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https://github.com/wassname/phaser.git
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Fixed Graphics not working correctly.
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After Width: | Height: | Size: 13 KiB |
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<?php
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$title = "Canvas Smoothing";
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require('../head.php');
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?>
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<script type="text/javascript">
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var graphics;
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('atari1', 'assets/sprites/atari130xe.png');
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}
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function create() {
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graphics = game.add.graphics(0, 0);
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// set a fill and line style
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graphics.beginFill(0xFF3300);
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graphics.lineStyle(10, 0xffd900, 1);
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// draw a shape
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graphics.moveTo(50,50);
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graphics.lineTo(250, 50);
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graphics.lineTo(100, 100);
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graphics.lineTo(250, 220);
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graphics.lineTo(50, 220);
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graphics.lineTo(50, 50);
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graphics.endFill();
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// set a fill and line style again
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graphics.lineStyle(10, 0xFF0000, 0.8);
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graphics.beginFill(0xFF700B, 1);
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// draw a second shape
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graphics.moveTo(210,300);
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graphics.lineTo(450,320);
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graphics.lineTo(570,350);
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graphics.lineTo(580,20);
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graphics.lineTo(330,120);
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graphics.lineTo(410,200);
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graphics.lineTo(210,300);
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graphics.endFill();
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// draw a rectangel
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graphics.lineStyle(2, 0x0000FF, 1);
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graphics.drawRect(50, 250, 100, 100);
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// draw a circle
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graphics.lineStyle(0);
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graphics.beginFill(0xFFFF0B, 0.5);
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graphics.drawCircle(470, 200,100);
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graphics.lineStyle(20, 0x33FF00);
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graphics.moveTo(30,30);
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graphics.lineTo(600, 300);
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game.add.tween(graphics).to({ x: 200 }, 2000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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// graphics.rotation = 1.2;
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// graphics.angle = 10;
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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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})();
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</script>
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<?php
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require('../foot.php');
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?>
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+22
-99
@@ -1,124 +1,45 @@
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Phaser.Graphics = function (game, x, y) {
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// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
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this.exists = true;
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PIXI.Graphics.call(this);
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// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
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this.alive = true;
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this.group = null;
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this.name = '';
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this.game = game;
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PIXI.DisplayObjectContainer.call(this);
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Phaser.Sprite.call(this, game, x, y);
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this.type = Phaser.GRAPHICS;
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this.position.x = x;
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this.position.y = y;
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// Replaces the PIXI.Point with a slightly more flexible one
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this.scale = new Phaser.Point(1, 1);
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// Influence of camera movement upon the position
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this.scrollFactor = new Phaser.Point(1, 1);
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// A mini cache for storing all of the calculated values
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this._cache = {
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dirty: false,
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// Transform cache
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a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
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// The previous calculated position inc. camera x/y and scrollFactor
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x: -1, y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1, scaleY: 1
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};
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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this.renderable = true;
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/**
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* The alpha of the fill of this graphics object
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*
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* @property fillAlpha
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* @type Number
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*/
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this.fillAlpha = 1;
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/**
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* The width of any lines drawn
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*
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* @property lineWidth
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* @type Number
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*/
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this.lineWidth = 0;
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/**
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* The color of any lines drawn
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*
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* @property lineColor
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* @type String
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*/
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this.lineColor = "black";
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/**
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* Graphics data
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*
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* @property graphicsData
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* @type Array
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* @private
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*/
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this.graphicsData = [];
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/**
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* Current path
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*
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* @property currentPath
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* @type Object
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* @private
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*/
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this.currentPath = {points:[]};
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};
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Phaser.Graphics.prototype = Phaser.Utils.extend(true, PIXI.Graphics.prototype, PIXI.DisplayObjectContainer.prototype, Phaser.Sprite.prototype);
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Phaser.Graphics.prototype = Object.create( PIXI.Graphics.prototype );
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Phaser.Graphics.prototype.constructor = Phaser.Graphics;
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Phaser.Graphics.prototype = Phaser.Utils.extend(true, Phaser.Graphics.prototype, Phaser.Sprite.prototype);
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// Add our own custom methods
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/**
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* Automatically called by World.update
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*/
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Phaser.Graphics.prototype.update = function() {
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Phaser.Graphics.prototype.OLDupdate = function() {
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if (!this.exists)
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{
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return;
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}
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// if (!this.exists)
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// {
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// return;
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// }
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this._cache.dirty = false;
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// this._cache.dirty = false;
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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// this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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// this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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{
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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._cache.dirty = true;
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}
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// if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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// {
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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._cache.dirty = true;
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// }
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}
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/*
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Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
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get: function() {
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@@ -154,3 +75,5 @@ Object.defineProperty(Phaser.Graphics.prototype, 'y', {
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}
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});
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*/
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+1
-8
@@ -87,13 +87,6 @@ Phaser.Utils = {
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return true;
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},
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// deep, target, objects to copy to the target object
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// This is a slightly modified version of jQuery.extend (http://api.jquery.com/jQuery.extend/)
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// deep (boolean)
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// target (object to add to)
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// objects ... (objects to recurse and copy from)
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/**
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* This is a slightly modified version of jQuery.extend (http://api.jquery.com/jQuery.extend/)
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* @method extend
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@@ -156,7 +149,7 @@ Phaser.Utils = {
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}
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// Never move original objects, clone them
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target[name] = extend(deep, clone, copy);
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target[name] = Phaser.Utils.extend(deep, clone, copy);
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// Don't bring in undefined values
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}
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