diff --git a/README.md b/README.md index 97f876ef3..e56632039 100644 --- a/README.md +++ b/README.md @@ -153,6 +153,7 @@ Bug Fixes: * Fixed bug in Math.angleBetween where it was using the coordinates in the wrong order. * Previously using a Pixel Perfect check didn't work if the Sprite was rotated or had a non-zero anchor point, now works under all conditions + atlas frames. * If pixelPerfect Input Sprites overlapped each other the pixel check wasn't taken into consieration in the Pointer move method. +* Updated Input.Mouse to use event.button not event.which, so the const reference from input.mouse.button is correct (thanks grimor) TO DO: diff --git a/src/utils/Debug.js b/src/utils/Debug.js index a7a64b355..a42a3bcdb 100644 --- a/src/utils/Debug.js +++ b/src/utils/Debug.js @@ -388,26 +388,7 @@ Phaser.Utils.Debug.prototype = { this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1)); this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1)); this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera); - this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1)); - // 0 = scaleX - // 1 = skewY - // 2 = translateX - // 3 = skewX - // 4 = scaleY - // 5 = translateY - - this.line('id: ' + sprite._id); - this.line('scale x: ' + sprite.worldTransform[0]); - this.line('scale y: ' + sprite.worldTransform[4]); - this.line('tx: ' + sprite.worldTransform[2]); - this.line('ty: ' + sprite.worldTransform[5]); - this.line('skew x: ' + sprite.worldTransform[3]); - this.line('skew y: ' + sprite.worldTransform[1]); - this.line('sdx: ' + sprite.deltaX); - this.line('sdy: ' + sprite.deltaY); - - // this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite)); this.stop(); },