromHash`. Only children of the Group can be added to and removed from the hash. The hash is used automatically by Arcade Physics in order to perform non z-index based destructive sorting. However if you don't use Arcade Physics, or it isn't a physics enabled Group, then you can use the hash to perform your own sorting and filtering of Group children without touching their z-index (and therefore display draw order).
* Group.physicsSortDirection is a new property allowing you to set a custom sort direction for Arcade Physics Sprites within the Group hash. Previously Arcade Physics used one single sort direction (defined on `Phaser.Physics.Arcade.sortDirection`) but this change allows you to specifically control how each and every Group is sorted, so you can now combine tall and wide Groups with narrow and thin in a single system.
* Cache.getPixiTexture will return a PIXI.Texture from the cache based on the given key. A PIXI Texture is created automatically for all images loaded and added to the cache.
* Cache.getPixiBaseTexture will return a PIXI.BaseTexture from the cache based on the given key. A PIXI BaseTexture is created automatically for all images loaded and added to the cache.
* Phaser.Matrix.clone allows you to clone the Matrix to a new object, or copy its values into the given Matrix.
* Phaser.Matrix.copyFrom and copyTo allow you to copy Matrix values from and to other Matrix  objects.
* Phaser.Matrix.setTo allows you to set all properties of a Matrix in a single call.
* The Phaser.Matrix constructor now allows you to optionally set all Matrix properties on instantiation.
* Text.setShadow has two new optional parameters: `shadowStroke` and `shadowFill`. These allow you to set if the drop shadow is applied to the Text stroke, the Text fill or both of them (thanks @qdrj #1766)
* Text.shadowStroke and Text.shadowFill allow you to toggle if the drop shadow is applied to the Text stroke or fill independently.
* ArcadePhysics.Body.syncBounds is a new property that if true forces the Body to check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly. If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed. Typically you would need to enable `syncBounds` if your sprite is the child of a responsive display object such as a FlexLayer, or in any situation where the sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.
* Rectangle.ceil runs Math.ceil() on both the x and y values of the Rectangle.
* Rectangle.ceilAll runs Math.ceil() on the x, y, width and height values of the Rectangle.
* The Net and Debug classes have been stubbed out, so they can be properly excluded during a custom build (thanks @soldoutactivist #1772)
* Device.oggVideo indicates if the browser can play back ogg video files.
* Device.h264Video indicates if the browser can play back H264 (mp4) video files.
* Device.mp4Video indicates if the browser can play back H264 (mp4) video files.
* Device.webmVideo indicates if the browser can play back webm video files with the vp8 codec.
* Device.vp9Video indicates if the browser can play back webm video files with the vp9 codec.
* Device.hlsVideo indicates if the browser can play back mpeg video files.
* PIXI.DisplayObject.worldPosition contains the position of the DisplayObject (and therefore any object that inherits from it, such as Phaser.Sprite) taking into account all transforms in the display list. It is updated at the end of `DisplayObject.updateTransform`. DisplayObject.position reflects only the position applied to the object directly, whereas worldPosition includes the positions that may have been applied to its ancestors.
* PIXI.DisplayObject.worldScale contains the scale of the DisplayObject (and therefore any object that inherits from it, such as Phaser.Sprite) taking into account all transforms in the display list. It is updated at the end of `DisplayObject.updateTransform`. DisplayObject.scale reflects only the scale applied to the object directly, whereas worldScale includes any scales that may have been applied to its ancestors.
* PIXI.DisplayObject.worldRotation contains the rotation of the DisplayObject (and therefore any object that inherits from it, such as Phaser.Sprite) taking into account all transforms in the display list. It is updated at the end of `DisplayObject.updateTransform`. DisplayObject.rotation reflects only the rotation applied to the object directly, whereas worldRotation includes any rotations that may have been applied to its ancestors.
* Loader.video allows you to load a video file into Phaser. It works in the same way as Loader.audio, allowing you to pass an array of video files - and it will load the first one the device is capable of playing back. You can optionally load the video via xhr where the video data is converted to a Blob upon successful load.
* Cache.addVideo allows you to add a loaded video into the Phaser Cache. This is called automatically by the Phaser Loader, but may be invoked directly as well.
* Cache.checkVideoKey allows you to check if a video is stored in the cache based on the given key.
* Cache.getVideo allows you to extract a video from the Cache based on its key. The video element itself (or the Blob is loaded with asBlob true) will be found in the `data` property of the returned object.
* Cache.removeVideo will remove a video from the Cache based on the given key.
* SoundManager.onVolumeChange is a new signal that is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.
* SoundManager.onMute is a new signal that is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.
* SoundManager.onUnMute is a new signal that is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.
* Input.Touch.addTouchLockCallback allows you to add a callback that will be invoked automatically upon a touchstart event. This is used internally by the SoundManager and Video objects to handle mobile device unlocking, but is exposed publicly as well.
* Frame.resize allows you to change the dimensions of a Frame object and recalculate all of its internal properties (such as `bottom` and `distance`).
* LoadTexture.resizeFrame lets you resize the Frame dimensions that the Game Object uses for rendering. You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData it can be useful to adjust the dimensions directly in this way.
* Rectangle.bottomLeft has been added (thanks @mattmogford #1788)
* Device.firefoxVersion is a new property that contains the major Firefox version number if running within Firefox, otherwise zero.
* Math.distanceSq will return the euclidean distance squared between the two given set of coordinates (thanks @jeremyosborne #1761 #1770)
* StateManager.onStateChange is a new signal which is dispatched whenever the State changes from one to another. The callback you specify is sent two parameters: the string based key of the new state, and the second parameter is the string based key of the old / previous state.
* onDragUpdate is a new signal that is dispatched whenever a Game object enabled for input and drag is moved by a pointer (i.e. during a drag event). See the `Phaser.InputHandler.enableDrag` docs for parameter details and the new Phaser Example.
* Rectangle.resize allows you to resize a Rectangle to the new given dimensions without altering its position.
* Cache.getJSON has a new parameter: `clone`. If set it will return a clone of the object stored in the Cache rather than a reference to it.
* Circle.random will return a uniformly distributed random point from anywhere within the circle.
* Line.random will return a random point from anywhere on the Line segment.
* Ellipse.random will return a uniformly distributed random point from anywhere within the ellipse.
* Rectangle.random will return a uniformly distributed random point from anywhere within the rectangle.
* Line.rotate allows you to rotate a line by the given amount around its center point.
* Device.chromeVersion will return the major version number of Chrome.
* TilingSprite.textureDebug is a new boolean that allows you to visually debug the generated texture a TilingSprite creates.
* Device.electron will return true if running under GitHub Electron (thanks @rblopes #1851)
* When loading a BitmapText you can now specify either an XML file or a JSON file for the font data. This is useful in environments such as Cocoon where you don't have a native XML parser. If you wish to use JSON the formatting should be equal to the result of running a valid XML file through X2JS (thanks @Feenposhleen #1837)
* Game Objects that have the Health component (such as Sprites) now have a new method: `heal` which adds the given amount to the health property, i.e. is the opposite of `damage` (thanks @stephandesouza #1794)
* maxHealth is a new property that Game Objects with the Health component receive and works in combination with the `heal` method to ensure a health limit cap.
* Text.setTextBounds is a rectangular region that allows you to align your text within it, regardless of the number of lines of text or position within the world. For example in an 800x600 sized game if you set the textBounds to be 0,0,800,600 and text alignment to 'left' and vertical alignment to 'bottom' then the text will render in the bottom-right hand corner of the game, regardless of the size of font you're using or the number of lines in the text itself.

### Updates

* TypeScript definitions fixes and updates (thanks @clark-stevenson @isuda @ggarek @jamesgroat)
* JSDoc typo fixes (thanks @robertpenner @luckylooke @asyncanup @muzuiget @danxexe @rgk)
* Added missing `resumed` method to Phaser.State class template.
* Color.webToColor and Color.updateColor now updates the `out.color` and `out.color32` properties (thanks @cuixiping #1728)
* Tilemap.createFromObjects has been updated for Tiled 0.11 and can now look-up object layers based on id, uid or name. It will also now copy over Sprite scaling properties if set (thanks @mandarinx #1738)
* Graphics.drawPolygon can now accept a Phaser.Polygon or PIXI.Polygon object, as well as a points array (#1712)
* Phaser.Physics hooks added in for MatterJS support (coming soon)
* Body.destroy now automatically calls `Group.removeFromHash`.
* Physics.Arcade.sort has a new property 'sortDirection'. If not specified it will use World.sortDirection. If the Group given as the first parameter has its `physicsSortDirection` property set that will override any other setting.
* Physics.Arcade.sort now calls one of four functions: sortLeftRight, sortRightLeft, sortTopBottom and sortBottomTop. Each of which takes 2 Sprites as arguments.
* Physics.Arcade.sort now doesn't bail out if the Group contains a mixture of physics and non-physics enabled objects, as the Group hash is now only ever populated with physics enabled objects. Also the sort comparison functions no longer return -1 if the bodies are invalid, but zero instead (#1721)
* Phaser.Group would automatically add a child into the _hash array as soon as the child was created (or moved into the Group). This no longer happens. Instead the child is only added to `Group.hash` if it is enabled for Arcade Physics. However `Group.addToHash` and the hash array have been exposed as public in case you were taking advantage of the _hash even though it was a previously marked as private.
* Cache.getTexture has now been removed (it was deprecated several versions ago). Use Cache.getRenderTexture instead.
* Removed duplicate methods from PIXI.Text such as wordWrap and updateText as Phaser overrides them, so it was wasting bytes.
* Phaser.StateManager no longer calls `preRender` unless the State `create` method has finished. If the State doesn't have a `create` method then `preRender` runs immediately.
* Phaser.StateManager.created is a new read-only boolean that tells you if the State has finished running its `create` method. If it doesn't have one it's always true.
* RenderTexture.render and `renderXY` would ignore the Sprites rotation or scale. The full Sprite transform is now used correctly when the Sprite is drawn to the texture. If you wish to replicate the old behavior please use `RenderTexture.renderRawXY` instead.
* Pixi.Sprite.renderCanvas and renderWebGL now has a new optional matrix parameter. You can use this to render the Sprite with an alternative transform matrix without actually adjusting the Sprite matrix at all.
* RenderTexture.matrix has been removed as it's no longer used.
* SoundManager.pauseAll, resumeAll and stopAll now checks if the SoundManager.noAudio is set and ignores the calls.
* SoundManager.usingWebAudio is set to `false` by default (used to be `true`) and is only explicitly set if Web Audio is available and hasn't been disabled in the PhaserGlobal object.
* SoundManager.touchLocked is now set to `false` should the device be using legacy Audio, avoiding the unlock call running without need.
* Added `type` parameter to `VideoTexture.fromUrl` allowing you to define the mime-type of the video file, which is required for Firefox and Safari in most cases.
* PIXI.BaseTexture.forceLoaded allows you to set a BaseTexture as loaded, with the given width and height. It then calls `BaseTexture.dirty`. This is important for when you don't want to modify the shape of the source object by forcing in `complete` or dimension properties it may not naturally have, but still wish to use it as a base texture.
* SoundManager.volume now has its input value clamped to ensure it's between 0 and 1 (inclusive)
* Removed `Input.moveCallback` and `Input.moveCallbackContext` as neither are used any longer. Use `Input.addMoveCallback`.
* SoundManager now uses the new `Touch.addTouchLockCallback` methods to handle mobile device audio unlocking.
* If a BitmapData is created with a width or height set to zero then the width and/or height are set to a default value (256) instead to avoid getContext errors.
* RetroFont has been updated to use RenderTexture.renderXY, removing the need for creating a Point object each update.
* RetroFont no longer puts any entries into the TextureCache or generates any UUIDs on instantiation, speeding up creation and lowering memory use.
* BitmapData.update now validates the `width` and `height` values to ensure they aren't lower than 1, which would previously cause a context error.
* Texture.requiresReTint is a new property that controls if a texture requires the display object to be re-tinted having been updated internally. The LoadTexture component now sets this.
* PIXI.Sprite.tintedTexture contains a canvas object that holds the tinted version of the Sprite. This is only populated in Canvas, not in WebGL.
* ScaleManager.scaleSprite will no longer try and scale a display object that doesn't have a scale property.
* The LoadTexture component has a new property `customRender` which is checked for in the Core postUpdate to know when to render custom elements like Videos.
* BitmapText line spacing and word wrapping has been vastly improved and bought in-line with how Pixi 3 handles it, but with additional anchor support.
* P2.Body.loadPolygon now allows the `key` parameter to be passed as `null` - when this happens the `object` parameter can be the actual physics object data instead of a string pointing to the cache, allowing you to take advantage of adding multiple convex shapes with automatic adjustments for center of mass #1801
* Tilemap.addTilesetImage can now accept a BitmapData as the `key` parameter and will use the BitmapData to render the tileset with instead of an image from the cache (thanks to @unstoppablecarl for the idea #1838)
* Device now uses a new way to detect when Phaser is running under a NW.js (formerly Node-WebKit) environment, using feature detection, instead of relying on a guarded require statement. The former way was the source of a known incompatibility with browserify and similar tools (thanks @rblopes #1851)
* Sprite vs. Tilemap collision can now check if the sprite overlaps the tilemap without trying to separate it (thanks @Preece #1810)
* The Asset Pack JSON Format example has been updated to include new and missing file formats (thanks @rblopes #1808)

### Bug Fixes

* The LoadTexture component has had a redundant `dirty` call removed from it that was causing textures to be re-uploaded to the GPU even though they may already have been on it.
* TileSprites were missing a `physicsType` property, causing them to not collide with anything (thanks @numbofathma #1702)
* Sprite was missing the Health and InCamera components.
* A Tween could be incorrectly set to never end if it was given a duration of zero (thanks @hardalias #1710)
* Added guards around `context.getImageData` calls in BitmapData, Text and Canvas Tinting classes to avoid crashing restricted browsers like Epic Browser. Please understand that several Phaser features won't work correctly with this browser (thanks @Erik3000 #1714)
* P2 Body.destroy now checks for the existence of a `sprite` property on the body before nulling it (thanks @englercj #1736)
* The version of p2.js being used in 2.3.0 wasn't correctly declaring itself as a global for browserify / requireJS. This update resolves that (thanks @dgoemans #1723)
* AnimationManager.frameName setter wasn't checking if `_frameData` existed before accessing it (thanks @nesukun #1727)
* P2.getConstraints would return an array of null objects. It now returns the raw p2 constraint objects (thanks @valueerrorx #1726)
* TilemapLayer docs incorrectly reported it as extending Phaser.Image, but it doesn't share the same components so has been updated.
* TilemapLayer was missing the Input component (thanks @uhe1231 #1700)
* PIXI.Graphics in Canvas mode wouldn't respect the objects visible or alpha zero properties, rendering it regardless (thanks @TimvdEijnden #1720)
* Enabling Arcade Physics would add the deltaCap property onto Phaser.Time, even though the property doesn't exist any more, changing the class shape in the process.
* Phaser.StateManager would incorrectly call `loadUpdate` while the game was paused or if the State didn't have an `update` method defined even after the loader was completed.
* Phaser.StateManager would incorrectly call `loadRender` while the game was paused or if the State didn't have an `render` method defined even after the loader was completed.
* Added the missing `preRender` function to the Phaser.State class template.
* Fixed bug in Pixi where RenderTexture.render would ignore the given matrix.
* Fixed a bug in Pixi where drawing a Sprite to a RenderTexture would reset the Sprites transform to an identity Matrix.
* The SoundManager didn't accurately detect devices or browser environments with no sound card present and would try to carry on using a null Web Audio context (thanks @englercj #1746)
* The Tween.onStart signal wasn't dispatched if the Tween had a delay set. It's now dispatched immediately if no delay, or after the delay if set. It also respects the `autoStart` parameter and will still dispatch even if `autoStart` is true.
* Input.addMoveCallback used to return the index of the callback entry in the internal `moveCallbacks` array. However as callbacks were removed the indexes became invalid, potentially causing a future `Input.deleteMoveCallback` to remove the wrong callback entirely or error. Input.deleteMoveCallback now takes the original callback and context as its parameters to ensure deletion safety.
* Graphics constructor now sets x/y parameters to zero if undefined. Before it would set them to undefined as the type check wasn't strict.
* Math.isOdd now returns an actual boolean value instead of 1 (thanks @formigone #1792)
* Rope constructor was fixed enabling it again (thanks @gionatan7 #1799)
* FrameData.getFrameIndexes when called with a partial array (such as creating an animation out of a set of frames) would return the indexes array padded out with 'undefined' entries, causing short animations to never fully play through.
* AnimationManager.add no longer sets the `currentFrame` property when just adding an Animation to a Sprite. The `currentFrame` property is now only set when the animation begins playing. This avoids the Sprite.frame and Sprite.frameName properties from returning incorrect results after adding (but not playing) an Animation. It also allows very short animations (2 frames) to play correctly without needing to loop.
* PIXI.Graphics was calling Polygon.flatten in its drawShape call, causing the original Polygon object to internally change. It now takes a clone of the polygon and only flattens that (#1779)
* Tween.generateData didn't set a default value for the `frameRate` parameter if undefined, causing an infinite loop (thanks @rblopes #1782 #1785)
* Fixed the Pixelate filter, changing the `dimensions` uniform to a 2f and removing un-needed vecs from the fragment src. Also fixed the size getter and added sizeX and sizeY getters/setters (#1780)
* Tween.to and Tween.from can now accept `null` as the ease parameter value. If `null` it will use the default tween, as per the documentation (thanks @nkovacs #1817)
* TilemapParser.parseTiledJSON would ignore 'falsey' properties set on Objects in Tiled JSON tilemaps, such as `x: 0` or `visible: false`. These properties are now accurately copied over to the destination map data (thanks @MaksJS #1818)
* Removed un-necessary PIXI.TextureCache pollution in Phaser.LoaderParser.bitmapFont.
* Sound.resume wouldn't properly restart looped sounds in Chrome after being paused. Phaser now specifically handles the Chrome 42 bug and later fix (thanks @nkovacs #1820)
* Setting the BitmapText.maxWidth property would throw an error (thanks @drhayes #1807)
* If running under Cordova and iOS the Game.lockRender boolean will be set to `true` when the game pauses and `false` when it resumes. This avoids the `gpus_ReturnNotPermittedKillClient` app crash on iOS (thanks @cncolder #1800)
* Sound.restart and Sound.stop now properly disconnect the sound from the gainNode (or external node) before stopping it, allowing restart to work correctly (thanks @eofs #1796)
* When loading an Audio Sprite from an Asset Pack the wrong Loader method was being used (thanks @boniatillo-com #1777)
* Due to a Pixi 2 issue TileSprite when running under WebGL didn't respect the world alpha setting and would only work with its own alpha (thanks @hanenbro #1774)
* TileSprite now fully supports animation again, having been broken for several versions due to a Pixi upgrade. We've updated the way TileSprites generate their textures internally considerably and animation support is back across both Canvas and WebGL as a result (#1653)

### Deprecated

All of the following have been removed from Phaser 2.4.
They were flagged as deprecated in Phaser 2.2 or earlier.

* Camera.screenView
* ScaleManager.maxIterations
* ScaleManager.enterPortrait (see onOrientationChange)
* ScaleManager.enterLandscape (see onOrientationChange)
* ScaleManager.enterFullScreen (see onFullScreenChange)
* ScaleManager.leaveFullScreen (see onFullScreenChange)
* ScaleManager.fullScreenFailed (see onFullScreenError)
* ScaleManager.checkResize
* ScaleManager.checkOrientation
* ScaleManager.setScreenSize (see updateLayout)
* ScaleManager.setSize (see reflowCanvas)
* ScaleManager.checkOrientationState (see reflowCanvas)
* ScaleManager.orientation (see screenOrientation)
* Gamepad.disabled (see enabled)
* Input.currentPointers (see totalActivePointers)
* Input.disabled (see enabled)
* Keyboard.disabled (see enabled)
* Mouse.disabled (see enabled)
* Mouse.mouseMoveCallback (see Input.addMoveCallback)
* MSPointer.disabled (see enabled)
* Touch.disabled (see enabled)
* Cache.getUrl (see getURL)
* Math.truncate (see Math.trunc)
* Math.snapToInArray (see Phaser.ArrayUtils.findClosest)
* Math.interpolateFloat (see Math.linear)
* Math.normalizeLatitude (use Phaser.Math.clamp(lat, -90, 90))
* Math.normalizeLongitude (use Phaser.Math.wrap(lng, -180, 180))
* Math.chanceRoll (use Phaser.Utils.chanceRoll)
* Math.numberArray (use Phaser.ArrayUtils.numberArray)
* Math.numberArrayStep (use Phaser.ArrayUtils.numberArrayStep)
* Math.limitValue (use Phaser.Math.clamp)
* Math.randomSign (use Phaser.Utils.randomChoice(-1, 1))
* Math.angleLimit (use Phaser.Math.clamp)
* Math.getRandom (use Phaser.ArrayUtils.getRandomItem)
* Math.removeRandom (use Phaser.ArrayUtils.removeRandomItem)
* Math.floor (use Math.trunc)
* Math.ceil (use Phaser.Math.roundAwayFromZero)
* Math.shift (use Phaser.ArrayUtils.rotate)
* Math.shuffleArray (use Phaser.ArrayUtils.shuffle)
* Math.distanceRounded (do the rounding locally)
* Canvas.getOffset (see Phaser.DOM.getOffset)
* Canvas.getAspectRatio (see Phaser.DOM.getAspectRatio)
* TilemapLayer.tileColor (use TilemapLayer.debugSettings.missingImageFill)
* Phaser.ArrayList alias removed, now use Phaser.ArraySet
* Utils.transposeArray (see Phaser.ArrayUtils.transposeMatrix)
* Utils.rotateArray (see Phaser.ArrayUtils.rotateMatrix)
* Utils.shuffle (see Phaser.ArrayUtils.shuffle)

For changes in previous releases please see the extensive [Version History](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md).

![div](http://www.phaser.io/images/github/div.png)

## Contributing

Please read the [Contributors Guide][contribute] for full details on helping with Phaser, but the main points are:

- Found a bug? Report it on [GitHub Issues][issues] and include a code sample.

- Pull Requests should only be made against the `dev` branch. *Never* against `master`.

- Before submitting a Pull Request run your code through [JSHint](http://www.jshint.com/) using our [config](https://github.com/photonstorm/phaser/blob/master/.jshintrc).

- Before contributing please read the [code of conduct](https://github.com/photonstorm/phaser/blob/master/CODE_OF_CONDUCT.md).

Written something cool that shows Phaser in use? Please tell us about it in our [forum][forum] or email: support@phaser.io

[![Build Status](https://travis-ci.org/photonstorm/phaser.png?branch=dev)](https://travis-ci.org/photonstorm/phaser)

![div](http://www.phaser.io/images/github/div.png)

![storm](http://www.phaser.io/images/github/photonstorm-x2.png)

Phaser is a [Photon Storm](http://www.photonstorm.com) production.

Created by [Richard Davey](mailto:rich@photonstorm.com). Powered by coffee, anime, pixels and love.

The Phaser logo and characters are © 2015 Photon Storm Limited.

All rights reserved.

"The art challenges the technology, and the technology inspires the art." - John Lasseter

[![Analytics](https://ga-beacon.appspot.com/UA-44006568-2/phaser/index)](https://github.com/igrigorik/ga-beacon)

[get-js]: https://github.com/photonstorm/phaser/releases/download/v2.3.0/phaser.js
[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v2.3.0/phaser.min.js
[get-zip]: https://github.com/photonstorm/phaser/archive/v2.3.0.zip
[get-tgz]: https://github.com/photonstorm/phaser/archive/v2.3.0.tar.gz
[clone-http]: https://github.com/photonstorm/phaser.git
[clone-ssh]: git@github.com:photonstorm/phaser.git
[clone-svn]: https://github.com/photonstorm/phaser
[clone-ghwin]: github-windows://openRepo/https://github.com/photonstorm/phaser
[clone-ghmac]: github-mac://openRepo/https://github.com/photonstorm/phaser
[phaser]: https://github.com/photonstorm/phaser
[issues]: https://github.com/photonstorm/phaser/issues
[examples]: https://github.com/photonstorm/phaser-examples
[contribute]: https://github.com/photonstorm/phaser/blob/master/CONTRIBUTING.md
[forum]: http://www.html5gamedevs.com/forum/14-phaser/

[game1]: https://www.prodigygame.com/Fun-Math-Games/
[game2]: http://www.bbc.co.uk/cbbc/games/deadly-defenders-game
[game3]: http://www.defiantfew.com/
[game4]: http://www.pawpatrol.com/fun.php
[game5]: http://www.fyretale.com/
[game6]: http://www.pocoyo.com/juegos-ninos/caramelos
[game7]: http://www.html5gamedevs.com/topic/11179-phaser-cocoonjs-tap-tap-submarine/
[game8]: http://www.gamepix.com/project/footchinko/
[game9]: http://orcattack.thehobbit.com
[game10]: http://runsheldon.com/
[game11]: http://www.tempalabs.com/works/moon-rocket/
[game12]: http://www.tempalabs.com/works/master-of-arms-sword-staff-spear/
[game13]: http://m.silvergames.com/en/pocahontas-slots
[game14]: http://www.tempalabs.com/works/gattai/


Phaser.Frame

index

The index of this Frame within the FrameData set it is being added to.

x

X position of the frame within the texture image.

y

Y position of the frame within the texture image.

width

Width of the frame within the texture image.

height

Height of the frame within the texture image.

name

The name of the frame. In Texture Atlas data this is usually set to the filename.

A Frame is a single frame of an animation and is part of a FrameData collection.

clone

Clones this Frame into a new Phaser.Frame object and returns it.\nNote that all properties are cloned, including the name, index and UUID.

getRect

Returns a Rectangle set to the dimensions of this Frame.

out

A rectangle to copy the frame dimensions to.

setTrim

If the frame was trimmed when added to the Texture Atlas this records the trim and source data.

actualWidth

The width of the frame before being trimmed.

actualHeight

The height of the frame before being trimmed.

destX

The destination X position of the trimmed frame for display.

destY

The destination Y position of the trimmed frame for display.

destWidth

The destination width of the trimmed frame for display.

destHeight

The destination height of the trimmed frame for display.

centerX

Center X position within the image to cut from.

centerY

Center Y position within the image to cut from.

distance

The distance from the top left to the bottom-right of this Frame.

name

Useful for Texture Atlas files (is set to the filename value).

rotationDirection

Either 'cw' or 'ccw', rotation is always 90 degrees.

spriteSourceSizeX

X position of the trimmed sprite inside original sprite.

spriteSourceSizeY

Y position of the trimmed sprite inside original sprite.

uuid

DEPRECATED: A link to the PIXI.TextureCache entry.


Phaser.Physics.Ninja.Body

system

The physics system this Body belongs to.

sprite

The Sprite object this physics body belongs to.

type

The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile.

id

If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc.

radius

If this body is using a Circle shape this controls the radius.

x

The x coordinate of this Body. This is only used if a sprite is not provided.

y

The y coordinate of this Body. This is only used if a sprite is not provided.

width

The width of this Body. This is only used if a sprite is not provided.

height

The height of this Body. This is only used if a sprite is not provided.

The Physics Body is linked to a single Sprite. All physics operations should be performed against the body rather than\nthe Sprite itself. For example you can set the velocity, bounce values etc all on the Body.

deltaX

The delta value. Positive if the motion was to the right, negative if to the left.

Returns the delta x value. The difference between Body.x now and in the previous step.

deltaY

The delta value. Positive if the motion was downwards, negative if upwards.

Returns the delta y value. The difference between Body.y now and in the previous step.

destroy

Destroys this body's reference to the sprite and system, and destroys its shape.

moveBackward

Moves the Body backwards based on its current angle and the given speed.\nThe speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

speed

The speed at which it should move backwards.

angle

The angle in which it should move, given in degrees.

moveDown

If this Body is dynamic then this will move it down by setting its y velocity to the given speed.\nThe speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

speed

The speed at which it should move down, in pixels per second.

moveLeft

If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed.\nThe speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

speed

The speed at which it should move to the left, in pixels per second.

moveRight

If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed.\nThe speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

speed

The speed at which it should move to the right, in pixels per second.

moveTo

Moves the Body forwards based on its current angle and the given speed.\nThe speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

speed

The speed at which it should move forwards.

moveUp

If this Body is dynamic then this will move it up by setting its y velocity to the given speed.\nThe speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).

speed

The speed at which it should move up, in pixels per second.

render

color

color of the debug shape to be rendered. (format is css color string).

filled

Render the shape as a filled (default, true) or a stroked (false)

reset

Resets all Body values and repositions on the Sprite.

aabb

The AABB object this body is using for collision.

bottom

The bottom value of this Body (same as Body.y + Body.height)

bounce

The bounciness of this object when it collides. A value between 0 and 1. We recommend setting it to 0.999 to avoid jittering.

checkCollision

Set the checkCollision properties to control which directions collision is processed for this Body.\nFor example checkCollision.up = false means it won't collide when the collision happened while moving up.

circle

The Circle object this body is using for collision.

collideWorldBounds

A Body can be set to collide against the World bounds automatically and rebound back into the World if this is set to true. Otherwise it will leave the World.

Should the Body collide with the World bounds?

drag

The drag applied to this object as it moves.

facing

A const reference to the direction the Body is traveling or facing.

friction

The friction applied to this object as it moves.

gravityScale

How much of the world gravity should be applied to this object? 1 = all of it, 0.5 = 50%, etc.

immovable

An immovable Body will not receive any impacts from other bodies. Not fully implemented.

maxSpeed

The maximum speed this body can travel at (taking drag and friction into account)

right

The right value of this Body (same as Body.x + Body.width)

tile

The Tile object this body is using for collision.

touching

This object is populated with boolean values when the Body collides with another.\ntouching.up = true means the collision happened to the top of this Body for example.

type

The type of physics system this body belongs to.

velocity

The velocity in pixels per second sq. of the Body.

wasTouching

This object is populated with previous touching values from the bodies previous collision.

An object containing previous touching results.


<!DOCTYPE html>

	<meta charset="utf-8">
	<title>Phaser Source: src/geom/Line.js</title>

	<link type="text/css" rel="stylesheet" href="styles/default.css">

	<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">

	<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">

			Phaser API

					Namespaces

							Phaser

							PIXI

					Classes

							Matrix

							Animation

							AnimationManager

							AnimationParser

							ArrayList

							ArraySet

							ArrayUtils

							AudioSprite

							BitmapData

							BitmapText

							Button

							Cache

							Camera

							Canvas

							Circle

							Color

							Angle

							Animation

							AutoCull

							Bounds

							BringToTop

							Core

							Crop

							Delta

							Destroy

							FixedToCamera

							Health

							InCamera

							InputEnabled

							InWorld

							LifeSpan

							LoadTexture

							Overlap

							PhysicsBody

							Reset

							ScaleMinMax

							Smoothed

							Device

							DOM

							Easing

							Back

							Bounce

							Circular

							Cubic

							Elastic

							Exponential

							Linear

							Quadratic

							Quartic

							Quintic

							Sinusoidal

							Ellipse

							Events

							Filter

							FlexGrid

							FlexLayer

							Frame

							FrameData

							Game

							GameObjectCreator

							GameObjectFactory

							Gamepad

							GamepadButton

							Graphics

							Group

							Image

							Input

							InputHandler

							Key

							Keyboard

							Line

							LinkedList

							Loader

							LoaderParser

							Math

							Mouse

							MSPointer

							Net

							Particle

							Particles

							Arcade

							Emitter

							Physics

							Arcade

							Body

							TilemapCollision

							Ninja

							AABB

							Body

							Circle

							Tile

							P2

							Body

							BodyDebug

							CollisionGroup

							ContactMaterial

							DistanceConstraint

							FixtureList

							GearConstraint

							InversePointProxy

							LockConstraint

							Material

							PointProxy

							PrismaticConstraint

							RevoluteConstraint

							RotationalSpring

							Spring

							Plugin

							PluginManager

							Point

							Pointer

							Polygon

							QuadTree

							RandomDataGenerator

							Rectangle

							RenderTexture

							RequestAnimationFrame

							RetroFont

							Rope

							ScaleManager

							Signal

							SignalBinding

							SinglePad

							Sound

							SoundManager

							Sprite

							SpriteBatch

							Stage

							State

							StateManager

							Text

							Tile

							Tilemap

							TilemapLayer

							TilemapParser

							Tileset

							TileSprite

							Time

							Timer

							TimerEvent

							Touch

							Tween

							TweenData

							TweenManager

							Utils

							Debug

							World

							AbstractFilter

							BaseTexture

							BitmapText

							CanvasBuffer

							CanvasGraphics

							CanvasMaskManager

							CanvasRenderer

							CanvasTinter

							ComplexPrimitiveShader

							DisplayObject

							DisplayObjectContainer

							Event

							EventTarget

							FilterTexture

							Graphics

							GraphicsData

							PIXI

							PixiFastShader

							PixiShader

							PolyK

							PrimitiveShader

							RenderTexture

							Rope

							Sprite

							SpriteBatch

							Stage

							Strip

							StripShader

							Text

							Texture

							TilingSprite

							VideoTexture

							WebGLBlendModeManager

							WebGLFastSpriteBatch

							WebGLFilterManager

							WebGLRenderer

							RoundedRectangle

					Global

							append

							apply

							applyInverse

							blendModes

							clone

							contains

							fromArray

							identity

							rotate

							scale

							scaleModes

							sort

							toArray

							translate

					Core

Game

Group

World

Loader

Time

Camera

State Manager

Tween Manager

Sound Manager

Input Manager

Scale Manager

					Game Objects

Factory (game.add)

Creator (game.make)

Sprite

Image

Sound

Particle Emitter

Particle

Text

Tween

BitmapText

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Source: src/geom/Line.js

/**
* @author       Richard Davey <rich@photonstorm.com>
* @copyright    2015 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/

/**
* Creates a new Line object with a start and an end point.
*
* @class Phaser.Line
* @constructor
* @param {number} [x1=0] - The x coordinate of the start of the line.
* @param {number} [y1=0] - The y coordinate of the start of the line.
* @param {number} [x2=0] - The x coordinate of the end of the line.
* @param {number} [y2=0] - The y coordinate of the end of the line.
*/
Phaser.Line = function (x1, y1, x2, y2) {

    x1 = x1 || 0;
    y1 = y1 || 0;
    x2 = x2 || 0;
    y2 = y2 || 0;

    /**
    * @property {Phaser.Point} start - The start point of the line.
    */
    this.start = new Phaser.Point(x1, y1);

    /**
    * @property {Phaser.Point} end - The end point of the line.
    */
    this.end = new Phaser.Point(x2, y2);

    /**
    * @property {number} type - The const type of this object.
    * @readonly
    */
    this.type = Phaser.LINE;

};

Phaser.Line.prototype = {

    /**
    * Sets the components of the Line to the specified values.
    *
    * @method Phaser.Line#setTo
    * @param {number} [x1=0] - The x coordinate of the start of the line.
    * @param {number} [y1=0] - The y coordinate of the start of the line.
    * @param {number} [x2=0] - The x coordinate of the end of the line.
    * @param {number} [y2=0] - The y coordinate of the end of the line.
    * @return {Phaser.Line} This line object
    */
    setTo: function (x1, y1, x2, y2) {

        this.start.setTo(x1, y1);
        this.end.setTo(x2, y2);

        return this;

    },

    /**
    * Sets the line to match the x/y coordinates of the two given sprites.
    * Can optionally be calculated from their center coordinates.
    *
    * @method Phaser.Line#fromSprite
    * @param {Phaser.Sprite} startSprite - The coordinates of this Sprite will be set to the Line.start point.
    * @param {Phaser.Sprite} endSprite - The coordinates of this Sprite will be set to the Line.start point.
    * @param {boolean} [useCenter=false] - If true it will use startSprite.center.x, if false startSprite.x. Note that Sprites don't have a center property by default, so only enable if you've over-ridden your Sprite with a custom class.
    * @return {Phaser.Line} This line object
    */
    fromSprite: function (startSprite, endSprite, useCenter) {

        if (typeof useCenter === 'undefined') { useCenter = false; }

        if (useCenter)
        {
            return this.setTo(startSprite.center.x, startSprite.center.y, endSprite.center.x, endSprite.center.y);
        }

        return this.setTo(startSprite.x, startSprite.y, endSprite.x, endSprite.y);

    },

    /**
    * Sets this line to start at the given `x` and `y` coordinates and for the segment to extend at `angle` for the given `length`.
    *
    * @method Phaser.Line#fromAngle
    * @param {number} x - The x coordinate of the start of the line.
    * @param {number} y - The y coordinate of the start of the line.
    * @param {number} angle - The angle of the line in radians.
    * @param {number} length - The length of the line in pixels.
    * @return {Phaser.Line} This line object
    */
    fromAngle: function (x, y, angle, length) {

        this.start.setTo(x, y);
        this.end.setTo(x + (Math.cos(angle) * length), y + (Math.sin(angle) * length));

        return this;

    },

    /**
    * Checks for intersection between this line and another Line.
    * If asSegment is true it will check for segment intersection. If asSegment is false it will check for line intersection.
    * Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
    *
    * @method Phaser.Line#intersects
    * @param {Phaser.Line} line - The line to check against this one.
    * @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
    * @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
    * @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
    */
    intersects: function (line, asSegment, result) {

        return Phaser.Line.intersectsPoints(this.start, this.end, line.start, line.end, asSegment, result);

    },

    /**
    * Returns the reflected angle between two lines.
    * This is the outgoing angle based on the angle of this line and the normalAngle of the given line.
    *
    * @method Phaser.Line#reflect
    * @param {Phaser.Line} line - The line to reflect off this line.
    * @return {number} The reflected angle in radians.
    */
    reflect: function (line) {

        return Phaser.Line.reflect(this, line);

    },

    /**
    * Tests if the given coordinates fall on this line. See pointOnSegment to test against just the line segment.
    *
    * @method Phaser.Line#pointOnLine
    * @param {number} x - The line to check against this one.
    * @param {number} y - The line to check against this one.
    * @return {boolean} True if the point is on the line, false if not.
    */
    pointOnLine: function (x, y) {

        return ((x - this.start.x) * (this.end.y - this.start.y) === (this.end.x - this.start.x) * (y - this.start.y));

    },

    /**
    * Tests if the given coordinates fall on this line and within the segment. See pointOnLine to test against just the line.
    *
    * @method Phaser.Line#pointOnSegment
    * @param {number} x - The line to check against this one.
    * @param {number} y - The line to check against this one.
    * @return {boolean} True if the point is on the line and segment, false if not.
    */
    pointOnSegment: function (x, y) {

        var xMin = Math.min(this.start.x, this.end.x);
        var xMax = Math.max(this.start.x, this.end.x);
        var yMin = Math.min(this.start.y, this.end.y);
        var yMax = Math.max(this.start.y, this.end.y);

        return (this.pointOnLine(x, y) && (x >= xMin && x <= xMax) && (y >= yMin && y <= yMax));

    },

    /**
    * Using Bresenham's line algorithm this will return an array of all coordinates on this line.
    * The start and end points are rounded before this runs as the algorithm works on integers.
    *
    * @method Phaser.Line#coordinatesOnLine
    * @param {number} [stepRate=1] - How many steps will we return? 1 = every coordinate on the line, 2 = every other coordinate, etc.
    * @param {array} [results] - The array to store the results in. If not provided a new one will be generated.
    * @return {array} An array of coordinates.
    */
    coordinatesOnLine: function (stepRate, results) {

        if (typeof stepRate === 'undefined') { stepRate = 1; }
        if (typeof results === 'undefined') { results = []; }

        var x1 = Math.round(this.start.x);
        var y1 = Math.round(this.start.y);
        var x2 = Math.round(this.end.x);
        var y2 = Math.round(this.end.y);

        var dx = Math.abs(x2 - x1);
        var dy = Math.abs(y2 - y1);
        var sx = (x1 < x2) ? 1 : -1;
        var sy = (y1 < y2) ? 1 : -1;
        var err = dx - dy;

        results.push([x1, y1]);

        var i = 1;

        while (!((x1 == x2) && (y1 == y2)))
        {
            var e2 = err << 1;

            if (e2 > -dy)
            {
                err -= dy;
                x1 += sx;
            }

            if (e2 < dx)
            {
                err += dx;
                y1 += sy;
            }

            if (i % stepRate === 0)
            {
                results.push([x1, y1]);
            }

            i++;

        }

        return results;

    },

    /**
     * Returns a new Line object with the same values for the start and end properties as this Line object.
     * @method Phaser.Line#clone
     * @param {Phaser.Line} output - Optional Line object. If given the values will be set into the object, otherwise a brand new Line object will be created and returned.
     * @return {Phaser.Line} The cloned Line object.
     */
    clone: function (output) {

        if (typeof output === "undefined" || output === null)
        {
            output = new Phaser.Line(this.start.x, this.start.y, this.end.x, this.end.y);
        }
        else
        {
            output.setTo(this.start.x, this.start.y, this.end.x, this.end.y);
        }

        return output;

    }

};

/**
* @name Phaser.Line#length
* @property {number} length - Gets the length of the line segment.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "length", {

    get: function () {
        return Math.sqrt((this.end.x - this.start.x) * (this.end.x - this.start.x) + (this.end.y - this.start.y) * (this.end.y - this.start.y));
    }

});

/**
* @name Phaser.Line#angle
* @property {number} angle - Gets the angle of the line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "angle", {

    get: function () {
        return Math.atan2(this.end.y - this.start.y, this.end.x - this.start.x);
    }

});

/**
* @name Phaser.Line#slope
* @property {number} slope - Gets the slope of the line (y/x).
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "slope", {

    get: function () {
        return (this.end.y - this.start.y) / (this.end.x - this.start.x);
    }

});

/**
* @name Phaser.Line#perpSlope
* @property {number} perpSlope - Gets the perpendicular slope of the line (x/y).
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "perpSlope", {

    get: function () {
        return -((this.end.x - this.start.x) / (this.end.y - this.start.y));
    }

});

/**
* @name Phaser.Line#x
* @property {number} x - Gets the x coordinate of the top left of the bounds around this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "x", {

    get: function () {
        return Math.min(this.start.x, this.end.x);
    }

});

/**
* @name Phaser.Line#y
* @property {number} y - Gets the y coordinate of the top left of the bounds around this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "y", {

    get: function () {
        return Math.min(this.start.y, this.end.y);
    }

});

/**
* @name Phaser.Line#left
* @property {number} left - Gets the left-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "left", {

    get: function () {
        return Math.min(this.start.x, this.end.x);
    }

});

/**
* @name Phaser.Line#right
* @property {number} right - Gets the right-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "right", {

    get: function () {
        return Math.max(this.start.x, this.end.x);
    }

});

/**
* @name Phaser.Line#top
* @property {number} top - Gets the top-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "top", {

    get: function () {
        return Math.min(this.start.y, this.end.y);
    }

});

/**
* @name Phaser.Line#bottom
* @property {number} bottom - Gets the bottom-most point of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "bottom", {

    get: function () {
        return Math.max(this.start.y, this.end.y);
    }

});

/**
* @name Phaser.Line#width
* @property {number} width - Gets the width of this bounds of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "width", {

    get: function () {
        return Math.abs(this.start.x - this.end.x);
    }

});

/**
* @name Phaser.Line#height
* @property {number} height - Gets the height of this bounds of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "height", {

    get: function () {
        return Math.abs(this.start.y - this.end.y);
    }

});

/**
* @name Phaser.Line#normalX
* @property {number} normalX - Gets the x component of the left-hand normal of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "normalX", {

    get: function () {
        return Math.cos(this.angle - 1.5707963267948966);
    }

});

/**
* @name Phaser.Line#normalY
* @property {number} normalY - Gets the y component of the left-hand normal of this line.
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "normalY", {

    get: function () {
        return Math.sin(this.angle - 1.5707963267948966);
    }

});

/**
* @name Phaser.Line#normalAngle
* @property {number} normalAngle - Gets the angle in radians of the normal of this line (line.angle - 90 degrees.)
* @readonly
*/
Object.defineProperty(Phaser.Line.prototype, "normalAngle", {

    get: function () {
        return Phaser.Math.wrap(this.angle - 1.5707963267948966, -Math.PI, Math.PI);
    }

});

/**
* Checks for intersection between two lines as defined by the given start and end points.
* If asSegment is true it will check for line segment intersection. If asSegment is false it will check for line intersection.
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
* Adapted from code by Keith Hair
*
* @method Phaser.Line.intersectsPoints
* @param {Phaser.Point} a - The start of the first Line to be checked.
* @param {Phaser.Point} b - The end of the first line to be checked.
* @param {Phaser.Point} e - The start of the second Line to be checked.
* @param {Phaser.Point} f - The end of the second line to be checked.
* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
* @param {Phaser.Point|object} [result] - A Point object to store the result in, if not given a new one will be created.
* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
*/
Phaser.Line.intersectsPoints = function (a, b, e, f, asSegment, result) {

    if (typeof asSegment === 'undefined') { asSegment = true; }
    if (typeof result === 'undefined') { result = new Phaser.Point(); }

    var a1 = b.y - a.y;
    var a2 = f.y - e.y;
    var b1 = a.x - b.x;
    var b2 = e.x - f.x;
    var c1 = (b.x * a.y) - (a.x * b.y);
    var c2 = (f.x * e.y) - (e.x * f.y);
    var denom = (a1 * b2) - (a2 * b1);

    if (denom === 0)
    {
        return null;
    }

    result.x = ((b1 * c2) - (b2 * c1)) / denom;
    result.y = ((a2 * c1) - (a1 * c2)) / denom;

    if (asSegment)
    {
        var uc = ((f.y - e.y) * (b.x - a.x) - (f.x - e.x) * (b.y - a.y));
        var ua = (((f.x - e.x) * (a.y - e.y)) - (f.y - e.y) * (a.x - e.x)) / uc;
        var ub = (((b.x - a.x) * (a.y - e.y)) - ((b.y - a.y) * (a.x - e.x))) / uc;

        if (ua >= 0 && ua <= 1 && ub >= 0 && ub <= 1)
        {
            return result;
        }
        else
        {
            return null;
        }
    }

    return result;

};

/**
* Checks for intersection between two lines.
* If asSegment is true it will check for segment intersection.
* If asSegment is false it will check for line intersection.
* Returns the intersection segment of AB and EF as a Point, or null if there is no intersection.
* Adapted from code by Keith Hair
*
* @method Phaser.Line.intersects
* @param {Phaser.Line} a - The first Line to be checked.
* @param {Phaser.Line} b - The second Line to be checked.
* @param {boolean} [asSegment=true] - If true it will check for segment intersection, otherwise full line intersection.
* @param {Phaser.Point} [result] - A Point object to store the result in, if not given a new one will be created.
* @return {Phaser.Point} The intersection segment of the two lines as a Point, or null if there is no intersection.
*/
Phaser.Line.intersects = function (a, b, asSegment, result) {

    return Phaser.Line.intersectsPoints(a.start, a.end, b.start, b.end, asSegment, result);

};

/**
* Returns the reflected angle between two lines.
* This is the outgoing angle based on the angle of Line 1 and the normalAngle of Line 2.
*
* @method Phaser.Line.reflect
* @param {Phaser.Line} a - The base line.
* @param {Phaser.Line} b - The line to be reflected from the base line.
* @return {number} The reflected angle in radians.
*/
Phaser.Line.reflect = function (a, b) {

    return 2 * b.normalAngle - 3.141592653589793 - a.angle;

};

		Phaser Copyright © 2012-2015 Photon Storm Ltd.

		Documentation generated by JSDoc 3.3.0-alpha10
		on Thu Mar 26 2015 02:53:48 GMT+0000 (GMT Standard Time) using the DocStrap template.


},
set: function (value) {
value = value || null;
if (value)
{
if (this._muted)

keep keep keep keep keep replace keep keep keep keep


/**
 * @author Mat Groves http://matgroves.com/ @Doormat23
 */

/**
 * The base class for all objects that are rendered on the screen.
 * This is an abstract class and should not be used on its own rather it should be extended.
 *
 * @class DisplayObject
 * @constructor
 */
PIXI.DisplayObject = function()
{
    /**
     * The coordinate of the object relative to the local coordinates of the parent.
     *
     * @property position
     * @type Point
     */
    this.position = new PIXI.Point(0, 0);

    /**
     * The scale factor of the object.
     *
     * @property scale
     * @type Point
     */
    this.scale = new PIXI.Point(1, 1);

    /**
     * The transform callback is an optional callback that if set will be called at the end of the updateTransform method and sent two parameters:
     * This Display Objects worldTransform matrix and its parents transform matrix. Both are PIXI.Matrix object types.
     * The matrix are passed by reference and can be modified directly without needing to return them.
     * This ability allows you to check any of the matrix values and perform actions such as clamping scale or limiting rotation, regardless of the parent transforms.
     *
     * @property transformCallback
     * @type Function
     */
    this.transformCallback = null;

    /**
     * The context under which the transformCallback is invoked.
     *
     * @property transformCallbackContext
     * @type Object
     */
    this.transformCallbackContext = null;

    /**
     * The pivot point of the displayObject that it rotates around
     *
     * @property pivot
     * @type Point
     */
    this.pivot = new PIXI.Point(0, 0);

    /**
     * The rotation of the object in radians.
     *
     * @property rotation
     * @type Number
     */
    this.rotation = 0;

    /**
     * The opacity of the object.
     *
     * @property alpha
     * @type Number
     */
    this.alpha = 1;

    /**
     * The visibility of the object.
     *
     * @property visible
     * @type Boolean
     */
    this.visible = true;

    /**
     * This is the defined area that will pick up mouse / touch events. It is null by default.
     * Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
     *
     * @property hitArea
     * @type Rectangle|Circle|Ellipse|Polygon
     */
    this.hitArea = null;

    /**
     * Can this object be rendered
     *
     * @property renderable
     * @type Boolean
     */
    this.renderable = false;

    /**
     * [read-only] The display object container that contains this display object.
     *
     * @property parent
     * @type DisplayObjectContainer
     * @readOnly
     */
    this.parent = null;

    /**
     * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
     *
     * @property stage
     * @type Stage
     * @readOnly
     */
    this.stage = null;

    /**
     * [read-only] The multiplied alpha of the displayObject
     *
     * @property worldAlpha
     * @type Number
     * @readOnly
     */
    this.worldAlpha = 1;

    /**
     * [read-only] Current transform of the object based on world (parent) factors
     *
     * @property worldTransform
     * @type Matrix
     * @readOnly
     * @private
     */
    this.worldTransform = new PIXI.Matrix();

    /**
     * The position of the Display Object based on the world transform.
     * This value is updated at the end of updateTransform and takes all parent transforms into account.
     *
     * @property worldPosition
     * @type Point
     * @readOnly
     */
    this.worldPosition = new PIXI.Point(0, 0);

    /**
     * The scale of the Display Object based on the world transform.
     * This value is updated at the end of updateTransform and takes all parent transforms into account.
     *
     * @property worldScale
     * @type Point
     * @readOnly
     */
    this.worldScale = new PIXI.Point(1, 1);

    /**
     * The rotation of the Display Object, in radians, based on the world transform.
     * This value is updated at the end of updateTransform and takes all parent transforms into account.
     *
     * @property worldRotation
     * @type Number
     * @readOnly
     */
    this.worldRotation = 0;

    /**
     * cached sin rotation and cos rotation
     *
     * @property _sr
     * @type Number
     * @private
     */
    this._sr = 0;

    /**
     * cached sin rotation and cos rotation
     *
     * @property _cr
     * @type Number
     * @private
     */
    this._cr = 1;

    /**
     * The area the filter is applied to like the hitArea this is used as more of an optimisation
     * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle
     *
     * @property filterArea
     * @type Rectangle
     */
    this.filterArea = null;

    /**
     * The original, cached bounds of the object
     *
     * @property _bounds
     * @type Rectangle
     * @private
     */
    this._bounds = new PIXI.Rectangle(0, 0, 1, 1);

    /**
     * The most up-to-date bounds of the object
     *
     * @property _currentBounds
     * @type Rectangle
     * @private
     */
    this._currentBounds = null;

    /**
     * The original, cached mask of the object
     *
     * @property _mask
     * @type Rectangle
     * @private
     */
    this._mask = null;

    /**
     * Cached internal flag.
     *
     * @property _cacheAsBitmap
     * @type Boolean
     * @private
     */
    this._cacheAsBitmap = false;

    /**
     * Cached internal flag.
     *
     * @property _cacheIsDirty
     * @type Boolean
     * @private
     */
    this._cacheIsDirty = false;

};

// constructor
PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject;

/**
 * Destroy this DisplayObject.
 * Removes all references to transformCallbacks, its parent, the stage, filters, bounds, mask and cached Sprites.
 *
 * @method destroy
 */
PIXI.DisplayObject.prototype.destroy = function()
{
    if (this.children)
    {
        var i = this.children.length;

        while (i--)
        {
            this.children[i].destroy();
        }

        this.children = [];
    }

    this.transformCallback = null;
    this.transformCallbackContext = null;
    this.hitArea = null;
    this.parent = null;
    this.stage = null;
    this.worldTransform = null;
    this.filterArea = null;
    this._bounds = null;
    this._currentBounds = null;
    this._mask = null;

    //  In case Pixi is still going to try and render it even though destroyed
    this.renderable = false;

    this._destroyCachedSprite();
};

/**
 * [read-only] Indicates if the sprite is globally visible.
 *
 * @property worldVisible
 * @type Boolean
 */
Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', {

    get: function() {

        var item = this;

        do
        {
            if (!item.visible) return false;
            item = item.parent;
        }
        while(item);

        return true;
    }

});

/**
 * Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.
 * In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping.
 * To remove a mask, set this property to null.
 *
 * @property mask
 * @type Graphics
 */
Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', {

    get: function() {
        return this._mask;
    },

    set: function(value) {

        if (this._mask) this._mask.isMask = false;

        this._mask = value;

        if (this._mask) this._mask.isMask = true;
    }

});

/**
 * Sets the filters for the displayObject.
 * * IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
 * To remove filters simply set this property to 'null'
 * @property filters
 * @type Array(Filter)
 */
Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', {

    get: function() {
        return this._filters;
    },

    set: function(value) {

        if (value)
        {
            // now put all the passes in one place..
            var passes = [];

            for (var i = 0; i < value.length; i++)
            {
                var filterPasses = value[i].passes;

                for (var j = 0; j < filterPasses.length; j++)
                {
                    passes.push(filterPasses[j]);
                }
            }

            // TODO change this as it is legacy
            this._filterBlock = { target: this, filterPasses: passes };
        }

        this._filters = value;
    }
});

/**
 * Set if this display object is cached as a bitmap.
 * This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects.
 * To remove simply set this property to 'null'
 * @property cacheAsBitmap
 * @type Boolean
 */
Object.defineProperty(PIXI.DisplayObject.prototype, 'cacheAsBitmap', {

    get: function() {
        return  this._cacheAsBitmap;
    },

    set: function(value) {

        if (this._cacheAsBitmap === value) return;

        if (value)
        {
            this._generateCachedSprite();
        }
        else
        {
            this._destroyCachedSprite();
        }

        this._cacheAsBitmap = value;
    }
});

/*
 * Updates the object transform for rendering.
 *
 * If the object has no parent, and no parent parameter is provided, it will default to Phaser.Game.World as the parent.
 * If that is unavailable the transform fails to take place.
 *
 * The `parent` parameter has priority over the actual parent. Use it as a parent override.
 * Setting it does **not** change the actual parent of this DisplayObject, it just uses the parent for the transform update.
 *
 * @method updateTransform
 * @param {DisplayObject} [parent] - Optional parent to parent this DisplayObject transform from.
 */
PIXI.DisplayObject.prototype.updateTransform = function(parent)
{
    if (!parent && !this.parent && !this.game)
    {
        return;
    }

    var p = this.parent;

    if (parent)
    {
        p = parent;
    }
    else if (!this.parent)
    {
        p = this.game.world;
    }

    // create some matrix refs for easy access
    var pt = p.worldTransform;
    var wt = this.worldTransform;

    // temporary matrix variables
    var a, b, c, d, tx, ty;

    // so if rotation is between 0 then we can simplify the multiplication process..
    if (this.rotation % PIXI.PI_2)
    {
        // check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes
        if (this.rotation !== this.rotationCache)
        {
            this.rotationCache = this.rotation;
            this._sr = Math.sin(this.rotation);
            this._cr = Math.cos(this.rotation);
        }

        // get the matrix values of the displayobject based on its transform properties..
        a  =  this._cr * this.scale.x;
        b  =  this._sr * this.scale.x;
        c  = -this._sr * this.scale.y;
        d  =  this._cr * this.scale.y;
        tx =  this.position.x;
        ty =  this.position.y;

        // check for pivot.. not often used so geared towards that fact!
        if (this.pivot.x || this.pivot.y)
        {
            tx -= this.pivot.x * a + this.pivot.y * c;
            ty -= this.pivot.x * b + this.pivot.y * d;
        }

        // concat the parent matrix with the objects transform.
        wt.a  = a  * pt.a + b  * pt.c;
        wt.b  = a  * pt.b + b  * pt.d;
        wt.c  = c  * pt.a + d  * pt.c;
        wt.d  = c  * pt.b + d  * pt.d;
        wt.tx = tx * pt.a + ty * pt.c + pt.tx;
        wt.ty = tx * pt.b + ty * pt.d + pt.ty;
    }
    else
    {
        // lets do the fast version as we know there is no rotation..
        a  = this.scale.x;
        d  = this.scale.y;

        tx = this.position.x - this.pivot.x * a;
        ty = this.position.y - this.pivot.y * d;

        wt.a  = a  * pt.a;
        wt.b  = a  * pt.b;
        wt.c  = d  * pt.c;
        wt.d  = d  * pt.d;
        wt.tx = tx * pt.a + ty * pt.c + pt.tx;
        wt.ty = tx * pt.b + ty * pt.d + pt.ty;
    }

    // multiply the alphas..
    this.worldAlpha = this.alpha * p.worldAlpha;

    this.worldPosition.set(wt.tx, wt.ty);
    this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
    this.worldRotation = Math.atan2(-wt.c, wt.d);

    //  Custom callback?
    if (this.transformCallback)
    {
        this.transformCallback.call(this.transformCallbackContext, wt, pt);
    }

};

// performance increase to avoid using call.. (10x faster)
PIXI.DisplayObject.prototype.displayObjectUpdateTransform = PIXI.DisplayObject.prototype.updateTransform;

/**
 * Retrieves the bounds of the displayObject as a rectangle object
 *
 * @method getBounds
 * @param matrix {Matrix}
 * @return {Rectangle} the rectangular bounding area
 */
PIXI.DisplayObject.prototype.getBounds = function(matrix)
{
    matrix = matrix;//just to get passed js hinting (and preserve inheritance)
    return PIXI.EmptyRectangle;
};

/**
 * Retrieves the local bounds of the displayObject as a rectangle object
 *
 * @method getLocalBounds
 * @return {Rectangle} the rectangular bounding area
 */
PIXI.DisplayObject.prototype.getLocalBounds = function()
{
    return this.getBounds(PIXI.identityMatrix);///PIXI.EmptyRectangle();
};

/**
 * Sets the object's stage reference, the stage this object is connected to
 *
 * @method setStageReference
 * @param stage {Stage} the stage that the object will have as its current stage reference
 */
PIXI.DisplayObject.prototype.setStageReference = function(stage)
{
    this.stage = stage;
};

/**
 * Empty, to be overridden by classes that require it.
 *
 * @method preUpdate
 */
PIXI.DisplayObject.prototype.preUpdate = function()
{
};

/**
 * Useful function that returns a texture of the displayObject object that can then be used to create sprites
 * This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times.
 *
 * @method generateTexture
 * @param resolution {Number} The resolution of the texture being generated
 * @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values
 * @param renderer {CanvasRenderer|WebGLRenderer} The renderer used to generate the texture.
 * @return {Texture} a texture of the graphics object
 */
PIXI.DisplayObject.prototype.generateTexture = function(resolution, scaleMode, renderer)
{
    var bounds = this.getLocalBounds();

    var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution);

    PIXI.DisplayObject._tempMatrix.tx = -bounds.x;
    PIXI.DisplayObject._tempMatrix.ty = -bounds.y;

    renderTexture.render(this, PIXI.DisplayObject._tempMatrix);

    return renderTexture;
};

/**
 * Generates and updates the cached sprite for this object.
 *
 * @method updateCache
 */
PIXI.DisplayObject.prototype.updateCache = function()
{
    this._generateCachedSprite();
};

/**
 * Calculates the global position of the display object
 *
 * @method toGlobal
 * @param position {Point} The world origin to calculate from
 * @return {Point} A point object representing the position of this object
 */
PIXI.DisplayObject.prototype.toGlobal = function(position)
{
    // don't need to u[date the lot
    this.displayObjectUpdateTransform();
    return this.worldTransform.apply(position);
};

/**
 * Calculates the local position of the display object relative to another point
 *
 * @method toLocal
 * @param position {Point} The world origin to calculate from
 * @param [from] {DisplayObject} The DisplayObject to calculate the global position from
 * @return {Point} A point object representing the position of this object
 */
PIXI.DisplayObject.prototype.toLocal = function(position, from)
{
    if (from)
    {
        position = from.toGlobal(position);
    }

    // don't need to u[date the lot
    this.displayObjectUpdateTransform();

    return this.worldTransform.applyInverse(position);
};

/**
 * Internal method.
 *
 * @method _renderCachedSprite
 * @param renderSession {Object} The render session
 * @private
 */
PIXI.DisplayObject.prototype._renderCachedSprite = function(renderSession)
{
    this._cachedSprite.worldAlpha = this.worldAlpha;

    if (renderSession.gl)
    {
        PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
    }
    else
    {
        PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession);
    }
};

/**
 * Internal method.
 *
 * @method _generateCachedSprite
 * @private
 */
PIXI.DisplayObject.prototype._generateCachedSprite = function()
{
    this._cacheAsBitmap = false;

    var bounds = this.getLocalBounds();

    if (!this._cachedSprite)
    {
        var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0);//, renderSession.renderer);

        this._cachedSprite = new PIXI.Sprite(renderTexture);
        this._cachedSprite.worldTransform = this.worldTransform;
    }
    else
    {
        this._cachedSprite.texture.resize(bounds.width | 0, bounds.height | 0);
    }

    //REMOVE filter!
    var tempFilters = this._filters;
    this._filters = null;

    this._cachedSprite.filters = tempFilters;

    PIXI.DisplayObject._tempMatrix.tx = -bounds.x;
    PIXI.DisplayObject._tempMatrix.ty = -bounds.y;

    this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix, true);

    this._cachedSprite.anchor.x = -( bounds.x / bounds.width );
    this._cachedSprite.anchor.y = -( bounds.y / bounds.height );

    this._filters = tempFilters;

    this._cacheAsBitmap = true;
};

/**
* Destroys the cached sprite.
*
* @method _destroyCachedSprite
* @private
*/
PIXI.DisplayObject.prototype._destroyCachedSprite = function()
{
    if (!this._cachedSprite) return;

    this._cachedSprite.texture.destroy(true);

    // TODO could be object pooled!
    this._cachedSprite = null;
};

/**
* Renders the object using the WebGL renderer
*
* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
*/
PIXI.DisplayObject.prototype._renderWebGL = function(renderSession)
{
    // OVERWRITE;
    // this line is just here to pass jshinting :)
    renderSession = renderSession;
};

/**
* Renders the object using the Canvas renderer
*
* @method _renderCanvas
* @param renderSession {RenderSession}
* @private
*/
PIXI.DisplayObject.prototype._renderCanvas = function(renderSession)
{
    // OVERWRITE;
    // this line is just here to pass jshinting :)
    renderSession = renderSession;
};

/**
 * The position of the displayObject on the x axis relative to the local coordinates of the parent.
 *
 * @property x
 * @type Number
 */
Object.defineProperty(PIXI.DisplayObject.prototype, 'x', {

    get: function() {
        return  this.position.x;
    },

    set: function(value) {
        this.position.x = value;
    }

});

/**
 * The position of the displayObject on the y axis relative to the local coordinates of the parent.
 *
 * @property y
 * @type Number
 */
Object.defineProperty(PIXI.DisplayObject.prototype, 'y', {

    get: function() {
        return  this.position.y;
    },

    set: function(value) {
        this.position.y = value;
    }

});