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RandomDataGenerator.integerInRange(min, max) now includes both min and max within its range (#501)
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@@ -155,6 +155,7 @@ Updates:
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* Vastly improved visibility API support + pageshow/pagehide + focus/blur. Working across Chrome, IE, Firefox, iOS, Android (also fixes #161)
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* Pausing the game will now mute audio and resuming will un-mute, unless it was muted via the game (fixes #439)
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* ScaleManager has 2 new events: ScaleManager.enterFullScreen and ScaleManager.leaveFullScreen, so you can respond to fullscreen changes directly.
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* RandomDataGenerator.integerInRange(min, max) now includes both `min` and `max` within its range (#501)
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Bug Fixes:
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@@ -0,0 +1,40 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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}
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var sprite;
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function create() {
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for (var i = 0; i < 1000; i++)
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{
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var x = game.rnd.integerInRange(10, 20);
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if (x === 20)
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{
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console.log('>>>', x);
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}
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else if (x === 10)
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{
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console.log('---', x);
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}
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else
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{
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// console.log(x);
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}
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}
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}
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function update() {
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}
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function render() {
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}
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@@ -154,14 +154,15 @@ Phaser.RandomDataGenerator.prototype = {
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},
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/**
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* Returns a random integer between min and max.
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* Returns a random integer between and including min and max.
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*
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* @method Phaser.RandomDataGenerator#integerInRange
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* @param {number} min - The minimum value in the range.
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* @param {number} max - The maximum value in the range.
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* @return {number} A random number between min and max.
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*/
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integerInRange: function (min, max) {
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return Math.floor(this.realInRange(min, max));
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return Math.round(this.realInRange(min, max));
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},
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/**
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