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Added re-tint reset.
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1 changed files with 6 additions and 4 deletions
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@ -106,6 +106,8 @@ Phaser.Component.Core.preUpdate = function () {
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this.renderOrderID = this.game.stage.currentRenderOrderID++;
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}
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this.texture.requiresReTint = false;
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if (this.animations)
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{
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this.animations.update();
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@ -174,11 +176,11 @@ Phaser.Component.Core.prototype = {
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/**
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* The key of the image or texture used by this Game Object during rendering.
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* If it is a string it's the string used to retrieve the texture from the Phaser.Cache.
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* It can also be an instance of a RenderTexture, BitmapData or PIXI.Texture.
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* If it is a string it's the string used to retrieve the texture from the Phaser Image Cache.
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* It can also be an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
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* 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.
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* If a Game Object is given a key which doesn't exist in the Cache it is re-assigned the key `__missing` which is a 32x32 PNG of a green box with a line through it.
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* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key
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* 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.
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* @property {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} key
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*/
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key: '',
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