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move TilemapLayer positioning/rendering to postUpdate to be in line with ‘normal’ Sprites.
reverts e91d40b9fc - fix was incorrect & regressed fixedToCamera Sprites’ & TilemapLayer positioning.
Fixes #237
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+2
-2
@@ -113,6 +113,8 @@ Phaser.World.prototype.update = function () {
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*/
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Phaser.World.prototype.postUpdate = function () {
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this.camera.update();
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if (this.game.stage._stage.first._iNext)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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@@ -128,8 +130,6 @@ Phaser.World.prototype.postUpdate = function () {
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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this.camera.update();
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}
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/**
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@@ -279,13 +279,15 @@ Phaser.TilemapLayer.prototype = Phaser.Utils.extend(true, Phaser.TilemapLayer.pr
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Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
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/**
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* Automatically called by World.preUpdate. Handles cache updates.
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* Automatically called by World.postUpdate. Handles cache updates.
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*
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* @method Phaser.TilemapLayer#update
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* @method Phaser.TilemapLayer#postUpdate
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* @memberof Phaser.TilemapLayer
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*/
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Phaser.TilemapLayer.prototype.update = function () {
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Phaser.TilemapLayer.prototype.postUpdate = function () {
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Phaser.Sprite.prototype.postUpdate.call( this );
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this.scrollX = this.game.camera.x * this.scrollFactorX;
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this.scrollY = this.game.camera.y * this.scrollFactorY;
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