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Finished off RenderTexture. Sprites can now accept a RenderTexture or a key when you create them. RenderTextures are also now stored in the cache under their own key, making re-using them across other Sprites much easier. Also ported over all of the Tilemap classes, but need to get them rendering.
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@@ -1,17 +1,9 @@
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Phaser.RenderTexture = function (game, width, height) {
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// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
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this.exists = true;
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// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
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this.alive = true;
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this.group = null;
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this.name = '';
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Phaser.RenderTexture = function (game, key, width, height) {
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this.game = game;
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this.name = key;
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PIXI.EventTarget.call( this );
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this.width = width || 100;
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