2.4.9 build files.

This commit is contained in:
photonstorm 2016-05-23 13:18:30 +01:00
parent e974ff4ee9
commit d8d0c8ac65
25 changed files with 167 additions and 83821 deletions

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:29
* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:17:39
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -635,7 +635,7 @@ PIXI.DisplayObject.prototype.updateTransform = function(parent)
this.worldAlpha = this.alpha * p.worldAlpha;
this.worldPosition.set(wt.tx, wt.ty);
this.worldScale.set(wt.a, wt.d);
this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
this.worldRotation = Math.atan2(wt.c, wt.d);
// reset the bounds each time this is called!
@ -9157,7 +9157,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.8',
VERSION: '2.4.9-dev',
/**
* An array of Phaser game instances.
@ -26948,7 +26948,7 @@ Phaser.InputHandler.prototype = {
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
!this.sprite.parent.visible |
!this.sprite.parent.visible ||
this.sprite.worldScale.x === 0 ||
this.sprite.worldScale.y === 0)
{
@ -26988,19 +26988,17 @@ Phaser.InputHandler.prototype = {
*/
checkPointerOver: function (pointer, fastTest) {
if (!pointer.isDown ||
!this.enabled ||
if (!this.enabled ||
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
!this.sprite.parent.visible |
!this.sprite.parent.visible ||
this.sprite.worldScale.x === 0 ||
this.sprite.worldScale.y === 0)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{
@ -71114,8 +71112,11 @@ Phaser.Physics.Arcade.Body.prototype = {
this.updateBounds();
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
this.rotation = this.sprite.angle;
@ -71284,17 +71285,24 @@ Phaser.Physics.Arcade.Body.prototype = {
/**
* You can modify the size of the physics Body to be any dimension you need.
* So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
* is the position of the Body relative to the top-left of the Sprite.
* This allows you to make it smaller, or larger, than the parent Sprite.
* You can also control the x and y offset of the Body. This is the position of the
* Body relative to the top-left of the Sprite _texture_.
*
* Calling `setSize` will have no effect if you have previously used `Body.setCircle`. To change a collision
* circle use `setCircle` instead.
* For example: If you have a Sprite with a texture that is 80x100 in size,
* and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
*
* `setSize(32, 32, 24, 34)`
*
* Where the first two parameters is the new Body size (32x32 pixels).
* 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
* is the vertical offset.
*
* @method Phaser.Physics.Arcade.Body#setSize
* @param {number} width - The width of the Body.
* @param {number} height - The height of the Body.
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
* @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprites texture.
* @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprites texture.
*/
setSize: function (width, height, offsetX, offsetY) {
@ -71318,47 +71326,6 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
* The radius is given in pixels and is the distance from the center of the circle to the edge.
*
* You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.
*
* @method Phaser.Physics.Arcade.Body#setCircle
* @param {number} [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
*/
setCircle: function (radius, offsetX, offsetY) {
if (offsetX === undefined) { offsetX = this.offset.x; }
if (offsetY === undefined) { offsetY = this.offset.y; }
if (radius > 0)
{
this.isCircle = true;
this.radius = radius;
this.sourceWidth = radius * 2;
this.sourceHeight = radius * 2;
this.width = this.sourceWidth * this._sx;
this.height = this.sourceHeight * this._sy;
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this.offset.setTo(offsetX, offsetY);
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
}
else
{
this.isCircle = false;
}
},
/**
* Resets all Body values (velocity, acceleration, rotation, etc)
*
@ -71375,8 +71342,11 @@ Phaser.Physics.Arcade.Body.prototype = {
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
this.prev.x = this.position.x;
this.prev.y = this.position.y;

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:43
* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:17:56
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -635,7 +635,7 @@ PIXI.DisplayObject.prototype.updateTransform = function(parent)
this.worldAlpha = this.alpha * p.worldAlpha;
this.worldPosition.set(wt.tx, wt.ty);
this.worldScale.set(wt.a, wt.d);
this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
this.worldRotation = Math.atan2(wt.c, wt.d);
// reset the bounds each time this is called!
@ -7957,7 +7957,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.8',
VERSION: '2.4.9-dev',
/**
* An array of Phaser game instances.
@ -25748,7 +25748,7 @@ Phaser.InputHandler.prototype = {
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
!this.sprite.parent.visible |
!this.sprite.parent.visible ||
this.sprite.worldScale.x === 0 ||
this.sprite.worldScale.y === 0)
{
@ -25788,19 +25788,17 @@ Phaser.InputHandler.prototype = {
*/
checkPointerOver: function (pointer, fastTest) {
if (!pointer.isDown ||
!this.enabled ||
if (!this.enabled ||
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
!this.sprite.parent.visible |
!this.sprite.parent.visible ||
this.sprite.worldScale.x === 0 ||
this.sprite.worldScale.y === 0)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:36
* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:17:48
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -635,7 +635,7 @@ PIXI.DisplayObject.prototype.updateTransform = function(parent)
this.worldAlpha = this.alpha * p.worldAlpha;
this.worldPosition.set(wt.tx, wt.ty);
this.worldScale.set(wt.a, wt.d);
this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
this.worldRotation = Math.atan2(wt.c, wt.d);
// reset the bounds each time this is called!
@ -9157,7 +9157,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.8',
VERSION: '2.4.9-dev',
/**
* An array of Phaser game instances.
@ -26948,7 +26948,7 @@ Phaser.InputHandler.prototype = {
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
!this.sprite.parent.visible |
!this.sprite.parent.visible ||
this.sprite.worldScale.x === 0 ||
this.sprite.worldScale.y === 0)
{
@ -26988,19 +26988,17 @@ Phaser.InputHandler.prototype = {
*/
checkPointerOver: function (pointer, fastTest) {
if (!pointer.isDown ||
!this.enabled ||
if (!this.enabled ||
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
!this.sprite.parent.visible |
!this.sprite.parent.visible ||
this.sprite.worldScale.x === 0 ||
this.sprite.worldScale.y === 0)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:51
* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:18:04
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -55,7 +55,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.8',
VERSION: '2.4.9-dev',
/**
* An array of Phaser game instances.
@ -17846,7 +17846,7 @@ Phaser.InputHandler.prototype = {
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
!this.sprite.parent.visible |
!this.sprite.parent.visible ||
this.sprite.worldScale.x === 0 ||
this.sprite.worldScale.y === 0)
{
@ -17886,19 +17886,17 @@ Phaser.InputHandler.prototype = {
*/
checkPointerOver: function (pointer, fastTest) {
if (!pointer.isDown ||
!this.enabled ||
if (!this.enabled ||
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
!this.sprite.parent.visible |
!this.sprite.parent.visible ||
this.sprite.worldScale.x === 0 ||
this.sprite.worldScale.y === 0)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{
@ -62012,8 +62010,11 @@ Phaser.Physics.Arcade.Body.prototype = {
this.updateBounds();
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
this.rotation = this.sprite.angle;
@ -62182,17 +62183,24 @@ Phaser.Physics.Arcade.Body.prototype = {
/**
* You can modify the size of the physics Body to be any dimension you need.
* So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
* is the position of the Body relative to the top-left of the Sprite.
* This allows you to make it smaller, or larger, than the parent Sprite.
* You can also control the x and y offset of the Body. This is the position of the
* Body relative to the top-left of the Sprite _texture_.
*
* Calling `setSize` will have no effect if you have previously used `Body.setCircle`. To change a collision
* circle use `setCircle` instead.
* For example: If you have a Sprite with a texture that is 80x100 in size,
* and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
*
* `setSize(32, 32, 24, 34)`
*
* Where the first two parameters is the new Body size (32x32 pixels).
* 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
* is the vertical offset.
*
* @method Phaser.Physics.Arcade.Body#setSize
* @param {number} width - The width of the Body.
* @param {number} height - The height of the Body.
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
* @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprites texture.
* @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprites texture.
*/
setSize: function (width, height, offsetX, offsetY) {
@ -62216,47 +62224,6 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
* The radius is given in pixels and is the distance from the center of the circle to the edge.
*
* You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.
*
* @method Phaser.Physics.Arcade.Body#setCircle
* @param {number} [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
*/
setCircle: function (radius, offsetX, offsetY) {
if (offsetX === undefined) { offsetX = this.offset.x; }
if (offsetY === undefined) { offsetY = this.offset.y; }
if (radius > 0)
{
this.isCircle = true;
this.radius = radius;
this.sourceWidth = radius * 2;
this.sourceHeight = radius * 2;
this.width = this.sourceWidth * this._sx;
this.height = this.sourceHeight * this._sy;
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this.offset.setTo(offsetX, offsetY);
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
}
else
{
this.isCircle = false;
}
},
/**
* Resets all Body values (velocity, acceleration, rotation, etc)
*
@ -62273,8 +62240,11 @@ Phaser.Physics.Arcade.Body.prototype = {
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
this.prev.x = this.position.x;
this.prev.y = this.position.y;

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:49
* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:18:03
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -635,7 +635,7 @@ PIXI.DisplayObject.prototype.updateTransform = function(parent)
this.worldAlpha = this.alpha * p.worldAlpha;
this.worldPosition.set(wt.tx, wt.ty);
this.worldScale.set(wt.a, wt.d);
this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
this.worldRotation = Math.atan2(wt.c, wt.d);
// reset the bounds each time this is called!

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.8 "Watch Hill" - Built: Thu May 19 2016 12:22:18
* v2.4.9 "Four Kings" - Built: Mon May 23 2016 13:17:27
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -14248,7 +14248,7 @@ PIXI.DisplayObject.prototype.updateTransform = function(parent)
this.worldAlpha = this.alpha * p.worldAlpha;
this.worldPosition.set(wt.tx, wt.ty);
this.worldScale.set(wt.a, wt.d);
this.worldScale.set(Math.sqrt(wt.a * wt.a + wt.b * wt.b), Math.sqrt(wt.c * wt.c + wt.d * wt.d));
this.worldRotation = Math.atan2(wt.c, wt.d);
// reset the bounds each time this is called!
@ -22770,7 +22770,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.8',
VERSION: '2.4.9-dev',
/**
* An array of Phaser game instances.
@ -40561,7 +40561,7 @@ Phaser.InputHandler.prototype = {
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
!this.sprite.parent.visible |
!this.sprite.parent.visible ||
this.sprite.worldScale.x === 0 ||
this.sprite.worldScale.y === 0)
{
@ -40601,19 +40601,17 @@ Phaser.InputHandler.prototype = {
*/
checkPointerOver: function (pointer, fastTest) {
if (!pointer.isDown ||
!this.enabled ||
if (!this.enabled ||
!this.sprite ||
!this.sprite.parent ||
!this.sprite.visible ||
!this.sprite.parent.visible |
!this.sprite.parent.visible ||
this.sprite.worldScale.x === 0 ||
this.sprite.worldScale.y === 0)
{
return false;
}
// Need to pass it a temp point, in case we need it again for the pixel check
if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
{
@ -84727,8 +84725,11 @@ Phaser.Physics.Arcade.Body.prototype = {
this.updateBounds();
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
this.position.x = (this.sprite.world.x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
this.position.y = (this.sprite.world.y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
this.rotation = this.sprite.angle;
@ -84897,17 +84898,24 @@ Phaser.Physics.Arcade.Body.prototype = {
/**
* You can modify the size of the physics Body to be any dimension you need.
* So it could be smaller or larger than the parent Sprite. You can also control the x and y offset, which
* is the position of the Body relative to the top-left of the Sprite.
* This allows you to make it smaller, or larger, than the parent Sprite.
* You can also control the x and y offset of the Body. This is the position of the
* Body relative to the top-left of the Sprite _texture_.
*
* Calling `setSize` will have no effect if you have previously used `Body.setCircle`. To change a collision
* circle use `setCircle` instead.
* For example: If you have a Sprite with a texture that is 80x100 in size,
* and you want the physics body to be 32x32 pixels in the middle of the texture, you would do:
*
* `setSize(32, 32, 24, 34)`
*
* Where the first two parameters is the new Body size (32x32 pixels).
* 24 is the horizontal offset of the Body from the top-left of the Sprites texture, and 34
* is the vertical offset.
*
* @method Phaser.Physics.Arcade.Body#setSize
* @param {number} width - The width of the Body.
* @param {number} height - The height of the Body.
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
* @param {number} [offsetX] - The X offset of the Body from the top-left of the Sprites texture.
* @param {number} [offsetY] - The Y offset of the Body from the top-left of the Sprites texture.
*/
setSize: function (width, height, offsetX, offsetY) {
@ -84931,47 +84939,6 @@ Phaser.Physics.Arcade.Body.prototype = {
},
/**
* Sets this Body as using a circle, of the given radius, for all collision detection instead of a rectangle.
* The radius is given in pixels and is the distance from the center of the circle to the edge.
*
* You can also control the x and y offset, which is the position of the Body relative to the top-left of the Sprite.
*
* @method Phaser.Physics.Arcade.Body#setCircle
* @param {number} [radius] - The radius of the Body in pixels. Pass a value of zero / undefined, to stop the Body using a circle for collision.
* @param {number} [offsetX] - The X offset of the Body from the Sprite position.
* @param {number} [offsetY] - The Y offset of the Body from the Sprite position.
*/
setCircle: function (radius, offsetX, offsetY) {
if (offsetX === undefined) { offsetX = this.offset.x; }
if (offsetY === undefined) { offsetY = this.offset.y; }
if (radius > 0)
{
this.isCircle = true;
this.radius = radius;
this.sourceWidth = radius * 2;
this.sourceHeight = radius * 2;
this.width = this.sourceWidth * this._sx;
this.height = this.sourceHeight * this._sy;
this.halfWidth = Math.floor(this.width / 2);
this.halfHeight = Math.floor(this.height / 2);
this.offset.setTo(offsetX, offsetY);
this.center.setTo(this.position.x + this.halfWidth, this.position.y + this.halfHeight);
}
else
{
this.isCircle = false;
}
},
/**
* Resets all Body values (velocity, acceleration, rotation, etc)
*
@ -84988,8 +84955,11 @@ Phaser.Physics.Arcade.Body.prototype = {
this.angularVelocity = 0;
this.angularAcceleration = 0;
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.offset.x;
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.offset.y;
this.position.x = (x - (this.sprite.anchor.x * this.sprite.width)) + this.sprite.scale.x * this.offset.x;
this.position.x -= this.sprite.scale.x < 0 ? this.width : 0;
this.position.y = (y - (this.sprite.anchor.y * this.sprite.height)) + this.sprite.scale.y * this.offset.y;
this.position.y -= this.sprite.scale.y < 0 ? this.height : 0;
this.prev.x = this.position.x;
this.prev.y = this.position.y;

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20
build/phaser.min.js vendored

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