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World.setBounds will now adjust the World.x/y values to match those given (#1555)
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2 changed files with 5 additions and 1 deletions
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@ -120,6 +120,7 @@ Thanks to @pnstickne for vast majority of this update.
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* TilemapParser will now set the `.type` property for ObjectLayer Objects (thanks @mikaturunen #1609)
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* The Loader now directly calls StateManager.loadComplete rather than the StateManager listening for the loadComplete event, because Loader.reset unbinds this event (and it's easy to accidentally remove it too)
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* Loader.onLoadComplete is dispatched *before* the Loader is reset. If you have a `create` method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually.
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* World.setBounds will now adjust the World.x/y values to match those given (#1555)
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### Bug Fixes
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@ -76,7 +76,7 @@ Phaser.World.prototype.boot = function () {
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};
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/**
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* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
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* Updates the size of this world and sets World.x/y to the given values
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* The Camera bounds and Physics bounds (if set) are also updated to match the new World bounds.
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*
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* @method Phaser.World#setBounds
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@ -93,6 +93,9 @@ Phaser.World.prototype.setBounds = function (x, y, width, height) {
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this.bounds.setTo(x, y, width, height);
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this.x = x;
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this.y = y;
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if (this.camera.bounds)
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{
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// The Camera can never be smaller than the game size
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