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return {number} The total number of PathPoints in this Path.

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BitmapText

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Texture Packer

        Phaser.

    BitmapText

new BitmapText(game, x, y, font, text, size, align)

BitmapText objects work by taking a texture file and an XML or JSON file that describes the font structure.
It then generates a new Sprite object for each letter of the text, proportionally spaced out and aligned to
match the font structure.

BitmapText objects are less flexible than Text objects, in that they have less features such as shadows, fills and the ability
to use Web Fonts, however you trade this flexibility for rendering speed. You can also create visually compelling BitmapTexts by
processing the font texture in an image editor, applying fills and any other effects required.

To create multi-line text insert \r, \n or \r\n escape codes into the text string.

If you are having performance issues due to the volume of sprites being rendered, and do not require the text to be constantly
updating, you can use BitmapText.generateTexture to create a static texture from this BitmapText.

To create a BitmapText data files you can use:

BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
Littera (Web-based, free): http://kvazars.com/littera/

For most use cases it is recommended to use XML. If you wish to use JSON, the formatting should be equal to the result of
converting a valid XML file through the popular X2JS library. An online tool for conversion can be found here: http://codebeautify.org/xmltojson

If you were using an older version of Phaser (< 2.4) and using the DOMish parser hack, please remove this. It isn't required any longer.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                game

Phaser.Game

A reference to the currently running game.

                x

number

X coordinate to display the BitmapText object at.

                y

number

Y coordinate to display the BitmapText object at.

                font

string

The key of the BitmapText as stored in Phaser.Cache.

                text

string

                    <optional>

                    ''

The text that will be rendered. This can also be set later via BitmapText.text.

                size

number

                    <optional>

                    32

The size the font will be rendered at in pixels.

                align

string

                    <optional>

                    'left'

The alignment of multi-line text. Has no effect if there is only one line of text.

Source -
    gameobjects/BitmapText.js, line 54

Extends

PIXI.DisplayObjectContainer

Phaser.Component.Core

Phaser.Component.Angle

Phaser.Component.AutoCull

Phaser.Component.Bounds

Phaser.Component.Destroy

Phaser.Component.FixedToCamera

Phaser.Component.InputEnabled

Phaser.Component.InWorld

Phaser.Component.LifeSpan

Phaser.Component.PhysicsBody

Phaser.Component.Reset

Members

align :string

Alignment for multi-line text ('left', 'center' or 'right'), does not affect single lines of text.

Source -
    gameobjects/BitmapText.js, line 535

alive :boolean

A useful flag to control if the Game Object is alive or dead.

This is set automatically by the Health components damage method should the object run out of health.
Or you can toggle it via your game code.

This property is mostly just provided to be used by your game - it doesn't effect rendering or logic updates.
However you can use Group.getFirstAlive in conjunction with this property for fast object pooling and recycling.

Inherited From:

        Phaser.Component.LifeSpan#alive

Default Value:

true

Source -
    gameobjects/components/LifeSpan.js, line 50

anchor :Phaser.Point

The anchor value of this BitmapText.

Source -
    gameobjects/BitmapText.js, line 92

angle :number

The angle property is the rotation of the Game Object in degrees from its original orientation.

Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.

Values outside this range are added to or subtracted from 360 to obtain a value within the range.
For example, the statement player.angle = 450 is the same as player.angle = 90.

If you wish to work in radians instead of degrees you can use the property rotation instead.
Working in radians is slightly faster as it doesn't have to perform any calculations.

Inherited From:

        Phaser.Component.Angle#angle

Source -
    gameobjects/components/Angle.js, line 29

animations :Phaser.AnimationManager

If the Game Object is enabled for animation (such as a Phaser.Sprite) this is a reference to its AnimationManager instance.
Through it you can create, play, pause and stop animations.

Inherited From:

        Phaser.Component.Core#animations

Source -
    gameobjects/components/Core.js, line 193

See:

Phaser.AnimationManager

autoCull :boolean

A Game Object with autoCull set to true will check its bounds against the World Camera every frame.
If it is not intersecting the Camera bounds at any point then it has its renderable property set to false.
This keeps the Game Object alive and still processing updates, but forces it to skip the render step entirely.

This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.

Inherited From:

        Phaser.Component.AutoCull#autoCull

Source -
    gameobjects/components/AutoCull.js, line 28

body :Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null

body is the Game Objects physics body. Once a Game Object is enabled for physics you access all associated
properties and methods via it.

By default Game Objects won't add themselves to any physics system and their body property will be null.

To enable this Game Object for physics you need to call game.physics.enable(object, system) where object is this object
and system is the Physics system you are using. If none is given it defaults to Phaser.Physics.Arcade.

You can alternatively call game.physics.arcade.enable(object), or add this Game Object to a physics enabled Group.

Important: Enabling a Game Object for P2 or Ninja physics will automatically set its anchor property to 0.5,
so the physics body is centered on the Game Object.

If you need a different result then adjust or re-create the Body shape offsets manually or reset the anchor after enabling physics.

Type:

Phaser.Physics.Arcade.Body
|

Phaser.Physics.P2.Body
|

Phaser.Physics.Ninja.Body
|

null

Inherited From:

        Phaser.Component.PhysicsBody#body

Source -
    gameobjects/components/PhysicsBody.js, line 91

bottom :number

The sum of the y and height properties.
This is the same as y + height - offsetY.

Inherited From:

        Phaser.Component.Bounds#bottom

Source -
    gameobjects/components/Bounds.js, line 168

cameraOffset :Phaser.Point

The x/y coordinate offset applied to the top-left of the camera that this Game Object will be drawn at if fixedToCamera is true.

The values are relative to the top-left of the camera view and in addition to any parent of the Game Object on the display list.

Inherited From:

        Phaser.Component.FixedToCamera#cameraOffset

Source -
    gameobjects/components/FixedToCamera.js, line 86

centerX :number

The center x coordinate of the Game Object.
This is the same as (x - offsetX) + (width / 2).

Inherited From:

        Phaser.Component.Bounds#centerX

Source -
    gameobjects/components/Bounds.js, line 58

centerY :number

The center y coordinate of the Game Object.
This is the same as (y - offsetY) + (height / 2).

Inherited From:

        Phaser.Component.Bounds#centerY

Source -
    gameobjects/components/Bounds.js, line 80

checkWorldBounds :boolean

If this is set to true the Game Object checks if it is within the World bounds each frame.

When it is no longer intersecting the world bounds it dispatches the onOutOfBounds event.

If it was previously out of bounds but is now intersecting the world bounds again it dispatches the onEnterBounds event.

It also optionally kills the Game Object if outOfBoundsKill is true.

When checkWorldBounds is enabled it forces the Game Object to calculate its full bounds every frame.

This is a relatively expensive operation, especially if enabled on hundreds of Game Objects. So enable it only if you know it's required,
or you have tested performance and find it acceptable.

Inherited From:

        Phaser.Component.InWorld#checkWorldBounds

Source -
    gameobjects/components/InWorld.js, line 98

<readonly> children :Array.<DisplayObject>

[read-only] The array of children of this container.

Type:

Array.<DisplayObject>

Inherited From:

        PIXI.DisplayObjectContainer#children

Source -
    pixi/display/DisplayObjectContainer.js, line 17

<internal> components :object

The components this Game Object has installed.

Inherited From:

        Phaser.Component.Core#components

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    gameobjects/components/Core.js, line 167

data :Object

An empty Object that belongs to this Game Object.
This value isn't ever used internally by Phaser, but may be used by your own code, or
by Phaser Plugins, to store data that needs to be associated with the Game Object,
without polluting the Game Object directly.

Inherited From:

        Phaser.Component.Core#data

Default Value:

{}

Source -
    gameobjects/components/Core.js, line 160

debug :boolean

A debug flag designed for use with Game.enableStep.

Inherited From:

        Phaser.Component.Core#debug

Source -
    gameobjects/components/Core.js, line 218

<readonly> destroyPhase :boolean

As a Game Object runs through its destroy method this flag is set to true,
and can be checked in any sub-systems or plugins it is being destroyed from.

Inherited From:

        Phaser.Component.Destroy#destroyPhase

Source -
    gameobjects/components/Destroy.js, line 22

dirty :boolean

The dirty state of this object.

Source -
    gameobjects/BitmapText.js, line 153

events :Phaser.Events

All Phaser Game Objects have an Events class which contains all of the events that are dispatched when certain things happen to this
Game Object, or any of its components.

Inherited From:

        Phaser.Component.Core#events

Source -
    gameobjects/components/Core.js, line 185

See:

Phaser.Events

exists :boolean

Controls if this Game Object is processed by the core game loop.
If this Game Object has a physics body it also controls if its physics body is updated or not.
When exists is set to false it will remove its physics body from the physics world if it has one.
It also toggles the visible property to false as well.

Setting exists to true will add its physics body back in to the physics world, if it has one.
It will also set the visible property to true.

Inherited From:

        Phaser.Component.Core#exists

Source -
    gameobjects/components/Core.js, line 284

fixedToCamera :boolean

A Game Object that is "fixed" to the camera uses its x/y coordinates as offsets from the top left of the camera during rendering.

The values are adjusted at the rendering stage, overriding the Game Objects actual world position.

The end result is that the Game Object will appear to be 'fixed' to the camera, regardless of where in the game world
the camera is viewing. This is useful if for example this Game Object is a UI item that you wish to be visible at all times
regardless where in the world the camera is.

The offsets are stored in the cameraOffset property.

Note that the cameraOffset values are in addition to any parent of this Game Object on the display list.

Be careful not to set fixedToCamera on Game Objects which are in Groups that already have fixedToCamera enabled on them.

Inherited From:

        Phaser.Component.FixedToCamera#fixedToCamera

Source -
    gameobjects/components/FixedToCamera.js, line 56

font :string

The font the text will be rendered in, i.e. 'Arial'. Must be loaded in the browser before use.

Source -
    gameobjects/BitmapText.js, line 579

fontSize :number

The size of the font in pixels.

Source -
    gameobjects/BitmapText.js, line 602

<readonly> fresh :boolean

A Game Object is considered fresh if it has just been created or reset and is yet to receive a renderer transform update.
This property is mostly used internally by the physics systems, but is exposed for the use of plugins.

Inherited From:

        Phaser.Component.Core#fresh

Source -
    gameobjects/components/Core.js, line 248

game :Phaser.Game

A reference to the currently running Game.

Inherited From:

        Phaser.Component.Core#game

Source -
    gameobjects/components/Core.js, line 142

height :Number

The height of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

Inherited From:

        PIXI.DisplayObjectContainer#height

Source -
    pixi/display/DisplayObjectContainer.js, line 600

ignoreChildInput :Boolean

If ignoreChildInput  is false it will allow this objects children to be considered as valid for Input events.

If this property is true then the children will not be considered as valid for Input events.

Note that this property isn't recursive: only immediate children are influenced, it doesn't scan further down.

Inherited From:

        PIXI.DisplayObjectContainer#ignoreChildInput

Source -
    pixi/display/DisplayObjectContainer.js, line 26

<readonly> inCamera :boolean

Checks if the Game Objects bounds intersect with the Game Camera bounds.
Returns true if they do, otherwise false if fully outside of the Cameras bounds.

Inherited From:

        Phaser.Component.AutoCull#inCamera

Source -
    gameobjects/components/AutoCull.js, line 37

input :Phaser.InputHandler|null

The Input Handler for this Game Object.

By default it is disabled. If you wish this Game Object to process input events you should enable it with: inputEnabled = true.

After you have done this, this property will be a reference to the Phaser InputHandler.

Type:

Phaser.InputHandler
|

null

Inherited From:

        Phaser.Component.InputEnabled#input

Source -
    gameobjects/components/InputEnabled.js, line 24

inputEnabled :boolean

By default a Game Object won't process any input events. By setting inputEnabled to true a Phaser.InputHandler is created
for this Game Object and it will then start to process click / touch events and more.

You can then access the Input Handler via this.input.

Note that Input related events are dispatched from this.events, i.e.: events.onInputDown.

If you set this property to false it will stop the Input Handler from processing any more input events.

If you want to temporarily disable input for a Game Object, then it's better to set
input.enabled = false, as it won't reset any of the Input Handlers internal properties.
You can then toggle this back on as needed.

Inherited From:

        Phaser.Component.InputEnabled#inputEnabled

Source -
    gameobjects/components/InputEnabled.js, line 42

<readonly> inWorld :boolean

Checks if the Game Objects bounds are within, or intersect at any point with the Game World bounds.

Inherited From:

        Phaser.Component.InWorld#inWorld

Source -
    gameobjects/components/InWorld.js, line 129

key :string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture

The key of the image or texture used by this Game Object during rendering.
If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
If a Game Object is created without a key it is automatically assigned the key __default which is a 32x32 transparent PNG stored within the Cache.
If a Game Object is given a key which doesn't exist in the Image Cache it is re-assigned the key __missing which is a 32x32 PNG of a green box with a line through it.

Type:

string
|

Phaser.RenderTexture
|

Phaser.BitmapData
|

Phaser.Video
|

PIXI.Texture

Inherited From:

        Phaser.Component.Core#key

Source -
    gameobjects/components/Core.js, line 203

left :number

The left coordinate of the Game Object.
This is the same as x - offsetX.

Inherited From:

        Phaser.Component.Bounds#left

Source -
    gameobjects/components/Bounds.js, line 102

lifespan :number

The lifespan allows you to give a Game Object a lifespan in milliseconds.

Once the Game Object is 'born' you can set this to a positive value.

It is automatically decremented by the millisecond equivalent of game.time.physicsElapsed each frame.
When it reaches zero it will call the kill method.

Very handy for particles, bullets, collectibles, or any other short-lived entity.

Inherited From:

        Phaser.Component.LifeSpan#lifespan

Source -
    gameobjects/components/LifeSpan.js, line 65

maxWidth :number

The maximum display width of this BitmapText in pixels.

If BitmapText.text is longer than maxWidth then the lines will be automatically wrapped
based on the last whitespace character found in the line.

If no whitespace was found then no wrapping will take place and consequently the maxWidth value will not be honored.

Disable maxWidth by setting the value to 0. The maximum width of this BitmapText in pixels.

Source -
    gameobjects/BitmapText.js, line 648

name :string

A user defined name given to this Game Object.
This value isn't ever used internally by Phaser, it is meant as a game level property.

Inherited From:

        Phaser.Component.Core#name

Source -
    gameobjects/components/Core.js, line 150

<readonly> offsetX :number

The amount the Game Object is visually offset from its x coordinate.
This is the same as width * anchor.x.
It will only be > 0 if anchor.x is not equal to zero.

Inherited From:

        Phaser.Component.Bounds#offsetX

Source -
    gameobjects/components/Bounds.js, line 24

<readonly> offsetY :number

The amount the Game Object is visually offset from its y coordinate.
This is the same as height * anchor.y.
It will only be > 0 if anchor.y is not equal to zero.

Inherited From:

        Phaser.Component.Bounds#offsetY

Source -
    gameobjects/components/Bounds.js, line 42

outOfBoundsKill :boolean

If this and the checkWorldBounds property are both set to true then the kill method is called as soon as inWorld returns false.

Inherited From:

        Phaser.Component.InWorld#outOfBoundsKill

Source -
    gameobjects/components/InWorld.js, line 106

outOfCameraBoundsKill :boolean

If this and the autoCull property are both set to true, then the kill method
is called as soon as the Game Object leaves the camera bounds.

Inherited From:

        Phaser.Component.InWorld#outOfCameraBoundsKill

Source -
    gameobjects/components/InWorld.js, line 115

pendingDestroy :boolean

A Game Object is that is pendingDestroy is flagged to have its destroy method called on the next logic update.
You can set it directly to allow you to flag an object to be destroyed on its next update.

This is extremely useful if you wish to destroy an object from within one of its own callbacks
such as with Buttons or other Input events.

Inherited From:

        Phaser.Component.Core#pendingDestroy

Source -
    gameobjects/components/Core.js, line 259

<readonly> physicsType :number

The const physics body type of this object.

Source -
    gameobjects/BitmapText.js, line 75

<readonly> previousPosition :Phaser.Point

The position the Game Object was located in the previous frame.

Inherited From:

        Phaser.Component.Core#previousPosition

Source -
    gameobjects/components/Core.js, line 225

<readonly> previousRotation :number

The rotation the Game Object was in set to in the previous frame. Value is in radians.

Inherited From:

        Phaser.Component.Core#previousRotation

Source -
    gameobjects/components/Core.js, line 232

<readonly> renderOrderID :number

The render order ID is used internally by the renderer and Input Manager and should not be modified.
This property is mostly used internally by the renderers, but is exposed for the use of plugins.

Inherited From:

        Phaser.Component.Core#renderOrderID

Source -
    gameobjects/components/Core.js, line 240

right :number

The right coordinate of the Game Object.
This is the same as x + width - offsetX.

Inherited From:

        Phaser.Component.Bounds#right

Source -
    gameobjects/components/Bounds.js, line 124

smoothed :boolean

Enable or disable texture smoothing for this BitmapText.

The smoothing is applied to the BaseTexture of this font, which all letters of the text reference.

Smoothing is enabled by default.

Source -
    gameobjects/BitmapText.js, line 681

text :string

The text to be displayed by this BitmapText object.

Source -
    gameobjects/BitmapText.js, line 626

<readonly> textHeight :number

The height in pixels of the overall text area, taking into consideration multi-line text.

Source -
    gameobjects/BitmapText.js, line 87

<readonly> textWidth :number

The width in pixels of the overall text area, taking into consideration multi-line text.

Source -
    gameobjects/BitmapText.js, line 81

tint :number

The tint applied to the BitmapText. This is a hex value. Set to white to disable (0xFFFFFF)

Source -
    gameobjects/BitmapText.js, line 557

top :number

The y coordinate of the Game Object.
This is the same as y - offsetY.

Inherited From:

        Phaser.Component.Bounds#top

Source -
    gameobjects/components/Bounds.js, line 146

<readonly> type :number

The const type of this object.

Source -
    gameobjects/BitmapText.js, line 69

width :Number

The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set

Inherited From:

        PIXI.DisplayObjectContainer#width

Source -
    pixi/display/DisplayObjectContainer.js, line 571

world :Phaser.Point

The world coordinates of this Game Object in pixels.
Depending on where in the display list this Game Object is placed this value can differ from position,
which contains the x/y coordinates relative to the Game Objects parent.

Inherited From:

        Phaser.Component.Core#world

Source -
    gameobjects/components/Core.js, line 211

x :number

The position of the Game Object on the x axis relative to the local coordinates of the parent.

Inherited From:

        Phaser.Component.PhysicsBody#x

Source -
    gameobjects/components/PhysicsBody.js, line 98

y :number

The position of the Game Object on the y axis relative to the local coordinates of the parent.

Inherited From:

        Phaser.Component.PhysicsBody#y

Source -
    gameobjects/components/PhysicsBody.js, line 124

<readonly> z :number

The z depth of this Game Object within its parent Group.
No two objects in a Group can have the same z value.
This value is adjusted automatically whenever the Group hierarchy changes.
If you wish to re-order the layering of a Game Object then see methods like Group.moveUp or Group.bringToTop.

Inherited From:

        Phaser.Component.Core#z

Source -
    gameobjects/components/Core.js, line 177

Methods

addChild(child) → {DisplayObject}

Adds a child to the container.

Parameters:

		Name

		Type

		Description

                child

DisplayObject

The DisplayObject to add to the container

Returns:

DisplayObject

 -

The child that was added.

Inherited From:

        PIXI.DisplayObjectContainer#addChild

Source -
    pixi/display/DisplayObjectContainer.js, line 42

addChildAt(child, index) → {DisplayObject}

Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown

Parameters:

		Name

		Type

		Description

                child

DisplayObject

The child to add

                index

Number

The index to place the child in

Returns:

DisplayObject

 -

The child that was added.

Inherited From:

        PIXI.DisplayObjectContainer#addChildAt

Source -
    pixi/display/DisplayObjectContainer.js, line 55

alignIn(container, position, offsetX, offsetY) → {Object}

Aligns this Game Object within another Game Object, or Rectangle, known as the
'container', to one of 9 possible positions.

The container must be a Game Object, or Phaser.Rectangle object. This can include properties
such as World.bounds or Camera.view, for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.

Please note that aligning a Sprite to another Game Object does not make it a child of
the container. It simply modifies its position coordinates so it aligns with it.

The position constants you can use are:

Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER,
Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT,
Phaser.BOTTOM_CENTER and Phaser.BOTTOM_RIGHT.

The Game Objects are placed in such a way that their bounds align with the
container, taking into consideration rotation, scale and the anchor property.
This allows you to neatly align Game Objects, irrespective of their position value.

The optional offsetX and offsetY arguments allow you to apply extra spacing to the final
aligned position of the Game Object. For example:

sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)

Would align the sprite to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place.
So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive
one expands it.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                container

Phaser.Rectangle
|

Phaser.Sprite
|

Phaser.Image
|

Phaser.Text
|

Phaser.BitmapText
|

Phaser.Button
|

Phaser.Graphics
|

Phaser.TileSprite

The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as World.bounds or Camera.view.

                position

integer

                    <optional>

The position constant. One of Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_CENTER, Phaser.CENTER, Phaser.RIGHT_CENTER, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

                offsetX

integer

                    <optional>

                    0

A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

                offsetY

integer

                    <optional>

                    0

A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

Returns:

Object

 -

This Game Object.

Inherited From:

        Phaser.Component.Bounds#alignIn

Source -
    gameobjects/components/Bounds.js, line 223

alignTo(parent, position, offsetX, offsetY) → {Object}

Aligns this Game Object to the side of another Game Object, or Rectangle, known as the
'parent', in one of 11 possible positions.

The parent must be a Game Object, or Phaser.Rectangle object. This can include properties
such as World.bounds or Camera.view, for aligning Game Objects within the world
and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText,
TileSprites or Buttons.

Please note that aligning a Sprite to another Game Object does not make it a child of
the parent. It simply modifies its position coordinates so it aligns with it.

The position constants you can use are:

Phaser.TOP_LEFT (default), Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_TOP,
Phaser.LEFT_CENTER, Phaser.LEFT_BOTTOM, Phaser.RIGHT_TOP, Phaser.RIGHT_CENTER,
Phaser.RIGHT_BOTTOM, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER
and Phaser.BOTTOM_RIGHT.

The Game Objects are placed in such a way that their bounds align with the
parent, taking into consideration rotation, scale and the anchor property.
This allows you to neatly align Game Objects, irrespective of their position value.

The optional offsetX and offsetY arguments allow you to apply extra spacing to the final
aligned position of the Game Object. For example:

sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)

Would align the sprite to the bottom-right, but moved 20 pixels in from the corner.
Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place.
So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive
one expands it.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                parent

Phaser.Rectangle
|

Phaser.Sprite
|

Phaser.Image
|

Phaser.Text
|

Phaser.BitmapText
|

Phaser.Button
|

Phaser.Graphics
|

Phaser.TileSprite

The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as World.bounds or Camera.view.

                position

integer

                    <optional>

The position constant. One of Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.LEFT_TOP, Phaser.LEFT_CENTER, Phaser.LEFT_BOTTOM, Phaser.RIGHT_TOP, Phaser.RIGHT_CENTER, Phaser.RIGHT_BOTTOM, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER or Phaser.BOTTOM_RIGHT.

                offsetX

integer

                    <optional>

                    0

A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

                offsetY

integer

                    <optional>

                    0

A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it.

Returns:

Object

 -

This Game Object.

Inherited From:

        Phaser.Component.Bounds#alignTo

Source -
    gameobjects/components/Bounds.js, line 321

cleanText(text, replace) → {string}

Given a text string this will scan each character in the string to ensure it exists
in the BitmapText font data. If it doesn't the character is removed, or replaced with the replace argument.

If no font data has been loaded at all this returns an empty string, as nothing can be rendered.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                text

string

The text to parse.

                replace

string

                    <optional>

                    ''

The replacement string for any missing characters.

Returns:

string

 -

The cleaned text string.

Source -
    gameobjects/BitmapText.js, line 312

contains(child) → {Boolean}

Determines whether the specified display object is a child of the DisplayObjectContainer instance or the instance itself.

Parameters:

		Name

		Type

		Description

                child

DisplayObject

-

Returns:

Boolean

 -

Inherited From:

        PIXI.DisplayObjectContainer#contains

Source -
    pixi/display/DisplayObjectContainer.js, line 449

destroy(destroyChildren, destroyTexture)

Destroys the Game Object. This removes it from its parent group, destroys the input, event and animation handlers if present
and nulls its reference to game, freeing it up for garbage collection.

If this Game Object has the Events component it will also dispatch the onDestroy event.

You can optionally also destroy the BaseTexture this Game Object is using. Be careful if you've
more than one Game Object sharing the same BaseTexture.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                destroyChildren

boolean

                    <optional>

                    true

Should every child of this object have its destroy method called as well?

                destroyTexture

boolean

                    <optional>

                    false

Destroy the BaseTexture this Game Object is using? Note that if another Game Object is sharing the same BaseTexture it will invalidate it.

Inherited From:

        Phaser.Component.Destroy#destroy

Source -
    gameobjects/components/Destroy.js, line 37

getBounds(targetCoordinateSpace) → {Rectangle}

Retrieves the global bounds of the displayObjectContainer as a rectangle. The bounds calculation takes all visible children into consideration.

Parameters:

		Name

		Type

		Argument

		Description

                targetCoordinateSpace

PIXIDisplayObject
|

PIXIMatrix

                    <optional>

Returns a rectangle that defines the area of the display object relative to the coordinate system of the targetCoordinateSpace object.

Returns:

Rectangle

 -

The rectangular bounding area

Inherited From:

        PIXI.DisplayObjectContainer#getBounds

Source -
    pixi/display/DisplayObjectContainer.js, line 280

getChildAt(index) → {DisplayObject}

Returns the child at the specified index

Parameters:

		Name

		Type

		Description

                index

Number

The index to get the child from

Returns:

DisplayObject

 -

The child at the given index, if any.

Inherited From:

        PIXI.DisplayObjectContainer#getChildAt

Source -
    pixi/display/DisplayObjectContainer.js, line 153

getChildIndex(child) → {Number}

Returns the index position of a child DisplayObject instance

Parameters:

		Name

		Type

		Description

                child

DisplayObject

The DisplayObject instance to identify

Returns:

Number

 -

The index position of the child display object to identify

Inherited From:

        PIXI.DisplayObjectContainer#getChildIndex

Source -
    pixi/display/DisplayObjectContainer.js, line 112

getLocalBounds() → {Rectangle}

Retrieves the non-global local bounds of the displayObjectContainer as a rectangle without any transformations. The calculation takes all visible children into consideration.

Returns:

Rectangle

 -

The rectangular bounding area

Inherited From:

        PIXI.DisplayObjectContainer#getLocalBounds

Source -
    pixi/display/DisplayObjectContainer.js, line 437

kill() → {PIXI.DisplayObject}

Kills a Game Object. A killed Game Object has its alive, exists and visible properties all set to false.

It will dispatch the onKilled event. You can listen to events.onKilled for the signal.

Note that killing a Game Object is a way for you to quickly recycle it in an object pool,
it doesn't destroy the object or free it up from memory.

If you don't need this Game Object any more you should call destroy instead.

Returns:

PIXI.DisplayObject

 -

This instance.

Inherited From:

        Phaser.Component.LifeSpan#kill

Source -
    gameobjects/components/LifeSpan.js, line 113

postUpdate()

Automatically called by World.preUpdate.

Source -
    gameobjects/BitmapText.js, line 198

preUpdate() → {boolean}

Automatically called by World.preUpdate.

Returns:

boolean

 -

True if the BitmapText was rendered, otherwise false.

Source -
    gameobjects/BitmapText.js, line 187

purgeGlyphs() → {integer}

If a BitmapText changes from having a large number of characters to having very few characters it will cause lots of
Sprites to be retained in the BitmapText._glyphs array. Although they are not attached to the display list they
still take up memory while sat in the glyphs pool waiting to be re-used in the future.

If you know that the BitmapText will not grow any larger then you can purge out the excess glyphs from the pool
by calling this method.

Calling this doesn't prevent you from increasing the length of the text again in the future.

Returns:

integer

 -

The amount of glyphs removed from the pool.

Source -
    gameobjects/BitmapText.js, line 477

removeChild(child) → {DisplayObject}

Removes a child from the container.

Parameters:

		Name

		Type

		Description

                child

DisplayObject

The DisplayObject to remove

Returns:

DisplayObject

 -

The child that was removed.

Inherited From:

        PIXI.DisplayObjectContainer#removeChild

Source -
    pixi/display/DisplayObjectContainer.js, line 171

removeChildAt(index) → {DisplayObject}

Removes a child from the specified index position.

Parameters:

		Name

		Type

		Description

                index

Number

The index to get the child from

Returns:

DisplayObject

 -

The child that was removed.

Inherited From:

        PIXI.DisplayObjectContainer#removeChildAt

Source -
    pixi/display/DisplayObjectContainer.js, line 191

removeChildren(beginIndex, endIndex)

Removes all children from this container that are within the begin and end indexes.

Parameters:

		Name

		Type

		Description

                beginIndex

Number

The beginning position. Default value is 0.

                endIndex

Number

The ending position. Default value is size of the container.

Inherited From:

        PIXI.DisplayObjectContainer#removeChildren

Source -
    pixi/display/DisplayObjectContainer.js, line 213

reset(x, y, health) → {PIXI.DisplayObject}

Resets the Game Object.

This moves the Game Object to the given x/y world coordinates and sets fresh, exists,
visible and renderable to true.

If this Game Object has the LifeSpan component it will also set alive to true and health to the given value.

If this Game Object has a Physics Body it will reset the Body.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                x

number

The x coordinate (in world space) to position the Game Object at.

                y

number

The y coordinate (in world space) to position the Game Object at.

                health

number

                    <optional>

                    1

The health to give the Game Object if it has the Health component.

Returns:

PIXI.DisplayObject

 -

This instance.

Inherited From:

        Phaser.Component.Reset#reset

Source -
    gameobjects/components/Reset.js, line 30

revive(health) → {PIXI.DisplayObject}

Brings a 'dead' Game Object back to life, optionally resetting its health value in the process.

A resurrected Game Object has its alive, exists and visible properties all set to true.

It will dispatch the onRevived event. Listen to events.onRevived for the signal.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                health

number

                    <optional>

                    100

The health to give the Game Object. Only set if the GameObject has the Health component.

Returns:

PIXI.DisplayObject

 -

This instance.

Inherited From:

        Phaser.Component.LifeSpan#revive

Source -
    gameobjects/components/LifeSpan.js, line 78

setChildIndex(child, index)

Changes the position of an existing child in the display object container

Parameters:

		Name

		Type

		Description

                child

DisplayObject

The child DisplayObject instance for which you want to change the index number

                index

Number

The resulting index number for the child display object

Inherited From:

        PIXI.DisplayObjectContainer#setChildIndex

Source -
    pixi/display/DisplayObjectContainer.js, line 132

setText(text)

The text to be displayed by this BitmapText object.

It's faster to use BitmapText.text = string, but this is kept for backwards compatibility.

Parameters:

		Name

		Type

		Description

                text

string

The text to be displayed by this BitmapText object.

Source -
    gameobjects/BitmapText.js, line 217

swapChildren(child, child2)

Swaps the position of 2 Display Objects within this container.

Parameters:

		Name

		Type

		Description

                child

DisplayObject

-

                child2

DisplayObject

-

Inherited From:

        PIXI.DisplayObjectContainer#swapChildren

Source -
    pixi/display/DisplayObjectContainer.js, line 85

update()

Override this method in your own custom objects to handle any update requirements.
It is called immediately after preUpdate and before postUpdate.
Remember if this Game Object has any children you should call update on those too.

Inherited From:

        Phaser.Component.Core#update

Source -
    gameobjects/components/Core.js, line 328

		Phaser Copyright © 2012-2016 Photon Storm Ltd.

		Documentation generated by JSDoc 3.4.3
		on Mon Nov 28 2016 18:47:54 GMT+0200 (EET) using the DocStrap template.


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Nissan's NV200 cargo van won New York's Taxi of Tomorrow competition this year, and this week the automaker is showing off the customized taxi version in the Big Apple, replete with new interior features.
By Andrew Moseman
The Nissan NV200 won't be carrying cab passengers around the Big Apple for another two years, but New Yorkers are getting a first look inside the "Taxi of Tomorrow." This morning, in the shadow of the famed Flatiron Building, Nissan showed off the early version of the van's interior, outfitted with lots of extra conveniences for when the cabs go into service in October 2013.
Nissan has been selling the NV200 cargo van as a light commercial vehicle in Asia and Europe since 2009. The automaker built a specialized version to try to win the New York taxi contract, which it did in May. Most notably, the taxi version of the NV200 features a panoramic roof, which Joe Castelli, vice president for commercial vehicles and fleet at Nissan, trumpets as a way for riders to enjoy the New York skyline. Nissan boasts that the new cab is also outfitted with USB chargers for passengers who need to pump up their phone's battery life on the way to their next destination, space for upright luggage for four passengers, and no "hump" in the backseat floor—the bane of middle-seat riders everywhere.
Castelli tells PM that Nissan realized building a car to survive the urban warfare of New York taxi service would require some extra work and testing. So at its research base in Arizona, the automaker built what Castelli calls New York Avenue, a stretch of test track pocked with potholes, indentations, and rough transitions between sections of black and white pavement, to make sure the NV200 could survive.
"It's a great opportunity to build a vehicle from the ground up," Castelli says. If, for example, Nissan had offered the Altima to New York as the next cab, he says, the car company would have just said, "Well, here it is." But when he went through the first steps of bidding for the 10-year cab contract, the NV200 was still in development. "We wanted to get into this business, and we knew we had a car in the future," he says. That timeline allowed Nissan to build the prototype it hoped to sell to New York City at the same time it rolled out the standard NV200 on the streets of Japan and Europe.
Nissan will put about 2500 NV200 cabs in New York each year, until it turns over the entire New York taxi fleet of 13,000. (And, Nissan says, once the NV200 has replaced New York's Crown Vics, Ford Escapes, and other current taxis, the Nissan's smaller footprint will save 5 acres of space.) The commercial version of the NV200 will actually be available in the U.S. before the new New York taxis arrive, and Castelli tells PM that Nissan hopes to sell the cab version to other U.S. cities that need to freshen up their taxi fleets.
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redpajama_set_name: RedPajamaCommonCrawl


In this example we will implement a pull to reload design inspired by this cool piece by Michael B. Mayers.
Fuse has a Trigger called PullToReload, which we use in this example. The following snippet illustrates its basic usage.
PullToReload has three properties which we can bind State objects to. Each State is activated in response to different parts of the pull gesture as commented on in the snippet.
We can then place the cog wheels in our loading Panel using the Offset property and Rotation transform to make sure they fit together nicely. We also add a larger Translation to the BigCog elements so that we can animate them into place as we reach the pull threshold.
ScrollingAnimation is used to animate the Height of our loading panel as we pull on the ScrollView. We set the Range property to SnapMin, which means that this animator will activate over the "SnapMin" range of our ScrollView. We also animate the rotation of our cog wheels for a nice effect.


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Janice P. Nimura, "The Doctors Blackwell"
Join author Janice P. Nimura on the 200th anniversary of Elizabeth Blackwell's birthday as she launches a major new biography celebrating two complicated pioneers who exploded the limits of possibility: Elizabeth and Emily Blackwell. The world recoiled at the notion of a woman doctor, yet Elizabeth Blackwell persisted- in 1849, she became the first woman in the United States to receive an MD. Her achievement made her an icon- "I am convinced that a new & nobler era is dawning, for Medicine," she wrote. Together with her sister Emily in 1857 she founded the first hospital in New York City staffed entirely by women, which eventually evolved into today's NewYork-Presbyterian Lower Manhattan Hospital. In 1868 Elizabeth and Emily Blackwell created the Woman's Medical College of the New York Infirmary, which was devoted entirely to the medical education of women and was eventually absorbed into what is today known as Weill Cornell Medicine.
Janice P. Nimura received a Public Scholar Award from the National Endowment for the Humanities in support of her work on The Doctors Blackwell. Her previous book, Daughters of the Samurai: A Journey from East to West and Back, was a New York Times Notable book in 2015. Her essays and book reviews have appeared in the New York Times, the Washington Post, the Los Angeles Times, the Chicago Tribune, Salon, and LitHub, among other publications.
Feb 3, 2021 05:00 PM in Eastern Time (US and Canada)
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HomeFaculty RosterCharmaine Kaimikaua, A.A., B.A., M.A., Ph.D.
Charmaine Kaimikaua, A.A., B.A., M.A., Ph.D.
Office Hours: Wednesday 11:30 a.m.–12:30 p.m.
At Cypress College, I teach in our Communication Studies and Airline Travel Careers Departments. Courses that I teach include: Human Communication, Public Speaking, Interpersonal Communication, Intercultural Communication, Small Group, Argumentation and Debate, Honors-Speech, Communication Careers-Portfolio, Customer Care, Cultural Tourism, Destinations-Africa and Asia.
Research Interests: Cultural identity politics, cultural preservation for Pasifika peoples, postcolonialism, and the impact of tourism upon indigenous cultures.
"Other" Profession-In addition to my academic endeavors and support for the interest of cultures, I am also employed by a major U.S. airline carrier and have been a flight attendant for over 25 years combining communication and cultural expertise in our Airline Travel Careers Department.
This is a great class to improve your communication skills in your personal and work relationships, the organizations you belong to, and have the ability to speak in a public forum. You will explore the dimensions of the way humans communicate in three contexts: Interpersonal, Small Group and Public Speaking.


Due to increasingly strict regulations on automobile CO2 emission around the world, this thesis focuses on the development of the control strategies of a plug-in series hybrid electric vehicle (HEV) with the goal of minimizing CO2 emission. The thesis consists of three parts. The first target is to set up an electric vehicle (EV) model, which is the base of a plug-in series hybrid electric vehicle. The electric machine and battery are sized, and range capability and energy consumption are evaluated for a vehicle running in EV mode. The second objective is the assessment of the reference performance of the Range Extender (R-EX) architecture through the dynamic programming (DP) function in MATLAB, in terms of minimizing CO2 emissions in the charge-sustaining condition. The third one is the development of the rule based control strategy through the analysis of the DP results by rules extraction. In this thesis, a B-segment hatchback passenger car is modelled. The simulations were carried out along seven standard driving cycles that were developed to model different road conditions. This thesis also evaluates the effect of different values of auxiliary power on the electric range, energy consumption and thresholds of the rule-based control strategy. A sensitivity analysis of the carbon intensity of electricity is performed from a worldwide perspective. Finally, the minimum values of CO2 emission and the optimal engine operating points over different driving cycles are obtained from the dynamic programming; two flow charts of the proposed rule-based control strategies are derived, which are implementable for an electrical control unit to determine the power split between different energy sources.
LI, WENZHOU, "New ICE concept for hybrid application" (2017). Electronic Theses and Dissertations. 7273.


Spanning across Central and North East Scotland, our branch consists of a dedicated team of cleaning and specialist disinfection technicians. Working alongside our current clients we also provide quality service and solutions to new customers. Our aim and main priority is to help improve hygiene levels through offering intensive periodic deep cleans, specialist disinfection services and kitchen and washroom servicing.
We are the UK's largest national specialist cleaning company, delivering professional hygiene solutions to the city of Aberdeen for over 50 years. During this time we have been offering authorities, businesses and organisations within Aberdeen a comprehensive range of specialist cleaning & disinfection solutions.
Due to the coastal nature of Aberdeen, bird dropping is a huge issue for many businesses in our area. Our technicians are fully trained in the removal, cleaning and sanitisation of areas that have been affected by bird droppings and ensure the procedure is performed in an efficient and safe manner ensuring your premises and buildings are returned to looking good as new.
We provide leading Industrial Cleaning solutions within the area of Aberdeen, encompassing a range of commercial and heavy industry applications through many different markets. Our service quality is assured by our own industrial cleaning research and development team, which pursues the most effective and safest methods to treat industrial spills, damage and limited access areas.
Graffiti is an act of vandalism that can be unsightly, offensive and abusive. The presence of graffiti can also have a negative effect on the surrounding area of Aberdeen with visitors less likely to visit. It can also be extremely difficult to remove graffiti using regular cleaning methods and therefore, it is important that you find an effective and comprehensive removal and prevention service.
Our Specialist Flood Water Damage Cleanup service are able to provide an effective solution to businesses throughout Aberdeen when required to eliminate any dangers and our team of highly trained specialist hygiene professionals will quickly and efficiently have your property, equipment and belongings disinfected, cleaned and restored while minimising disruption caused by any damage.
As the experts in specialist disinfection, we are able to provide our services to businesses and local authorities in Aberdeen with our local Restore 24 package - A 24 hour a day emergency response package where our expert operatives return your business or property back to normal after a range of trauma scenes, crime scenes, biohazard cleaning and sharps removal. Our service can provide local healthcare environment vital decontamination and disinfection solutions, including operating theatres, patient wards and emergency vehicles. Our aim is to help reduce the downtime for the facility, while offering the best service in improving hygiene levels.
With Aberdeen and surrounding areas having a large amount of hotels and Bed & Breakfast facilities supporting the local oil industry, our local branch have found that our commercial kitchen and washroom cleaning solutions have been a useful resource for this sector.
Our range of commercial kitchen solutions covers every aspect of kitchen cleaning and as such ensures that your food handling business adheres to all health and safety regulations.
Our washroom treatment services can provide your business with full deep cleans, including the facility pipe work and blocked urinal servicing. We also offer air sterilization products and the installation and servicing toilet and urinal sanitiser systems. We can also install and maintain environmentally friendly urinal flush managers in order to save on water bills.


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SEO Singapore | Website Development Singapore
Have Quick View over Digital Security Threats
2:50 pm 1 January 2019
The universe of data security assaults and dangers in developing in power and complexity with country upheld Cyber assaults rising. In spite of the fact that establishing separated assaults so far the new rush of Cyber assaults are progressively predominant and unsafe. What's more, with the coming of (regularly unfriendly) national inclusion in Cyber offensives, the hazard to our country's National Security is genuine and possibly obliterating. This is especially as the net grows in both degree and refinement.
The universe of Cyber Warfare, assaults and dangers is genuine and possibly wrecking to guard and trade. While considerable endeavors are in progress to counter the risk, extraordinary exertion is required to set up standard definitions and ideas. Cyber security agency Singapore helps in preventing the occurrence cyber crime.
What's more, we, as a country, are not prepared to guard against a planned, ground-breaking Cyber assault from inside and well from past our shores. Albeit considerable dollars are planned for Information and Cyber security, the administration and getting ready for a powerful long haul barrier against Cyber psychological oppressors.
More prominent exertion on arranging and sorting out guards and hostile situations of Cyber Security is required and one of the initial steps is the meaning of Cyber/Information Terms and ideas. IT Consulting service Singapore helps a lot in enhancement of cyber security.
Also, more noteworthy authoritative center is required to legitimately assemble and use the country's assets. At present there are three noteworthy organizations (Defense Information Systems Agency (DISA), the National Security Agency (NSA) and the Department of Homeland Security (DHS).
Every office tends to the necessities of an alternate division of the Federal Community (military, knowledge and non-military personnel) yet there is critical cover and duplication of exertion. To this end, President Obama has proposed an oversight office, (CyberCom) that will facilitate and incorporate the endeavors of the organization in charge of every area. This should result in critical efficiencies in the aversion of Cyber Security assaults.
The universe of Information Assurance/Cyber Security is extremely wide and a large number of the terms are regularly utilized conversely and commonly wrong when characterizing a specific Information Assurance issue. What is expected to help diminish the abnormal state of disarray is a rundown of standard terms that are all around acknowledged.
An exploration database has been produced by the Defense Technical Information Center (DTIC) and steps are in progress to refresh and grow this apparatus in the battle against Cyber assaults. Be that as it may, a lot of exertion is required before the activity is really ground-breaking and acknowledged.
it companies in singapore it singapore technology companies in singapore cyber security agency singapore


We're here to find solutions that work for you.
Look to TMIS's Home Services programs to increase customer loyalty and add to your bottom line. Our Home Services programs are designed for companies that bill their customers monthly, such as Telecommunication, Wireless, Cable and Utility companies.
We invite you to take a closer look at our solutions and service capabilities.
As Retailers, you work with low margins. At TMIS, we provide solutions wherein you get higher margins per sale.
Today's consumers are informed and selective when purchasing the products they rely on. They want to be assured of value when they part with their hard earned dollars. Your retail branded extended service plan program will extend the life of your customer's purchases and protects them from the inconvenience and expense of repairs or replacements down the road. That positive consumer experience reinforces their smart decision to purchase an extended service plan.
Whether the customer is experiencing support via the phone or during a service event, TMIS ensures the ultimate service delivery experience. From first call to final resolution, we significantly enhance the experience customers have with their products. By leveraging our people, processes and technology, TMIS gives your customers world-class customer care that provides you the opportunity to increase customer satisfaction, build customer loyalty and drive repeat purchases back to your retail business.
Our focused approach to energizing existing service plan programs and developing new service capabilities gives our clients a competitive advantage that keeps their customers coming back. When it comes to getting the results you need, TMIS delivers.
Service and product support are often headaches for manufacturers and distributors. After all, what you do best is make and market products. Once the product is sold, it's smart to consider outsourcing service and product support to skilled, dedicated professionals like TMI Solutions (TMIS).
By outsourcing your OEM warranty administration to TMIS you ensure excellent post-sale service for your customers and lower fixed cost. We've created the processes and infrastructure necessary to ensure that your customers receive the best personal care, product coverage, and repair service in the industry.
Our staff of highly skilled professional technicians are constantly training and updated on the latest technologies. Via a toll-free number, they assist your customers when they need support with product hook-ups, troubleshooting, assembly problems, and more. This service removes you and your personnel from the service and product support loop, allowing you to focus your corporate resources for maximum benefit in sales and promotions.
Partnering with TMIS will grow your business by enhancing customer loyalty, decreasing overhead expenses and reducing product returns. You'll see the results in improved customer satisfaction, enhanced brand loyalty and increased profits.
Whether you are looking to generate new revenue, build customer loyalty, broaden your service offering or simply improve your existing extended service or warranty program, TMI Solutions has the solution for your business.


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Basin Republican Rustler, Greybull Standard, Lovell Chronicle
Basin Republican Rustler
Greybull Standard
Lovell Chronicle
Community/People
Home » County not planning to request local mask mandate
County not planning to request local mask mandate
Published by admin on Thu, 11/19/2020 - 1:13pm
Nathan Oster
While a statewide order could still come from the governor's desk, members of Big Horn County's COVID-19 incident management team say they have no intention of requesting a local order that would require people in the county to wear masks.
As of Tuesday afternoon, the state had approved local mask mandate requests from 12 of the state's 23 counties, including Park and Hot Springs counties in the Big Horn Basin, as well as Teton, Laramie, Albany, Natrona, Sweetwater, Sheridan, Lincoln, Goshen, Sublette and Carbon counties.
According to the Casper Star-Tribune, the state is currently reviewing similar requests from Washakie and Converse counties, which if approved by State Health Officer Dr. Alexia Harrist and Wyoming Attorney General Bridget Hill, would represent approximate 70 percent of the state's counties.
Members of Big Horn County's incident management team said in a statement Tuesday afternoon that they've "made every effort to remain middle of the road" in their approach to the pandemic and are choose that same course with respect to a local mask mandate.
"At this time, we are seeing a startling increase in positive COVID-19 cases throughout the state and more specifically in Big Horn County," the statement read. "At the same time, we are seeing more people choose to wear a face covering in public places, in response to the increased numbers.
"We are encouraged by this response — which is being made as a choice. More of our citizens are choosing to err on the side of caution, and wear a face covering in public spaces. The science supports face coverings as one of the means to slow the spread and flatten the curve."
Statewide the virus continues to wreak havoc, with 11 more deaths reported Tuesday. Four of the victims were from Natrona County and residents of long-term care facilities. Deaths were also reported in Campbell, Carbon, Converse, Crook, Johnson and Sheridan counties, bringing the state's total to 155.
According to statewide reports, the news came as the state reported a single-day record for new confirmed cases of coronavirus. The Wyoming Department of Health, in its daily coronavirus update, said 1,162 new confirmed cases of the illness were reported Tuesday, with reports of new cases coming from every county.
The state also said new reports of 505 recoveries were received Tuesday. Combined with reports of 98 new probable cases, that left the state with 10,891 active cases, an increase of 744 over Monday. Of those 10,891 active cases, 73 were in Big Horn County.
The record increase in new confirmed cases brought the number of confirmed cases seen since the first case was diagnosed in Wyoming in mid-March to 21,047. The number of probable cases grew by 98 Tuesday to total 3,406. The 505 recoveries brought the total number of people who have recovered from the illness to 13,407.
Dr. David Fairbanks, Big Horn County's public health officer, said he and other members of the incident management team are on the same page with respect to the request for a local mask mandate, saying, "I feel that Big Horn County has shown an improved response in wearing masks .. and shared responsibility for our county citizens."
At the same time, Fairbanks admitted that he was among the 20 county health officers who recently signed off on a letter to Gov. Mark Gordon, urging him to consider a statewide order making masks mandatory. The Wyoming Medical Society and the Wyoming Hospital Association joined the health officers in the request.
"The science supports this and I want to help keep our citizens healthy, keep our businesses open and our schools open with their sports and extracurricular activities," said Fairbanks.
Gordon did not say in a news conference Friday whether a statewide order was coming — only that it was among the steps being considered. He did announce that the state would be extending its current health orders by one week, rather than the usual two-week extension.
In its Tuesday statement, the BHC incident response team said, "If at some time, a face covering mandate were necessary for consistency throughout the state, we would support that as one of the many ways to try to slow the spread of COVID-19 in Wyoming.
"We will not, however, request a mask mandate specifically for our county at this time. This is an issue that we will continue to discuss and revisit as time and circumstances evolve."
The team is instead asking citizens to wear face coverings for the next two weeks in public spaces.
"We can all be proactive in our individual choices instead of waiting for someone to make a mandate," read the statement. "Ultimately, this matter is up to each and every county resident. This is not a political issue; this is a health and safety issue.
"Please do your part for yourself, your family and your community! Let's stay 9'er Strong!"
As of Tuesday afternoon, the Wyoming Department of Health's website showed 345 confirmed COVID-19 cases along with another 39 probable cases. Nine county residents are listed as COVID-19 related deaths on the same site.
E-edition Basin Republican Rustler
E-edition Greybull Standard
E-edition Lovell Chronicle
Greybull
Basin Republican Rustler | Greybull Standard | Lovell Chronicle
307-548-2217 | 234 E. Main St. Lovell, Wy 82431


text:
B & B News
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free access, News, PR October 21, 2019 December 10, 2019
Raising duty will devastate UK pubs says CAMRA
by Oliver Mizen
Beer lobby group CAMRA warns higher tax levies on alcohol will devastate UK pubs following a report claiming that raising alcohol taxes by 10% would benefit the UK economy.
The study, published in July by the University of Strathclyde's Fraser of Allander Institute (FAI) and the Institute of Alcohol Studies (IAS), claims that higher alcohol taxes would lead to an increase in both national income and employment, provided the additional revenue is invested in public services.
Using a sector-by-sector model of the economy, the researchers estimated the effects of a 10% increase in alcohol tax, with the government using the proceeds to increase spending on public services, finding that:
The higher rate of duty would raise an extra £789 million for the Treasury
UK GDP would rise by £847 million
There would be over 17,000 more full-time equivalent jobs
But CAMRA's National Chairman Nik Antona said: "The Institute of Alcohol Studies is applying a broad-brush strategy to a complex situation. Yes, supermarket beer is significantly more affordable today than it was in 1987, but the price of a pint within a pub has continued to rise.
"Calling for a 10% higher tax on alcohol products will not only impact on cheap supermarket beers, but it will also devastate the pubs industry, which is already over-burdened by VAT, beer duty and business rates. Over a third of the cost of a pint in a pub is made up by taxes, which is incomparable to beer sold in supermarkets that are able to under-sell the product and absorb additional taxes.
"If you really want to benefit society, then supermarkets should be asked to pay a higher rate of tax on alcohol than pubs. This would not only help support the pubs trade but also support the public health message that enjoying a pint in moderation in a supervised and social environment is better than chugging cheap cans at home."
Report co-author Peter McGregor, director of the Fraser of Allander Institute, claimed:
"For an increase in alcohol duties we find evidence of a net positive effect on both value-added and employment in addition to improved health outcomes, indicating that here there is no trade-off between the two: indeed, there is potential for a "double dividend" of a simultaneous improvement in health and a stimulus to the UK economy."
UKHospitality welcomes review of England's food
UKHospitality has welcomed the Government's announcement of an independent review into England's food industry.
The review, led by Henry Dimbleby of the Sustainable Restaurant Association and co-founder of Leon, will investigate the entirety of England's food system from farm to fork.
UKHospitality Chief Executive Kate Nicholls said: "The UK's food industry is one our greatest assets. Across the sector we see huge amounts of variety as well as ingenuity. With the country's food and hospitality sectors so intimately linked, it is absolutely vital to the ongoing success of hospitality that the food industry is supported.
"Henry has fantastic knowledge of the hospitality sector and understands its relationship with food and the need for a dynamic and supportive food industry.
"We welcome this review of the food industry and what we hope is the beginnings of a fully integrated and joined-up strategy that supports businesses at every step of the way from farm to fork."
Dimbleby is co-founder of both restaurant chain Leon and the Sustainable Restaurant Association and is leading the first major review of the UK food system in nearly 75 years.
He will investigate the entire food system, from field to fork, and consider what changes are needed to ensure that it:
Delivers safe, healthy, affordable food, regardless of where people live or how much they earn;
Is robust in the face of future shocks;
Restores and enhances the natural environment for the next generation;
Is built upon a resilient and sustainable agriculture sector;
Is a thriving contributor to our urban and rural economies, delivering well paid jobs and supporting innovative producers and manufacturers;
Does all of this in an efficient and cost-effective way.
His recommendations will result in a trailblazing new National Food Strategy, set to be published in 2020.
CAMRA: Cut beer tax to save our pubs
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Directions: I-435 to Leavenworth Road. West to 109th Terrace. Right on 109th Terrace. Go through three roundabouts exiting on Whispering Lan. Follow Whispering Lane to 112th Terrace. Left on 112th Ter to home on the left.


There was also a significant difference in the kinds and quality of the costumes people were wearing. They were much more detailed, and there were no American comic book heroes.
I also got a chance to interview some Koreans and a few more Americans. I''ll be posting some of those in the next few weeks. Have you gone to comic conventions in other countries? Have you cosplayed far from home? How are things different? How are they similar?


text:
Opsiphanes incolumis är en fjärilsart som beskrevs av Hans Ferdinand Emil Julius Stichel 1904. Opsiphanes incolumis ingår i släktet Opsiphanes och familjen praktfjärilar. Inga underarter finns listade i Catalogue of Life.

Källor

Praktfjärilar
incolumis

redpajama_set_name: RedPajamaWikipedia


text:
Mary Elizabeth Kail (1828 – January 28, 1890) was an American poet, and the editor of the Connotton Valley Times.

Biography
Mary was born Mary Elizabeth Harper in 1827 or 1828 in Washington, D.C., to Andrew Harper and Mary McDermott-Roe. His mother was the daughter of Cornelius McDermott-Roe, laborer in the employ of George Washington. Mary's father Andrew died young, possibly of malaria, while Mary and her sister Virginia Harper were children.  Mary and Virginia relocated together to Carroll County, Ohio, and on May 18, 1843, Mary married Gabriel Kail (1814–1888). Mary and Gabriel had five children: Maria Bell Kail (1844–1917), Virginia Elizabeth Kail (1847–1917), Albert Kail (1856-?), Emma Kail (c1857-?), and actor Jay Wirt Kail (1861-?).

By 1878, Mary was editor of the Connotton Valley Times in Carroll County, Ohio.  In the late 1880s, Mary was a clerk for the United States Department of Treasury.  She lost her position September 1885 due to a change in administration.

Mary died January 28, 1890, in Washington, D.C., or in Ohio.

Publications
 "His Footstep at the Door" (1872) with music by Horace E. Kimball
 "The Hero of Our Wilderness" (1872)  with music by Horace E. Kimball
 "Our Silver Wedding Song" (1882)
 Crown our heroes, and other poems (1887)

References

External links
Mary Elizabeth Kail at Hymnary.org

1828 births
1890 deaths
19th-century American poets
American women poets
19th-century American women writers
Poets from Washington, D.C.


text:
Belle Meade/Bellevue
Sam's Place
Happy Hour at Sam's - February, 12 at Sam's Place
Wed 02/12/20 3:00 PM - 7:00 PM CST
Stop by during the week to take advantage of the killer Happy Hour at Sam's Place in Belle Meade!
Monday-Friday 3p-7p:
-1/2 off 16oz beers -1/2 off bottled beers -1/2 off all single liquor drinks -$3 off wines by the glass
Type of Place American
Address 6051 TN-100, Nashville, TN 37205
Monday 11 a.m. - 10 p.m.
Tuesday 11 a.m. - 10 p.m.
Wednesday 11 a.m. - 10 p.m.
Thursday 11 a.m. - 10 p.m.
Friday 11 a.m. - 11 p.m.
Saturday 11 a.m. - 11 p.m.
Sunday 11 a.m. - 10 p.m.
Sam's Place offers an upscale version of the traditional American Sports Bar. With the best seats and the best eats for every game, no matter where you sit, you'll always have the view of multiple televisions at Sam's Place. Sam's Place offers a made from scratch menu featuring slow-cooked ribs and chicken, hand-battered chicken tenders, pizzas, angus burgers, fish tacos, the best wings in town, and more.


In 1912 Govan was incorporated into Glasgow, however the people of Govan continued to proclaim to be Govanites first and Glaswegians second. Even after more than 100 years of being part of Glasgow many Govanites when asked "are you from Glesga" still reply with "na, Acumfaegovan" (No, I come from Govan). This gallery contains pictures of some of these Govanites.


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Hawaii Five-0 adds 3 new series regulars
July 20th, 2017 By David Knox Make a commentFiled under: News,
Hawaii Five-0 has announced three new series regulars following the much-reported departure of Daniel Dae Kim and Grace Park.
NZ born actor Beulah Koale plus that Meaghan Rath and Ian Anthony Dale (pictured l to r) will appear in Season 8.
Koale (Shortland Street) will play Junior Reigns, a former Navy SEAL who just returned from serving his country and asks McGarrett for a job in hopes to re-purpose his skills as a member of Five-0. Koale, who will next star opposite Miles Teller in the film Thank You For Your Service.
Rath (Being Human, New Girl, Secrets and Lies) will play Tani Rey, who McGarrett (Alex O'Loughlin) recruits after finding her working as a lifeguard at a hotel pool after she was kicked out of the Police Academy, despite being a first-rate candidate.
Dale, who has recurred since Season 2 and appeared in over 30 episodes of series, will continue in his role as Adam Noshimuri, who becomes a trusted confidant and resource for the team who will now be recruited by McGarrett to work for Five-0.
Tags: Being Human, New Girl, Secrets and Lies, Shortland Street


If you start profiling session by attaching via SelfAttach class located in the JetBrains.Profiler.Windows.SelfApi.dll library, the following steps help you to collect trace logs.
2. Put attached LogConfiguration.xml file to the %localappdata%\JetBrains\ExternalLauncherProfiler\v[N] folder.
3. Start your application, perform Attach method. JetBrainsLogs.ExternalLauncherProfiler.<Timestamp>.log file is created in %temp%\JetLogs folder.
4. Perform the steps that lead to issue.
5. Detach profiler if it's possible.
6. Look for the logs in %temp%\JetLogs folder.