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https://github.com/wassname/phaser.git
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Sprite optimisations.
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+10
-22
@@ -198,9 +198,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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// Input specific transform cache
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i01: -1, i10: -1, idi: -1,
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// World transform cache
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w01: -1, w10: -1,
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// Bounds check
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left: null, right: null, top: null, bottom: null,
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@@ -338,15 +335,11 @@ Phaser.Sprite.prototype.preUpdate = function() {
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this.prevX = this.x;
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this.prevY = this.y;
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if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12 || this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01 || this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
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{
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this.updateCache();
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}
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this.updateCache();
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// Re-run the camera visibility check
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if (this._cache.dirty || this._cache.first)
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if (this._cache.dirty)
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{
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this._cache.first = false;
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this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
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if (this.autoCull == true)
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@@ -356,7 +349,10 @@ Phaser.Sprite.prototype.preUpdate = function() {
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}
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// Update our physics bounds
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this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
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if (this.body)
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{
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this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
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}
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}
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if (this.body)
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@@ -372,21 +368,16 @@ Phaser.Sprite.prototype.updateCache = function() {
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// |b d ty|
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// |0 0 1|
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// Only update the values we need
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// if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.w01 || this.worldTransform[3] != this._cache.w10 || this.worldTransform[4] != this._cache.a11)
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if (this.worldTransform[1] != this._cache.w01 || this.worldTransform[3] != this._cache.w10)
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if (this.worldTransform[1] != this._cache.i01 || this.worldTransform[3] != this._cache.i10)
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{
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// Non-modified
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this._cache.w01 = this.worldTransform[1]; // skewY c
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this._cache.w10 = this.worldTransform[3]; // skewX b
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this._cache.a00 = this.worldTransform[0]; // scaleX a
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this._cache.a01 = this.worldTransform[1]; // skewY c
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this._cache.i01 = this.worldTransform[1]; // skewY c
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this._cache.a10 = this.worldTransform[3]; // skewX b
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this._cache.i10 = this.worldTransform[3]; // skewX b
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this._cache.a11 = this.worldTransform[4]; // scaleY d
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this._cache.i01 = this.worldTransform[1]; // skewY c (remains non-modified for input checks)
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this._cache.i10 = this.worldTransform[3]; // skewX b (remains non-modified for input checks)
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this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
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this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
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@@ -394,8 +385,6 @@ Phaser.Sprite.prototype.updateCache = function() {
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this._cache.a10 *= -1;
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this._cache.dirty = true;
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console.log('cache1');
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}
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if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
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@@ -403,7 +392,6 @@ Phaser.Sprite.prototype.updateCache = function() {
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this._cache.a02 = this.worldTransform[2]; // translateX tx
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this._cache.a12 = this.worldTransform[5]; // translateY ty
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this._cache.dirty = true;
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console.log('cache2');
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}
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// Frame updated?
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