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Fixed anchor issue with Sprite.body.
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+2
-10
@@ -1,5 +1,5 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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@@ -16,7 +16,7 @@ function create() {
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game.world.setBounds(0, 0, 1920, 1200);
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var bg = game.add.sprite(0, 0, 'backdrop');
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bg.alpha = 0.8;
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bg.alpha = 0.4;
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ship = game.add.sprite(200, 200, 'ship');
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ship.physicsEnabled = true;
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@@ -50,11 +50,3 @@ function update() {
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}
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}
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function render() {
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// game.debug.renderText('x: ' + box2.body.velocity.x, 32, 32);
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// game.debug.renderText('y: ' + box2.body.velocity.y, 32, 64);
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}
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+5
-2
@@ -123,9 +123,12 @@ Phaser.Stage.prototype.postUpdate = function () {
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var i = this.children.length;
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while(i-- && this.children[i] !== this.game.world.camera.target)
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while(i--)
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{
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this.children[i].postUpdate();
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if (this.children[i] !== this.game.world.camera.target)
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{
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this.children[i].postUpdate();
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}
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}
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}
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else
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+5
-4
@@ -632,12 +632,13 @@ Phaser.Physics.Body.prototype = {
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if (typeof sprite === 'undefined') { sprite = this.sprite; }
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var px = (sprite.width / 2) + (-sprite.width * sprite.anchor.x);
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var py = (sprite.height / 2) + (-sprite.height * sprite.anchor.y);
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// because Sprite.phyicsEnabled = true now sets anchor to 0.5
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// var px = (sprite.width / 2) + (-sprite.width * sprite.anchor.x);
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// var py = (sprite.height / 2) + (-sprite.height * sprite.anchor.y);
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this.clearShapes();
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return this.addRectangle(sprite.width, sprite.height, px, py, sprite.rotation);
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return this.addRectangle(sprite.width, sprite.height, 0, 0, sprite.rotation);
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},
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