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https://github.com/wassname/phaser.git
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The entire Phaser library has been updated to match the new JSHint configuration.
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@@ -27,7 +27,7 @@ Phaser.Physics.Arcade = function (game) {
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/**
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* @property {Phaser.Point} gravity - The World gravity setting. Defaults to x: 0, y: 0, or no gravity.
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*/
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this.gravity = new Phaser.Point;
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this.gravity = new Phaser.Point();
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/**
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* @property {Phaser.Rectangle} bounds - The bounds inside of which the physics world exists. Defaults to match the world bounds.
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@@ -65,13 +65,13 @@ Phaser.Physics.Arcade = function (game) {
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* @property {Phaser.Rectangle} _bounds1 - Internal cache var.
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* @private
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*/
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this._bounds1 = new Phaser.Rectangle;
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this._bounds1 = new Phaser.Rectangle();
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/**
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* @property {Phaser.Rectangle} _bounds2 - Internal cache var.
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* @private
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*/
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this._bounds2 = new Phaser.Rectangle;
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this._bounds2 = new Phaser.Rectangle();
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/**
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* @property {number} _overlap - Internal cache var.
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@@ -462,7 +462,7 @@ Phaser.Physics.Arcade.prototype = {
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{
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var currentNode = group._container.first._iNext;
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do
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do
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{
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if (currentNode.exists)
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{
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@@ -572,7 +572,7 @@ Phaser.Physics.Arcade.prototype = {
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{
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var currentNode = group1._container.first._iNext;
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do
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do
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{
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if (currentNode.exists)
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{
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@@ -658,7 +658,7 @@ Phaser.Physics.Arcade.prototype = {
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}
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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if (this._overlap !== 0)
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{
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body1.overlapX = this._overlap;
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body2.overlapX = this._overlap;
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@@ -766,7 +766,7 @@ Phaser.Physics.Arcade.prototype = {
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}
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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if (this._overlap !== 0)
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{
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body1.overlapY = this._overlap;
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body2.overlapY = this._overlap;
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@@ -894,7 +894,7 @@ Phaser.Physics.Arcade.prototype = {
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}
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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if (this._overlap !== 0)
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{
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if (separate)
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{
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@@ -980,7 +980,7 @@ Phaser.Physics.Arcade.prototype = {
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}
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// Then adjust their positions and velocities accordingly (if there was any overlap)
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if (this._overlap != 0)
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if (this._overlap !== 0)
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{
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if (separate)
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{
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@@ -1133,7 +1133,7 @@ Phaser.Physics.Arcade.prototype = {
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velocityFromAngle: function (angle, speed, point) {
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if (typeof speed === 'undefined') { speed = 60; }
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point = point || new Phaser.Point;
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point = point || new Phaser.Point();
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return point.setTo((Math.cos(this.game.math.degToRad(angle)) * speed), (Math.sin(this.game.math.degToRad(angle)) * speed));
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@@ -1152,7 +1152,7 @@ Phaser.Physics.Arcade.prototype = {
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velocityFromRotation: function (rotation, speed, point) {
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if (typeof speed === 'undefined') { speed = 60; }
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point = point || new Phaser.Point;
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point = point || new Phaser.Point();
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return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
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@@ -1171,7 +1171,7 @@ Phaser.Physics.Arcade.prototype = {
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accelerationFromRotation: function (rotation, speed, point) {
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if (typeof speed === 'undefined') { speed = 60; }
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point = point || new Phaser.Point;
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point = point || new Phaser.Point();
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return point.setTo((Math.cos(rotation) * speed), (Math.sin(rotation) * speed));
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