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* Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y. * Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
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@@ -404,12 +404,6 @@ Phaser.Physics.Arcade.prototype = {
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this._mapData = tilemapLayer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true);
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// console.log('getTiles', this._tx, this._ty);
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if (this.game.input.keyboard.isDown(Phaser.Keyboard.SHIFT))
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{
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console.log('cst', this._mapData, sprite.body.x, sprite.body.y);
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}
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if (this._mapData.length == 0)
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{
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return;
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@@ -547,7 +547,7 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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/**
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* Returns the delta x value.
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* Returns the delta x value. The difference between Body.x now and in the previous step.
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*
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* @method Phaser.Physics.Arcade.Body#deltaX
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* @return {number} The delta value.
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@@ -557,7 +557,7 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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/**
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* Returns the delta y value.
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* Returns the delta y value. The difference between Body.y now and in the previous step.
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*
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* @method Phaser.Physics.Arcade.Body#deltaY
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* @return {number} The delta value.
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