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https://github.com/photonstorm/phaser
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2.0.5 dist files.
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parent
88306b6e12
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11 changed files with 4328 additions and 746 deletions
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@ -12931,7 +12931,6 @@ Phaser.Physics.P2.prototype = {
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{
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output.push(body);
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}
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}
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return output;
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@ -12956,7 +12955,7 @@ Phaser.Physics.P2.prototype = {
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map.layers[layer].bodies[i].destroy();
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}
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map.layers[layer].bodies.length = [];
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map.layers[layer].bodies.length = 0;
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},
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@ -12995,7 +12994,7 @@ Phaser.Physics.P2.prototype = {
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{
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var tile = map.layers[layer].data[y][x];
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if (tile && tile.collides)
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if (tile && tile.index > -1 && tile.collides)
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{
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if (optimize)
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{
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@ -15472,6 +15471,7 @@ Object.defineProperty(Phaser.Physics.P2.Body.prototype, "debug", {
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/**
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* A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World.
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* Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials.
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*
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* @name Phaser.Physics.P2.Body#collideWorldBounds
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* @property {boolean} collideWorldBounds - Should the Body collide with the World bounds?
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*/
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@ -16151,7 +16151,7 @@ Phaser.Physics.P2.DistanceConstraint = function (world, bodyA, bodyB, distance,
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distance = world.pxm(distance);
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p2.DistanceConstraint.call(this, bodyA, bodyB, distance, maxForce);
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p2.DistanceConstraint.call(this, bodyA, bodyB, distance, {maxForce: maxForce});
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};
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4
build/custom/p2.min.js
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4
build/custom/p2.min.js
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25
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-no-libs.min.js
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build/custom/phaser-no-libs.min.js
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@ -9592,29 +9592,55 @@ PIXI.RenderTexture = function(width, height, renderer, scaleMode)
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PIXI.RenderTexture.prototype = Object.create(PIXI.Texture.prototype);
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PIXI.RenderTexture.prototype.constructor = PIXI.RenderTexture;
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PIXI.RenderTexture.prototype.resize = function(width, height)
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/**
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* Resize the RenderTexture.
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*
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* @method resize
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* @param width {Number} The width to resize to.
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* @param height {Number} The height to resize to.
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* @param updateBase {Boolean} Should the baseTexture.width and height values be resized as well?
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*/
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PIXI.RenderTexture.prototype.resize = function(width, height, updateBase)
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{
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if (width === this.width && height === this.height)
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{
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return;
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}
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this.width = width;
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this.height = height;
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this.frame.width = this.width;
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this.frame.height = this.height;
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if(this.renderer.type === PIXI.WEBGL_RENDERER)
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if (updateBase)
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{
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this.baseTexture.width = this.width;
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this.baseTexture.height = this.height;
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}
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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{
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this.projection.x = this.width / 2;
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this.projection.y = -this.height / 2;
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var gl = this.renderer.gl;
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gl.bindTexture(gl.TEXTURE_2D, this.baseTexture._glTextures[gl.id]);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
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}
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else
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this.textureBuffer.resize(this.width, this.height);
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};
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/**
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* Clears the RenderTexture.
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*
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* @method clear
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*/
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PIXI.RenderTexture.prototype.clear = function()
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{
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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{
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this.textureBuffer.resize(this.width, this.height);
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this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
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}
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PIXI.Texture.frameUpdates.push(this);
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this.textureBuffer.clear();
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};
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/**
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4
build/custom/pixi.min.js
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4
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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