diff --git a/README.md b/README.md
index f4453f92..972e94ca 100644
--- a/README.md
+++ b/README.md
@@ -67,6 +67,7 @@ Significant API changes:
* PIXI.Point is now aliased to Phaser.Point - saves on code duplication and works exactly the same.
* PIXI.Rectangle is now aliased to Phaser.Rectangle - saves on code duplication and works exactly the same.
* PIXI.Circle is now aliased to Phaser.Circle - saves on code duplication and works exactly the same.
+* Sprite.deltaX and deltaY swapped to functions: Sprite.deltaX() and Sprite.deltaY()
New features:
diff --git a/build/config.php b/build/config.php
index 9129af4a..7b047258 100644
--- a/build/config.php
+++ b/build/config.php
@@ -129,6 +129,7 @@
+
diff --git a/examples/wip/image1.js b/examples/wip/image1.js
new file mode 100644
index 00000000..aada00c2
--- /dev/null
+++ b/examples/wip/image1.js
@@ -0,0 +1,45 @@
+
+var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
+
+function preload() {
+
+ game.load.image('pic', 'assets/pics/backscroll.png');
+
+}
+
+var image;
+var sprite;
+
+function create() {
+
+console.log('wtf');
+
+ image = game.add.image(game.world.centerX, game.world.centerY, 'pic');
+ image.anchor.set(0.5);
+
+ // sprite = game.add.sprite(game.world.centerX, game.world.centerY, 'pic');
+ // sprite.anchor.set(0.5);
+
+ game.input.onDown.add(tint, this);
+
+}
+
+function tint() {
+
+ image.tint = Math.random() * 0xFFFFFF;
+ // sprite.tint = Math.random() * 0xFFFFFF;
+
+}
+
+function update() {
+
+ image.angle += 1;
+ // sprite.angle += 1;
+
+}
+
+function render() {
+
+ // game.debug.renderText(sprite.position.y, 32, 32);
+
+}
diff --git a/examples/wip/image2.js b/examples/wip/image2.js
new file mode 100644
index 00000000..15560680
--- /dev/null
+++ b/examples/wip/image2.js
@@ -0,0 +1,39 @@
+
+var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
+
+function preload() {
+
+ game.load.image('pic', 'assets/pics/backscroll.png');
+
+}
+
+var image;
+var image2;
+
+function create() {
+
+ image = game.add.image(32, 50, 'pic');
+
+ image2 = game.add.image(32, 250, 'pic');
+
+ game.input.onDown.add(tint, this);
+
+}
+
+function tint() {
+
+ image.tint = Math.random() * 0xFFFFFF;
+
+}
+
+function update() {
+
+ // image.angle += 1;
+
+}
+
+function render() {
+
+ // game.debug.renderText(sprite.position.y, 32, 32);
+
+}
diff --git a/src/animation/Frame.js b/src/animation/Frame.js
index c7cc3ff6..a650d090 100644
--- a/src/animation/Frame.js
+++ b/src/animation/Frame.js
@@ -155,6 +155,28 @@ Phaser.Frame.prototype = {
this.spriteSourceSizeH = destHeight;
}
+ },
+
+ /**
+ * Returns a Rectangle set to the dimensions of this Frame.
+ *
+ * @method Phaser.Frame#getRect
+ * @param {Phaser.Rectangle} [out] - A rectangle to copy the frame dimensions to.
+ * @return {Phaser.Rectangle} A rectangle.
+ */
+ getRect: function (out) {
+
+ if (typeof out === 'undefined')
+ {
+ out = new Phaser.Rectangle(this.x, this.y, this.width, this.height);
+ }
+ else
+ {
+ out.setTo(this.x, this.y, this.width, this.height);
+ }
+
+ return out;
+
}
};
diff --git a/src/gameobjects/GameObjectFactory.js b/src/gameobjects/GameObjectFactory.js
index 485f0087..955d7cd0 100644
--- a/src/gameobjects/GameObjectFactory.js
+++ b/src/gameobjects/GameObjectFactory.js
@@ -39,6 +39,25 @@ Phaser.GameObjectFactory.prototype = {
},
+ /**
+ * Create a new Image at the given coordinates, using the cache key and frame if set.
+ *
+ * @method Phaser.GameObjectFactory#image
+ * @param {number} x - X position of the image.
+ * @param {number} y - Y position of the image.
+ * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
+ * @param {string|number} [frame] - If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
+ * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
+ * @returns {Phaser.Sprite} the newly created sprite object.
+ */
+ image: function (x, y, key, frame, group) {
+
+ if (typeof group === 'undefined') { group = this.world; }
+
+ return group.add(new Phaser.Image(this.game, x, y, key, frame));
+
+ },
+
/**
* Create a new Sprite with specific position and sprite sheet key.
*
diff --git a/src/gameobjects/Image.js b/src/gameobjects/Image.js
new file mode 100644
index 00000000..f78dc678
--- /dev/null
+++ b/src/gameobjects/Image.js
@@ -0,0 +1,500 @@
+/**
+* @author Richard Davey
+* @copyright 2014 Photon Storm Ltd.
+* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
+*/
+
+/**
+* @class Phaser.Image
+*
+* @classdesc Create a new `Image` object.
+*
+* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
+*
+* @constructor
+* @param {Phaser.Game} game - A reference to the currently running game.
+* @param {number} x - The x coordinate (in world space) to position the Sprite at.
+* @param {number} y - The y coordinate (in world space) to position the Sprite at.
+* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
+* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
+*/
+Phaser.Image = function (game, x, y, key, frame) {
+
+ x = x || 0;
+ y = y || 0;
+ key = key || null;
+ frame = frame || null;
+
+ /**
+ * @property {Phaser.Game} game - A reference to the currently running Game.
+ */
+ this.game = game;
+
+ /**
+ * @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
+ * @default
+ */
+ this.exists = true;
+
+ /**
+ * @property {string} name - The user defined name given to this Sprite.
+ * @default
+ */
+ this.name = '';
+
+ /**
+ * @property {number} type - The const type of this object.
+ * @readonly
+ */
+ this.type = Phaser.IMAGE;
+
+ /**
+ * @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
+ */
+ this.events = new Phaser.Events(this);
+
+ /**
+ * @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
+ */
+ this.key = key;
+
+ this.currentFrame = new Phaser.Rectangle();
+
+ if (key instanceof Phaser.RenderTexture)
+ {
+ PIXI.Sprite.call(this, key);
+
+ this.currentFrame = this.game.cache.getTextureFrame(key.name);
+ }
+ else if (key instanceof Phaser.BitmapData)
+ {
+ PIXI.Sprite.call(this, key.texture, key.textureFrame);
+
+ this.currentFrame = key.textureFrame;
+ }
+ else if (key instanceof PIXI.Texture)
+ {
+ PIXI.Sprite.call(this, key);
+
+ this.currentFrame = frame;
+ }
+ else
+ {
+ if (key === null || typeof key === 'undefined')
+ {
+ key = '__default';
+ this.key = key;
+ }
+ else if (typeof key === 'string' && this.game.cache.checkImageKey(key) === false)
+ {
+ key = '__missing';
+ this.key = key;
+ }
+
+ PIXI.Sprite.call(this, PIXI.TextureCache[key]);
+
+ if (this.game.cache.isSpriteSheet(key))
+ {
+ this.animations.loadFrameData(this.game.cache.getFrameData(key));
+
+ if (frame !== null)
+ {
+ if (typeof frame === 'string')
+ {
+ this.frameName = frame;
+ }
+ else
+ {
+ this.frame = frame;
+ }
+ }
+ }
+ else
+ {
+ this.currentFrame = this.game.cache.getFrame(key);
+ }
+ }
+
+ // this.loadTexture(key, frame);
+
+ /**
+ * The rectangular area from the texture that will be rendered.
+ * @property {Phaser.Rectangle} textureRegion
+ */
+ // this.textureRegion = new Phaser.Rectangle(this.texture.frame.x, this.texture.frame.y, this.texture.frame.width, this.texture.frame.height);
+
+ this.position.x = x;
+ this.position.y = y;
+
+ /**
+ * @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
+ */
+ this.world = new Phaser.Point(x, y);
+
+ /**
+ * Should this Sprite be automatically culled if out of range of the camera?
+ * A culled sprite has its renderable property set to 'false'.
+ * Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
+ *
+ * @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
+ * @default
+ */
+ this.autoCull = false;
+
+ /**
+ * A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
+ * @property {boolean} fixedToCamera - Fixes this Sprite to the Camera.
+ * @default
+ */
+ this.fixedToCamera = false;
+
+ /**
+ * @property {Phaser.Point} cameraOffset - If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
+ */
+ // this.cameraOffset = new Phaser.Point(x, y);
+
+};
+
+Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
+Phaser.Image.prototype.constructor = Phaser.Image;
+
+/**
+* Automatically called by World.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates.
+*
+* @method Phaser.Image#preUpdate
+* @memberof Phaser.Image
+*/
+Phaser.Image.prototype.preUpdate = function() {
+
+ if (!this.exists || !this.parent.exists)
+ {
+ return false;
+ }
+
+ if (this.autoCull)
+ {
+ // Won't get rendered but will still get its transform updated
+ this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
+ }
+
+ return true;
+
+};
+
+/**
+* Checks if the Image bounds are within the game world, otherwise false if fully outside of it.
+*
+* @method Phaser.Image#inWorld
+* @memberof Phaser.Image
+* @return {boolean} True if the Image bounds is within the game world, otherwise false if fully outside of it.
+*/
+Phaser.Image.prototype.inWorld = function() {
+
+ return this.game.world.bounds.intersects(this.getBounds());
+
+};
+
+/**
+* Resets the Sprite.crop value back to the frame dimensions.
+*
+* @method Phaser.Image#resetCrop
+* @memberof Phaser.Image
+Phaser.Image.prototype.resetCrop = function() {
+
+ this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height);
+ this.texture.setFrame(this.crop);
+ this.cropEnabled = false;
+
+};
+*/
+
+/**
+* Internal function called by the World postUpdate cycle.
+*
+* @method Phaser.Image#postUpdate
+* @memberof Phaser.Image
+*/
+Phaser.Image.prototype.postUpdate = function() {
+
+ if (this.key instanceof Phaser.BitmapData && this.key._dirty)
+ {
+ this.key.render();
+ }
+
+ if (this.exists)
+ {
+ // if (this.body)
+ // {
+ // this.body.postUpdate();
+ // }
+
+ if (this.fixedToCamera)
+ {
+ this.position.x = this.game.camera.view.x + this.cameraOffset.x;
+ this.position.y = this.game.camera.view.y + this.cameraOffset.y;
+ }
+
+ }
+
+};
+
+/**
+* Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
+* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
+*
+* @method Phaser.Image#loadTexture
+* @memberof Phaser.Image
+* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
+* @param {string|number} frame - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
+*/
+Phaser.Image.prototype.loadTexture = function (key, frame) {
+
+ console.log('loadTexture');
+
+ this.key = key;
+
+ if (key instanceof Phaser.RenderTexture)
+ {
+ this.game.cache.getTextureFrame(key.name).clone(this.currentFrame);
+ }
+ else if (key instanceof Phaser.BitmapData)
+ {
+ this.setTexture(key.texture);
+ this.currentFrame = key.textureFrame;
+ }
+ else if (key instanceof PIXI.Texture)
+ {
+ // this.currentFrame = frame;
+ frame.clone(this.currentFrame);
+ console.log('loadTexture 2');
+ }
+ else
+ {
+ if (typeof key === 'undefined' || this.game.cache.checkImageKey(key) === false)
+ {
+ key = '__default';
+ this.key = key;
+ }
+
+ if (this.game.cache.isSpriteSheet(key))
+ {
+ // this.animations.loadFrameData(this.game.cache.getFrameData(key));
+
+ // if (typeof frame !== 'undefined')
+ // {
+ // if (typeof frame === 'string')
+ // {
+ // this.frameName = frame;
+ // }
+ // else
+ // {
+ // this.frame = frame;
+ // }
+ // }
+ }
+ else
+ {
+ console.log('loadTexture 1', this.game.cache.getFrame(key));
+
+ this.game.cache.getFrame(key).getRect(this.currentFrame);
+
+ console.log('loadTexture 1', this.currentFrame);
+
+ this.setTexture(PIXI.TextureCache[key]);
+ }
+ }
+
+};
+
+/**
+* Moves the sprite so its center is located on the given x and y coordinates.
+* Doesn't change the anchor point of the sprite.
+*
+* @method Phaser.Image#centerOn
+* @memberof Phaser.Image
+* @param {number} x - The x coordinate (in world space) to position the Sprite at.
+* @param {number} y - The y coordinate (in world space) to position the Sprite at.
+* @return (Phaser.Image) This instance.
+Phaser.Image.prototype.centerOn = function(x, y) {
+
+ if (this.fixedToCamera)
+ {
+ this.cameraOffset.x = x + (this.cameraOffset.x - this.center.x);
+ this.cameraOffset.y = y + (this.cameraOffset.y - this.center.y);
+ }
+ else
+ {
+ this.x = x + (this.x - this.center.x);
+ this.y = y + (this.y - this.center.y);
+ }
+
+ return this;
+
+};
+*/
+
+/**
+* Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
+* A resurrected Sprite has its alive, exists and visible properties all set to true.
+* It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.
+*
+* @method Phaser.Image#revive
+* @memberof Phaser.Image
+* @return (Phaser.Image) This instance.
+*/
+Phaser.Image.prototype.revive = function() {
+
+ this.alive = true;
+ this.exists = true;
+ this.visible = true;
+
+ if (this.events)
+ {
+ this.events.onRevived.dispatch(this);
+ }
+
+ return this;
+
+};
+
+/**
+* Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
+* It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
+* Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
+* If you don't need this Sprite any more you should call Sprite.destroy instead.
+*
+* @method Phaser.Image#kill
+* @memberof Phaser.Image
+* @return (Phaser.Image) This instance.
+*/
+Phaser.Image.prototype.kill = function() {
+
+ this.alive = false;
+ this.exists = false;
+ this.visible = false;
+
+ if (this.events)
+ {
+ this.events.onKilled.dispatch(this);
+ }
+
+ return this;
+
+};
+
+/**
+* Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
+* and nulls its reference to game, freeing it up for garbage collection.
+*
+* @method Phaser.Image#destroy
+* @memberof Phaser.Image
+*/
+Phaser.Image.prototype.destroy = function() {
+
+ if (this.filters)
+ {
+ this.filters = null;
+ }
+
+ if (this.parent)
+ {
+ this.parent.remove(this);
+ }
+
+ if (this.events)
+ {
+ this.events.destroy();
+ }
+
+ this.alive = false;
+ this.exists = false;
+ this.visible = false;
+
+ this.game = null;
+
+};
+
+/**
+* Resets the Sprite. This places the Sprite at the given x/y world coordinates and then
+* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.
+* If the Sprite has a physics body that too is reset.
+*
+* @method Phaser.Image#reset
+* @memberof Phaser.Image
+* @param {number} x - The x coordinate (in world space) to position the Sprite at.
+* @param {number} y - The y coordinate (in world space) to position the Sprite at.
+* @return (Phaser.Image) This instance.
+*/
+Phaser.Image.prototype.reset = function(x, y) {
+
+ this.world.setTo(x, y);
+ this.position.x = x;
+ this.position.y = y;
+ this.alive = true;
+ this.exists = true;
+ this.visible = true;
+ this.renderable = true;
+ this._outOfBoundsFired = false;
+
+ return this;
+
+};
+
+/**
+* Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
+* bought to the top of that Group, not the entire display list.
+*
+* @method Phaser.Image#bringToTop
+* @memberof Phaser.Image
+* @return (Phaser.Image) This instance.
+*/
+Phaser.Image.prototype.bringToTop = function(child) {
+
+ if (typeof child === 'undefined')
+ {
+ if (this.parent)
+ {
+ this.parent.bringToTop(this);
+ }
+ }
+ else
+ {
+
+ }
+
+ return this;
+
+};
+
+/**
+* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
+* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
+* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
+* @name Phaser.Image#angle
+* @property {number} angle - Gets or sets the Sprites angle of rotation in degrees.
+*/
+Object.defineProperty(Phaser.Image.prototype, 'angle', {
+
+ get: function() {
+ return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
+ },
+
+ set: function(value) {
+ this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
+ }
+
+});
+
+/**
+* @name Phaser.Image#inCamera
+* @property {boolean} inCamera - Is this sprite visible to the camera or not?
+* @readonly
+*/
+Object.defineProperty(Phaser.Image.prototype, "inCamera", {
+
+ get: function () {
+ return this._cache.cameraVisible;
+ }
+
+});
+
diff --git a/src/gameobjects/Sprite.js b/src/gameobjects/Sprite.js
index 27f27c83..0b98feb1 100644
--- a/src/gameobjects/Sprite.js
+++ b/src/gameobjects/Sprite.js
@@ -946,8 +946,8 @@ Phaser.Sprite.prototype.reset = function(x, y, health) {
if (typeof health === 'undefined') { health = 1; }
- this.x = x;
- this.y = y;
+ // this.x = x;
+ // this.y = y;
this.world.setTo(x, y);
this.position.x = this.x;
this.position.y = this.y;
@@ -978,9 +978,9 @@ Phaser.Sprite.prototype.reset = function(x, y, health) {
*/
Phaser.Sprite.prototype.bringToTop = function() {
- if (this.group)
+ if (this.parent)
{
- this.group.bringToTop(this);
+ this.parent.bringToTop(this);
}
else
{
@@ -1014,31 +1014,29 @@ Phaser.Sprite.prototype.play = function (name, frameRate, loop, killOnComplete)
/**
* Returns the delta x value. The difference between Sprite.x now and in the previous step.
-* @name Phaser.Sprite#deltaX
-* @property {number} deltaX - The delta value. Positive if the motion was to the right, negative if to the left.
-* @readonly
+*
+* @method Phaser.Sprite#deltaX
+* @memberof Phaser.Sprite
+* @return {number} The delta value. Positive if the motion was to the right, negative if to the left.
*/
-Object.defineProperty(Phaser.Sprite.prototype, 'deltaX', {
+Phaser.Sprite.prototype.deltaX = function () {
- get: function() {
- return this.world.x - this._cache.prevX;
- }
+ return this.world.x - this._cache.prevX;
-});
+};
/**
* Returns the delta x value. The difference between Sprite.y now and in the previous step.
-* @name Phaser.Sprite#deltaY
-* @property {number} deltaY - The delta value. Positive if the motion was downwards, negative if upwards.
-* @readonly
+*
+* @method Phaser.Sprite#deltaY
+* @memberof Phaser.Sprite
+* @return {number} The delta value. Positive if the motion was downwards, negative if upwards.
*/
-Object.defineProperty(Phaser.Sprite.prototype, 'deltaY', {
+Phaser.Sprite.prototype.deltaY = function () {
- get: function() {
- return this.world.y - this._cache.prevY;
- }
+ return this.world.y - this._cache.prevY;
-});
+};
/**
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
@@ -1137,21 +1135,21 @@ Object.defineProperty(Phaser.Sprite.prototype, "worldCenterY", {
* @name Phaser.Sprite#width
* @property {number} width - The width of the Sprite in pixels.
*/
-Object.defineProperty(Phaser.Sprite.prototype, 'width', {
+// Object.defineProperty(Phaser.Sprite.prototype, 'width', {
- get: function() {
- return this.scale.x * this.currentFrame.width;
- },
+// get: function() {
+// return this.scale.x * this.currentFrame.width;
+// },
- set: function(value) {
+// set: function(value) {
- this.scale.x = value / this.currentFrame.width;
- this._cache.scaleX = value / this.currentFrame.width;
- this._width = value;
+// this.scale.x = value / this.currentFrame.width;
+// this._cache.scaleX = value / this.currentFrame.width;
+// this._width = value;
- }
+// }
-});
+// });
/**
* The height of the sprite in pixels, setting this will actually modify the scale to acheive the value desired.
@@ -1160,21 +1158,21 @@ Object.defineProperty(Phaser.Sprite.prototype, 'width', {
* @name Phaser.Sprite#height
* @property {number} height - The height of the Sprite in pixels.
*/
-Object.defineProperty(Phaser.Sprite.prototype, 'height', {
+// Object.defineProperty(Phaser.Sprite.prototype, 'height', {
- get: function() {
- return this.scale.y * this.currentFrame.height;
- },
+// get: function() {
+// return this.scale.y * this.currentFrame.height;
+// },
- set: function(value) {
+// set: function(value) {
- this.scale.y = value / this.currentFrame.height;
- this._cache.scaleY = value / this.currentFrame.height;
- this._height = value;
+// this.scale.y = value / this.currentFrame.height;
+// this._cache.scaleY = value / this.currentFrame.height;
+// this._height = value;
- }
+// }
-});
+// });
/**
* By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is