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Tilemap.fill would throw an error if called on a blank tilemap full of null values (thanks @DrHackenstein, fix #761)
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3 changed files with 6 additions and 2 deletions
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@ -138,6 +138,7 @@ Version 2.0.4 - "Mos Shirare" - in development
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* Fixed Polygon.contains for coordinates to the left of the polygon (thanks @vilcans, fix #766)
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* Fixed issue where game pause/resume could incorrectly increment paused Timers (thanks @georgiee, fix #759)
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* Fixed issue where Animations resuming from a pause would skip frames (thanks @merixstudio, fix #730)
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* Tilemap.fill would throw an error if called on a blank tilemap full of null values (thanks @DrHackenstein, fix #761)
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### ToDo
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@ -1519,7 +1519,10 @@ Phaser.Tilemap.prototype = {
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for (var i = 1; i < this._results.length; i++)
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{
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this._results[i].index = index;
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if (this._results[i] !== null)
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{
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this._results[i].index = index;
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}
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}
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this.paste(x, y, this._results, layer);
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@ -211,7 +211,7 @@ Phaser.Timer.prototype = {
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},
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/**
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* Adds a new Event to this Timer that will repeat for the given number of iterations.
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* Adds a new TimerEvent that will always play through once and then repeat for the given number of iterations.
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* The event will fire after the given amount of 'delay' milliseconds has passed once the Timer has started running.
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* Call Timer.start() once you have added all of the Events you require for this Timer. The delay is in relation to when the Timer starts, not the time it was added.
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* If the Timer is already running the delay will be calculated based on the timers current time.
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