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https://github.com/wassname/phaser.git
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Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting.
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+1042
-1387
File diff suppressed because it is too large
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+16
-71
@@ -54,38 +54,28 @@ Phaser.World.prototype.boot = function () {
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this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
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this.camera.displayObject = this._container;
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this.camera.displayObject = this;
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this.game.camera = this.camera;
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this.game.stage._stage.addChild(this);
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}
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/**
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* This is called automatically after the plugins preUpdate and before the State.update.
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* Most objects have preUpdate methods and it's where initial movement, drawing and calculations are done.
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*
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* @method Phaser.World#update
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* @method Phaser.World#preUpdate
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*/
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Phaser.World.prototype.preUpdate = function () {
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if (this.game.stage._stage.first._iNext)
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for (var i = 0, len = this.children.length; i < len; i++)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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if (this.children[i]['preUpdate'])
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{
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// If preUpdate exists, and it returns false, skip PIXI child objects
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if (currentNode['preUpdate'] && !currentNode.preUpdate())
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{
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currentNode = currentNode.last._iNext;
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}
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else
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{
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currentNode = currentNode._iNext;
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}
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this.children[i].preUpdate();
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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}
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@@ -98,26 +88,12 @@ Phaser.World.prototype.preUpdate = function () {
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*/
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Phaser.World.prototype.update = function () {
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this.currentRenderOrderID = 0;
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if (this.game.stage._stage.first._iNext)
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for (var i = 0, len = this.children.length; i < len; i++)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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if (this.children[i]['update'])
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{
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// If update exists, and it returns false, skip PIXI child objects
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if (currentNode['update'] && !currentNode.update())
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{
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currentNode = currentNode.last._iNext;
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}
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else
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{
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currentNode = currentNode._iNext;
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}
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this.children[i].update();
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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}
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@@ -138,40 +114,24 @@ Phaser.World.prototype.postUpdate = function () {
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this.camera.update();
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if (this.game.stage._stage.first._iNext)
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for (var i = 0, len = this.children.length; i < len; i++)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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if (this.children[i]['postUpdate'])
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{
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if (currentNode['postUpdate'] && currentNode !== this.camera.target)
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{
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currentNode.postUpdate();
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}
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currentNode = currentNode._iNext;
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this.children[i].postUpdate();
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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}
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else
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{
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this.camera.update();
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if (this.game.stage._stage.first._iNext)
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for (var i = 0, len = this.children.length; i < len; i++)
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{
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var currentNode = this.game.stage._stage.first._iNext;
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do
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if (this.children[i]['postUpdate'])
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{
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if (currentNode['postUpdate'])
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{
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currentNode.postUpdate();
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}
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currentNode = currentNode._iNext;
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this.children[i].postUpdate();
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}
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while (currentNode != this.game.stage._stage.last._iNext)
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}
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}
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@@ -327,18 +287,3 @@ Object.defineProperty(Phaser.World.prototype, "randomY", {
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});
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/**
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* @name Phaser.World#visible
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* @property {boolean} visible - Gets or sets the visible state of the World.
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*/
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Object.defineProperty(Phaser.World.prototype, "visible", {
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get: function () {
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return this._container.visible;
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},
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set: function (value) {
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this._container.visible = value;
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}
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});
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