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https://github.com/photonstorm/phaser
synced 2024-11-26 06:30:38 +00:00
PIXI.PI_2, PIXI.RAD_TO_DEG and PIXI.DEG_TO_RAD have all been removed, as they are no longer used internally, and are all available under Phaser.Math.
PIXI.VERSION has been removed, as it's no longer relevant and misleading.
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8 changed files with 51 additions and 75 deletions
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@ -348,6 +348,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
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* PIXI.Rope and PIXI.Strip have been removed, and all functionality merged in to Phaser.Rope, to cut down on the number of internal classes and inheritance going on.
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* PIXI.Graphics and PIXI.GraphicsData have been removed, and all functionality merged in to Phaser.Graphics, to cut down on the number of internal classes and inheritance going on.
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* WebGLGraphics and CanvasGraphics have been updated so that it checks for Phaser Geometry shape types internally.
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* PIXI.PI_2 has been removed, because it's available via Phaser.Math.PI2. The only place PI_2 was used has been updated to now use PI2.
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### Bug Fixes
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@ -375,6 +376,7 @@ Please note that Phaser uses a custom build of Pixi and always has done. The fol
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* PIXI.AbstractFilter has been removed as it's no longer used internally. All functionality is now available via Phaser.Filter.
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* PIXI.Strip and PIXI.Rope have been removed. All functionality is now available via Phaser.Rope.
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* PIXI.Graphics and PIXI.GraphicsData have been removed. All functionality is now available via Phaser.Graphics. The respective renderers have been updated.
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* PIXI.PI_2, PIXI.RAD_TO_DEG and PIXI.DEG_TO_RAD have all been removed, as they are no longer used internally, and are all available under Phaser.Math.
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For changes in previous releases please see the extensive [Version History](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md).
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@ -734,7 +734,7 @@ Phaser.Game.prototype = {
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}
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else if (window['console'])
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{
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console.log('Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' | http://phaser.io');
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console.log('Phaser v' + v + ' | Pixi.js | ' + r + ' | ' + a + ' | http://phaser.io');
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}
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},
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@ -83,7 +83,7 @@ Phaser.RenderTexture = function (game, width, height, key, scaleMode, resolution
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*/
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this.renderer = renderer;
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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if (this.renderer.type === Phaser.WEBGL)
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{
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var gl = this.renderer.gl;
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this.baseTexture.textureIndex = textureUnit;
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@ -136,7 +136,7 @@ Phaser.RenderTexture.prototype.renderXY = function (displayObject, x, y, clear)
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this._tempMatrix.tx = x;
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this._tempMatrix.ty = y;
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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if (this.renderer.type === Phaser.WEBGL)
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{
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this._renderWebGL(displayObject, this._tempMatrix, clear);
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}
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@ -164,7 +164,7 @@ Phaser.RenderTexture.prototype.renderRawXY = function (displayObject, x, y, clea
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this._tempMatrix.identity().translate(x, y);
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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if (this.renderer.type === Phaser.WEBGL)
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{
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this._renderWebGL(displayObject, this._tempMatrix, clear);
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}
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@ -201,7 +201,7 @@ Phaser.RenderTexture.prototype.render = function (displayObject, matrix, clear)
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this._tempMatrix.copyFrom(matrix);
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}
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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if (this.renderer.type === Phaser.WEBGL)
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{
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this._renderWebGL(displayObject, this._tempMatrix, clear);
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}
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@ -240,7 +240,7 @@ Phaser.RenderTexture.prototype.resize = function (width, height, updateBase) {
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this.baseTexture.height = this.height * this.resolution;
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}
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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if (this.renderer.type === Phaser.WEBGL)
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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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@ -267,7 +267,7 @@ Phaser.RenderTexture.prototype.clear = function () {
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return;
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}
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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if (this.renderer.type === Phaser.WEBGL)
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{
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this.renderer.gl.bindFramebuffer(this.renderer.gl.FRAMEBUFFER, this.textureBuffer.frameBuffer);
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}
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@ -416,7 +416,7 @@ Phaser.RenderTexture.prototype.getBase64 = function () {
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*/
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Phaser.RenderTexture.prototype.getCanvas = function () {
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if (this.renderer.type === PIXI.WEBGL_RENDERER)
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if (this.renderer.type === Phaser.WEBGL)
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{
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var gl = this.renderer.gl;
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var width = this.textureBuffer.width;
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@ -23,6 +23,44 @@ Phaser.Math = {
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*/
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PI2: Math.PI * 2,
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/**
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* Degrees to Radians factor.
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* @property {number} Phaser.Math#DEG_TO_RAD
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*/
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DEG_TO_RAD: Math.PI / 180,
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/**
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* Degrees to Radians factor.
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* @property {number} Phaser.Math#RAD_TO_DEG
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*/
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RAD_TO_DEG: 180 / Math.PI,
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/**
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* Convert degrees to radians.
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*
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* @method Phaser.Math#degToRad
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* @param {number} degrees - Angle in degrees.
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* @return {number} Angle in radians.
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*/
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degToRad: function (degrees) {
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return degrees * Phaser.Math.DEG_TO_RAD;
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},
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/**
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* Convert radians to degrees.
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*
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* @method Phaser.Math#radToDeg
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* @param {number} radians - Angle in radians.
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* @return {number} Angle in degrees
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*/
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radToDeg: function (radians) {
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return radians * Phaser.Math.RAD_TO_DEG;
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},
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/**
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* Given a number, this function returns the closest number that is a power of two.
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* This function is from the Starling Framework.
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@ -1271,28 +1309,3 @@ Phaser.Math = {
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}
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};
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var degreeToRadiansFactor = Math.PI / 180;
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var radianToDegreesFactor = 180 / Math.PI;
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/**
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* Convert degrees to radians.
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*
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* @method Phaser.Math#degToRad
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* @param {number} degrees - Angle in degrees.
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* @return {number} Angle in radians.
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*/
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Phaser.Math.degToRad = function degToRad (degrees) {
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return degrees * degreeToRadiansFactor;
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};
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/**
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* Convert radians to degrees.
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*
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* @method Phaser.Math#radToDeg
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* @param {number} radians - Angle in radians.
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* @return {number} Angle in degrees
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*/
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Phaser.Math.radToDeg = function radToDeg (radians) {
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return radians * radianToDegreesFactor;
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};
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@ -25,27 +25,6 @@ var PIXI = PIXI || {};
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*/
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PIXI.game = null;
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/**
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* @property {Number} WEBGL_RENDERER
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* @protected
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* @static
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*/
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PIXI.WEBGL_RENDERER = 0;
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/**
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* @property {Number} CANVAS_RENDERER
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* @protected
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* @static
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*/
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PIXI.CANVAS_RENDERER = 1;
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/**
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* Version of pixi that is loaded.
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* @property {String} VERSION
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* @static
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*/
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PIXI.VERSION = "v2.2.9";
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// used to create uids for various pixi objects.
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PIXI._UID = 0;
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PIXI.Uint16Array = Array;
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}
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/**
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* @property {Number} PI_2
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* @static
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*/
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PIXI.PI_2 = Math.PI * 2;
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/**
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* @property {Number} RAD_TO_DEG
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* @static
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*/
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PIXI.RAD_TO_DEG = 180 / Math.PI;
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/**
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* @property {Number} DEG_TO_RAD
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* @static
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*/
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PIXI.DEG_TO_RAD = Math.PI / 180;
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/**
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* @property {String} RETINA_PREFIX
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* @protected
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@ -331,7 +331,7 @@ PIXI.DisplayObject.prototype = {
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var a, b, c, d, tx, ty;
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// so if rotation is between 0 then we can simplify the multiplication process..
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if (this.rotation % PIXI.PI_2)
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if (this.rotation % Phaser.Math.PI_2)
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{
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// check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes
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if (this.rotation !== this.rotationCache)
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@ -28,7 +28,7 @@ PIXI.CanvasRenderer = function (game) {
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* @property type
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* @type Number
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*/
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this.type = PIXI.CANVAS_RENDERER;
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this.type = Phaser.CANVAS;
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/**
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* The resolution of the canvas.
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@ -34,7 +34,7 @@ PIXI.WebGLRenderer = function(game) {
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* @property type
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* @type Number
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*/
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this.type = PIXI.WEBGL_RENDERER;
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this.type = Phaser.WEBGL;
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/**
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* The resolution of the renderer
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