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https://github.com/wassname/phaser.git
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And we have level/ground jitter fixed :) Starstruck is running again properly now too. Time to commit and remove lots of debug data.
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@@ -377,8 +377,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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*/
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this.debug = false;
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// this.events.onAddedToGroup.add(this.initGroup, this);
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this.updateCache();
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this.updateBounds();
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@@ -430,12 +428,6 @@ Phaser.Sprite.prototype.preUpdate = function() {
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return;
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}
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if (this.debug)
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{
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console.log('Sprite preUpdate', this.parent.worldTransform[2], this.parent.worldTransform[5], 'LT', this.parent.localTransform[2], this.parent.localTransform[5], 'xy', this.parent.position.x, this.parent.position.y);
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console.log('Sprite preUpdate', this.x, this.y, 'world', this.world.x, this.world.y);
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}
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if (!this.exists || (this.group && !this.group.exists))
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{
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this.renderOrderID = -1;
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@@ -494,11 +486,6 @@ Phaser.Sprite.prototype.updateCache = function() {
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this._cache.prevX = this.world.x;
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this._cache.prevY = this.world.y;
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if (this.debug)
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{
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console.log('Sprite updateCache', this._cache.prevX, this._cache.prevY);
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}
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if (this.fixedToCamera)
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{
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this.x = this.game.camera.view.x + this.cameraOffset.x;
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@@ -724,16 +711,6 @@ Phaser.Sprite.prototype.postUpdate = function() {
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if (this.body)
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{
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this.body.postUpdate();
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// console.log('Sprite postUpdate wt', this.worldTransform[2], this.worldTransform[5], 'xy', this.x, this.y);
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// this._cache.x = this.x;
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// this._cache.y = this.y;
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// this.position.x = this._cache.x;
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// this.position.y = this._cache.y;
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// this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
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}
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if (this.fixedToCamera)
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@@ -747,16 +724,8 @@ Phaser.Sprite.prototype.postUpdate = function() {
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this._cache.y = this.y;
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}
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// this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
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this.position.x = this._cache.x;
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this.position.y = this._cache.y;
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if (this.debug)
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{
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console.log('Sprite postUpdate delta', this.deltaX, this.deltaY, 'prev', this._cache.prevX, this._cache.prevY);
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}
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}
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};
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