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https://github.com/photonstorm/phaser
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Phaser 2.2 RC13 Build Files.
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13 changed files with 5518 additions and 3893 deletions
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build/custom/phaser-arcade-physics.min.js
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build/custom/phaser-arcade-physics.min.js
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build/custom/phaser-ninja-physics.min.js
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build/custom/phaser-ninja-physics.min.js
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build/custom/phaser-no-libs.min.js
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build/custom/phaser-no-libs.min.js
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build/custom/phaser-no-physics.min.js
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build/custom/phaser-no-physics.min.js
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@ -2398,6 +2398,15 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
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renderSession.context.globalAlpha = this.worldAlpha;
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// If smoothingEnabled is supported and we need to change the smoothing property for this texture
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if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
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{
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renderSession.scaleMode = this.texture.baseTexture.scaleMode;
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renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
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}
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// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
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var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
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var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
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// Allow for pixel rounding
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if (renderSession.roundPixels)
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{
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@ -2408,6 +2417,8 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
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this.worldTransform.d,
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(this.worldTransform.tx* renderSession.resolution) | 0,
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(this.worldTransform.ty* renderSession.resolution) | 0);
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dx = dx | 0;
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dy = dy | 0;
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}
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else
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{
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@ -2420,17 +2431,6 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
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this.worldTransform.ty * renderSession.resolution);
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}
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// If smoothingEnabled is supported and we need to change the smoothing property for this texture
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if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
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{
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renderSession.scaleMode = this.texture.baseTexture.scaleMode;
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renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
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}
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// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
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var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
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var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
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if (this.tint !== 0xFFFFFF)
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{
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if (this.cachedTint !== this.tint)
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@ -3810,6 +3810,10 @@ PIXI.getNextPowerOfTwo = function(number)
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return result;
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}
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};
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PIXI.isPowerOfTwo = function(width, height)
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{
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return (width > 0 && (width & (width - 1)) === 0 && height > 0 && (height & (height - 1)) === 0);
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};
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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@ -6118,7 +6122,6 @@ PIXI.WebGLGraphicsData = function(gl)
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this.color = [0,0,0]; // color split!
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this.points = [];
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this.indices = [];
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this.lastIndex = 0;
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this.buffer = gl.createBuffer();
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this.indexBuffer = gl.createBuffer();
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this.mode = 1;
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@ -6133,7 +6136,6 @@ PIXI.WebGLGraphicsData.prototype.reset = function()
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{
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this.points = [];
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this.indices = [];
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this.lastIndex = 0;
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};
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/**
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@ -6580,7 +6582,17 @@ PIXI.WebGLRenderer.prototype.updateTexture = function(texture)
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.source);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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if(texture.mipmap && PIXI.isPowerOfTwo(texture.width, texture.height))
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);
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gl.generateMipmap(gl.TEXTURE_2D);
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}
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else
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{
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, texture.scaleMode === PIXI.scaleModes.LINEAR ? gl.LINEAR : gl.NEAREST);
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}
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// reguler...
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if(!texture._powerOf2)
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@ -7531,50 +7543,71 @@ PIXI.WebGLSpriteBatch.prototype.render = function(sprite)
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var tx = worldTransform.tx;
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var ty = worldTransform.ty;
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if(this.renderSession.roundPixels)
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{
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//xy
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verticies[index] = a * w1 + c * h1 + tx | 0;
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verticies[index+1] = d * h1 + b * w1 + ty | 0;
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// xy
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verticies[index++] = a * w1 + c * h1 + tx;
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verticies[index++] = d * h1 + b * w1 + ty;
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// uv
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verticies[index++] = uvs.x0;
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verticies[index++] = uvs.y0;
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// color
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verticies[index++] = alpha;
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verticies[index++] = tint;
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// xy
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verticies[index+6] = a * w0 + c * h1 + tx | 0;
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verticies[index+7] = d * h1 + b * w0 + ty | 0;
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// xy
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verticies[index++] = a * w0 + c * h1 + tx;
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verticies[index++] = d * h1 + b * w0 + ty;
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// uv
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verticies[index++] = uvs.x1;
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verticies[index++] = uvs.y1;
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// color
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verticies[index++] = alpha;
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verticies[index++] = tint;
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// xy
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verticies[index+12] = a * w0 + c * h0 + tx | 0;
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verticies[index+13] = d * h0 + b * w0 + ty | 0;
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// xy
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verticies[index++] = a * w0 + c * h0 + tx;
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verticies[index++] = d * h0 + b * w0 + ty;
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// uv
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verticies[index++] = uvs.x2;
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verticies[index++] = uvs.y2;
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// color
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verticies[index++] = alpha;
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verticies[index++] = tint;
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// xy
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verticies[index+18] = a * w1 + c * h0 + tx | 0;
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verticies[index+19] = d * h0 + b * w1 + ty | 0;
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}
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else
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{
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//xy
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verticies[index] = a * w1 + c * h1 + tx;
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verticies[index+1] = d * h1 + b * w1 + ty;
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// xy
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verticies[index++] = a * w1 + c * h0 + tx;
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verticies[index++] = d * h0 + b * w1 + ty;
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// uv
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verticies[index++] = uvs.x3;
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verticies[index++] = uvs.y3;
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// color
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verticies[index++] = alpha;
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verticies[index++] = tint;
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// xy
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verticies[index+6] = a * w0 + c * h1 + tx;
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verticies[index+7] = d * h1 + b * w0 + ty;
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// xy
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verticies[index+12] = a * w0 + c * h0 + tx;
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verticies[index+13] = d * h0 + b * w0 + ty;
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// xy
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verticies[index+18] = a * w1 + c * h0 + tx;
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verticies[index+19] = d * h0 + b * w1 + ty;
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}
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// uv
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verticies[index+2] = uvs.x0;
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verticies[index+3] = uvs.y0;
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// uv
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verticies[index+8] = uvs.x1;
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verticies[index+9] = uvs.y1;
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// uv
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verticies[index+14] = uvs.x2;
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verticies[index+15] = uvs.y2;
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// uv
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verticies[index+20] = uvs.x3;
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verticies[index+21] = uvs.y3;
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// color
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verticies[index+4] = verticies[index+10] = verticies[index+16] = verticies[index+22] = alpha;
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// alpha
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verticies[index+5] = verticies[index+11] = verticies[index+17] = verticies[index+23] = tint;
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// increment the batchsize
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this.sprites[this.currentBatchSize++] = sprite;
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};
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/**
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@ -11165,6 +11198,15 @@ PIXI.BaseTexture = function(source, scaleMode)
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*/
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this._glTextures = [];
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/**
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*
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* Set this to true if a mipmap of this texture needs to be generated. This value needs to be set before the texture is used
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* Also the texture must be a power of two size to work
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*
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* @property mipmap
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* @type {Boolean}
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*/
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this.mipmap = false;
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// used for webGL texture updating...
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// TODO - this needs to be addressed
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8
build/custom/pixi.min.js
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build/custom/pixi.min.js
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build/phaser.js
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build/phaser.js
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build/phaser.min.js
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build/phaser.min.js
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