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https://github.com/wassname/phaser.git
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Fixing up documentation, missing functions, examples and alpha masks.
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+7
-14
@@ -118,10 +118,15 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
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this.raf = null;
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/**
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* @property {Phaser.GameObjectFactory} add - Reference to the GameObject Factory.
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* @property {Phaser.GameObjectFactory} add - Reference to the Phaser.GameObjectFactory.
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*/
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this.add = null;
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/**
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* @property {Phaser.GameObjectCreator} make - Reference to the GameObject Creator.
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*/
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this.make = null;
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/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
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* @default
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@@ -440,6 +445,7 @@ Phaser.Game.prototype = {
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this.world = new Phaser.World(this);
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this.add = new Phaser.GameObjectFactory(this);
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this.make = new Phaser.GameObjectCreator(this);
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this.cache = new Phaser.Cache(this);
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this.load = new Phaser.Loader(this);
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this.time = new Phaser.Time(this);
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@@ -534,14 +540,6 @@ Phaser.Game.prototype = {
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*/
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setUpRenderer: function () {
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/*
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if (this.device.trident)
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{
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// Pixi WebGL renderer on IE11 doesn't work correctly with masks, if you need them you may want to comment this block out
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this.renderType = Phaser.CANVAS;
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}
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*/
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if (this.renderType === Phaser.HEADLESS || this.renderType === Phaser.CANVAS || (this.renderType === Phaser.AUTO && this.device.webGL === false))
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{
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if (this.device.canvas)
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@@ -553,7 +551,6 @@ Phaser.Game.prototype = {
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this.renderer = new PIXI.CanvasRenderer(this.width, this.height, this.canvas, this.transparent);
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Phaser.Canvas.setSmoothingEnabled(this.renderer.context, this.antialias);
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// this.canvas = this.renderer.view;
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this.context = this.renderer.context;
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}
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else
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@@ -566,13 +563,9 @@ Phaser.Game.prototype = {
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// They requested WebGL, and their browser supports it
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this.renderType = Phaser.WEBGL;
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this.renderer = new PIXI.WebGLRenderer(this.width, this.height, this.canvas, this.transparent, this.antialias);
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// this.canvas = this.renderer.view;
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this.context = null;
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}
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// Phaser.Canvas.addToDOM(this.renderer.view, this.parent, true);
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// Phaser.Canvas.setTouchAction(this.renderer.view);
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Phaser.Canvas.addToDOM(this.canvas, this.parent, true);
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Phaser.Canvas.setTouchAction(this.canvas);
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@@ -329,6 +329,7 @@ Phaser.StateManager.prototype = {
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this.states[key].game = this.game;
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this.states[key].add = this.game.add;
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this.states[key].make = this.game.make;
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this.states[key].camera = this.game.camera;
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this.states[key].cache = this.game.cache;
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this.states[key].input = this.game.input;
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