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Lanny McNie
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Minor doc updates
Signed-off-by: Lanny McNie <lanny@gskinner.com>
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docs/easeljs_docs-NEXT.zip

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src/easeljs/display/Container.js

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@@ -38,15 +38,31 @@ this.createjs = this.createjs||{};
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* containers have their <code>transform</code> and <code>alpha</code> properties concatenated with their parent
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* Container.
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*
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* For example, a {{#crossLink "Shape"}}{{/crossLink}} with x=100 and alpha=0.5, placed in a Container with <code>x=50</code>
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* and <code>alpha=0.7</code> will be rendered to the canvas at <code>x=150</code> and <code>alpha=0.35</code>.
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* Containers have some overhead, so you generally shouldn't create a Container to hold a single child.
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* For example, a {{#crossLink "Shape"}}{{/crossLink}} with x=100 and alpha=0.5, placed in a Container with `x=50`
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* and `alpha=0.7` will be rendered to the canvas at `x=150` and `alpha=0.35`. Containers have some overhead, so you
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* generally shouldn't create a Container to hold a single child.
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*
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* <h4>Example</h4>
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*
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* var container = new createjs.Container();
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* container.addChild(bitmapInstance, shapeInstance);
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* container.x = 100;
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*
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* Containers also provide a fairly easy solution for managing depth sorting. Multiple containers can be set up to
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* represent different depths in a game or application, and children of each container will be visually sorted in each
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* depth.
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*
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* <h4>Example</h4>
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*
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* // Add all background elements to this container
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* var background = new createjs.Container();
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*
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* // Add all game sprites to this container
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* var sprites = new createjs.Container();
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*
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* // Add all foreground UI to this container
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* var ui = new createjs.Container();
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*
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* @class Container
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* @extends DisplayObject
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* @constructor

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