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Fixed World.scale and Group.scale.
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+5
-2
@@ -77,10 +77,13 @@ Phaser.Group = function (game, parent, name, useStage) {
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*/
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this.exists = true;
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// Replaces the PIXI.Point with a slightly more flexible one.
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this._container.scale = new Phaser.Point(1, 1);
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/**
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* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
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* @property {Phaser.Point} scale - The scane of the Group container.
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*/
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this.scale = new Phaser.Point(1, 1);
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this.scale = this._container.scale;
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/**
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* The cursor is a simple way to iterate through the objects in a Group using the Group.next and Group.previous functions.
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+1
-5
@@ -12,6 +12,7 @@
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* the world at world-based coordinates. By default a world is created the same size as your Stage.
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*
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* @class Phaser.World
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* @extends Phaser.Group
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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@@ -19,11 +20,6 @@ Phaser.World = function (game) {
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Phaser.Group.call(this, game, null, '__world', false);
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/**
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* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
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*/
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this.scale = new Phaser.Point(1, 1);
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/**
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* The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.
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* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
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