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Removed width/height parameters from addParticle, not needed.
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+16
-2
@@ -58,6 +58,11 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) {
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*/
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this.force = new Phaser.Physics.PointProxy(this.data.force);
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/**
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* @property {Phaser.Point} gravity - A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented.
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*/
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this.gravity = new Phaser.Point();
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// this.onAdded = new Phaser.Signal();
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// this.onRemoved = new Phaser.Signal();
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@@ -325,6 +330,15 @@ Phaser.Physics.Body.prototype = {
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},
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/**
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* Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
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*
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* @method Phaser.Physics.Body#preUpdate
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* @protected
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*/
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preUpdate: function () {
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},
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/**
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* Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
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*
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@@ -508,7 +522,7 @@ Phaser.Physics.Body.prototype = {
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* @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.
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* @return {p2.Plane} The Plane shape that was added to the Body.
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*/
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addPlane: function (width, height, offsetX, offsetY, rotation) {
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addPlane: function (offsetX, offsetY, rotation) {
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var shape = new p2.Plane();
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@@ -525,7 +539,7 @@ Phaser.Physics.Body.prototype = {
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* @param {number} [rotation=0] - Local rotation of the shape relative to the body center of mass, specified in radians.
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* @return {p2.Particle} The Particle shape that was added to the Body.
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*/
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addParticle: function (width, height, offsetX, offsetY, rotation) {
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addParticle: function (offsetX, offsetY, rotation) {
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var shape = new p2.Particle();
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