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https://github.com/wassname/phaser.git
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BitmapData.addTo removed and enhanced BitmapData.add so it can accept either a single Sprite/Image or an Array of them.
BitmapData has had all of the EaselJS functions removed. It was just taking up space and you can do it all via BitmapData.context directly. Camera following now working again.
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+12
-13
@@ -23,19 +23,18 @@ Phaser.Stage = function (game, width, height) {
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this.game = game;
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/**
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* @property {string} game - Background color of the stage (defaults to black). Set via the public backgroundColor property.
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* @private
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*/
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this._backgroundColor = 'rgb(0,0,0)';
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/**
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* @property {Phaser.Point} offset - Get the offset values (for input and other things).
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* @property {Phaser.Point} offset - Holds the offset coordinates of the Game.canvas from the top-left of the browser window (used by Input and other classes)
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*/
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this.offset = new Phaser.Point();
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PIXI.Stage.call(this, 0x000000, false);
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/**
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* @property {string} name - The name of this object.
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* @default
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*/
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this.name = '_stage_root';
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this.interactive = false;
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/**
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@@ -44,18 +43,18 @@ Phaser.Stage = function (game, width, height) {
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*/
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this.disableVisibilityChange = false;
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/**
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* @property {number} _nextOffsetCheck - The time to run the next offset check.
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* @private
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*/
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this._nextOffsetCheck = 0;
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/**
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* @property {number|false} checkOffsetInterval - The time (in ms) between which the stage should check to see if it has moved.
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* @default
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*/
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this.checkOffsetInterval = 2500;
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/**
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* @property {number} _nextOffsetCheck - The time to run the next offset check.
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* @private
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*/
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this._nextOffsetCheck = 0;
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if (game.config)
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{
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this.parseConfig(game.config);
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