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https://github.com/wassname/phaser-plugin-isometric.git
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Update dist files
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@@ -1734,10 +1734,10 @@ Phaser.Plugin.Isometric.Point3.equals = function (a, b) {
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};
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;/**
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* @class Phaser.Plugin.Isometric.Projector
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*
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*
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* @classdesc
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* Creates a new Isometric Projector object, which has helpers for projecting x, y and z coordinates into axonometric x and y equivalents.
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*
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*
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* @constructor
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* @param {Phaser.Game} game - The current game object.
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* @param {number} projectionAngle - The angle of the axonometric projection in radians. Defaults to approx. 0.4636476 (Math.atan(0.5) which is suitable for 2:1 pixel art dimetric)
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@@ -1774,7 +1774,7 @@ Phaser.Plugin.Isometric.Projector = function (game, projectionAngle) {
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*/
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this.anchor = new Phaser.Point(0.5, 0);
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};
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// Projection angles
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@@ -1830,13 +1830,13 @@ Phaser.Plugin.Isometric.Projector.prototype = {
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* Use reverse axonometric projection to transform a 2D Point coordinate to a 3D Point3 coordinate. If given the coordinates will be set into the object, otherwise a brand new Point3 object will be created and returned.
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* @method Phaser.Plugin.Isometric.Projector#unproject
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* @param {Phaser.Plugin.Isometric.Point} point - The Point to project from.
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* @param {Phaser.Point3} out - The Point3 to project to.
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* @param {Phaser.Plugin.Isometric.Point3} out - The Point3 to project to.
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* @param {number} [z] - Specified z-plane to project to.
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* @return {Phaser.Point3} The transformed Point3.
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* @return {Phaser.Plugin.Isometric.Point3} The transformed Point3.
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*/
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unproject: function (point, out, z) {
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if (typeof out === "undefined") {
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out = new Phaser.Point3();
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out = new Phaser.Plugin.Isometric.Point3();
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}
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z = z || 0;
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@@ -1853,7 +1853,7 @@ Phaser.Plugin.Isometric.Projector.prototype = {
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/**
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* Perform a simple depth sort on all IsoSprites in the passed group. This function is fast and will accurately sort items on a single z-plane, but breaks down when items are above/below one another in certain configurations.
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*
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*
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* @method Phaser.Plugin.Isometric.Projector#simpleSort
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* @param {Phaser.Group} group - A group of IsoSprites to sort.
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*/
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@@ -1864,7 +1864,7 @@ Phaser.Plugin.Isometric.Projector.prototype = {
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/**
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* Perform a volume-based topological sort on all IsoSprites in the passed group or array. Will use the body if available, otherwise it will use an automatically generated bounding cube. If a group is passed, <code>Phaser.Group#sort</code> is automatically called on the specified property.
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* Routine adapted from this tutorial: http://mazebert.com/2013/04/18/isometric-depth-sorting/
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*
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*
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* @method Phaser.Plugin.Isometric.Projector#topologicalSort
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* @param {Phaser.Group|array} group - A group or array of IsoSprites to sort.
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* @param {number} [padding] - The amount of extra tolerance in the depth sorting; larger values reduce flickering when objects collide, but also introduce inaccuracy when objects are close. Defaults to 1.5.
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@@ -1892,7 +1892,7 @@ Phaser.Plugin.Isometric.Projector.prototype = {
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else {
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padding = padding;
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}
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var a, b, i, j, bounds, behindIndex, len = children.length;
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for (i = 0; i < len; i++) {
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