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Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it.
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@@ -47,7 +47,7 @@ Phaser.BitmapData = function (game, key, width, height) {
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* @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
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* @default
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*/
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this.canvas = Phaser.Canvas.create(width, height);
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this.canvas = Phaser.Canvas.create(width, height, '', true);
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/**
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* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
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