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docs/assets_manager.rst

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This is a very useful operation and consists on replace certain texture (represented by an asset in the pack file) in all the objects of all the scenes of the project. These are the steps:
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* Select the texture you want to replace. For example a demo texture that you want to replace for the final terxture.
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.. image:: images/AssetReplaceMenu.png
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:alt: Asset replace menu
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* Select the texture replacement and confirm.
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.. image:: images/SelectNewTextureReplacement.png
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:alt: Select the new texture
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docs/build.sh

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#!/bin/bash
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sphinx-build -b html . _build/html/
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docs/canvas.rst

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Canvas is a visual (WYSWYG) game level/object editor for Phaser. With this tool you can create a level or the prefabs (reusable objects) of the game, layout sprites and edit object properties like transformation, physics body and animation. The scenes are compiled to Phaser code, in JavaScript or TypeScript.
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There are three type of Canvas files: states (compiled to a ``Phaser.State` code), sprite prefabs (compiled to ``Phaser.Sprite`` code) and group prefabs (compiled to`Phaser.Group` code). These Phaser classes contain the code that create the objects of the game world. It is not like other tools like Tiled that uses a custom format to represent the objects layout and properties, else it compiles to a code that mimics what a developer can write with his "own hands". This method has the advantage that the user can read and understand what is behind the scene and like in other tools provided in Phaser Editor, the developer can learn Phaser or reuse his current Phaser learnings.
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There are three type of Canvas files: states (compiled to a ``Phaser.State`` code), sprite prefabs (compiled to ``Phaser.Sprite`` code) and group prefabs (compiled to`Phaser.Group` code). These Phaser classes contain the code that create the objects of the game world. It is not like other tools like Tiled that uses a custom format to represent the objects layout and properties, else it compiles to a code that mimics what a developer can write with his "own hands". This method has the advantage that the user can read and understand what is behind the scene and like in other tools provided in Phaser Editor, the developer can learn Phaser or reuse his current Phaser learnings.
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When you create a scene (let's say one named ``Level``) you get two files: ``Level.canvas`` and ``Level.js``. The ``Level.canvas`` file contains the objects of the scene and uses a custom Phaser Editor format. The ``Level.js`` file is compiled from the ``Level.canvas`` file and contains all the Phaser code that creates the real scene. Note that in a game distribution only the ``Level.js`` file is needed, since ``Level.canvas`` is only for design purpose.
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The Quick Outline window
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~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~
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In addition there is the Quick Outline window. It is opened by the user with the key sequence ``Ctrl+O``. The object selected by the user is focused in the scene, so it can be used as a search tool too.
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Sprite properties
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~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~
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The ``Phaser.Sprite`` is the common class for all the game objects based on textures. In this section we show the properties supported by Phaser Editor and the some dedicated property editors.
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``backgroundColor`` Gets and sets the background color of the stage. Note that it does not change the color of the scene in design-time.
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**Preload** A section related to the Phaser loader API.
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``pack`` Like in ``Phaser.Loader.pack()`` this parameter accepts a list of sections of the pack files of the project. When you drop an asset to the scene it loads its pack section automatically, however it is possible that you create other sections with other kind of assets so in this parameter you can declare them to be loaded.
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``isPreloader`` Set to ``true`` if you like to use this state as a preloader state. More is explained in the ``Preloader state configuration`_ section.
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``isPreloader`` Set to ``true`` if you like to use this state as a preloader state. More is explained in the `Preloader state configuration`_ section.
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``preloadSprite`` This parameter is shown onny if the ``isPreloader`` parameter is ``true``. When you edit this parameter it shows a dialog to select one of the scene sprites. This sprite will be used as the preload sprite as is explained in the ``Phaser.Loader.setPreloadSprite()`` method: Set a Sprite to be a "preload" sprite by passing it to this method. A "preload" sprite will have its width or height crop adjusted based on the percentage of the loader in real-time. This allows you to easily make loading bars for games. The sprite will automatically be made visible when calling this.
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``preloadSprite.direction`` The direction parameter of the ``Phaser.Loader.setPreloadSprite()`` method. It should be ``HORIZONTAL`` or ``VERTICAL``.
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============================= ======================================================

docs/jseditor.rst

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Coding the Game: The JavaScript Editor
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Coding The Game: The JavaScript Editor
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docs/optipng.rst

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Optimize the PNG image files
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Optimize The PNG Image Files
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============================
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Phaser Editor provides a simple utility based on the well known `OptiPNG <http://optipng.sourceforge.net/>`_ tool to reduce the file size of the PNG images. It is very important that you keep the file size of your game as small as possible, it improves the game loading speed.

docs/update.rst

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- Open the Available Software Sites ``Windows > Preferences > Install/Update > Available Software Sites``.
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- Press the Add button to add a new update site, the one with the version you are intersted in:
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.. image:: images/AddUpdateSite1.png
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:alt: Add update site.
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- Press ok, ensure the new site is checked and press OK to close the preferences dialog.
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.. image:: images/AddUpdateSite2.png
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:alt: Confirm update sites.
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- Manually check for updates (``Help > Check for Updates``), it should prompt the new updates, install them as usually.
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