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https://github.com/wassname/phaser.git
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Fixed a fantastic FrameData bug. Also added support to the Emitter to handle multiple image keys and/or frames.
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@@ -10,7 +10,15 @@
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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*/
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Phaser.Cache = function (game) {
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this.game = game;
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this._canvases = {};
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this._images = {};
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this._sounds = {};
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this._text = {};
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this.addDefaultImage();
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};
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Phaser.Cache.prototype = {
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@@ -106,6 +114,25 @@ Phaser.Cache.prototype = {
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},
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/**
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* Adds a default image to be used when a key is wrong / missing.
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* Is mapped to the key __default
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*/
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addDefaultImage: function () {
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this._images['__default'] = { url: null, data: null, spriteSheet: false };
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this._images['__default'].frame = new Phaser.Animation.Frame(0, 0, 32, 32, '', '');
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var base = new PIXI.BaseTexture();
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base.width = 32;
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base.height = 32;
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base.hasLoaded = true; // avoids a hanging event listener
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PIXI.BaseTextureCache['__default'] = base;
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PIXI.TextureCache['__default'] = new PIXI.Texture(base);
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},
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/**
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* Add a new image.
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* @param key {string} Asset key for the image.
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@@ -219,6 +246,22 @@ Phaser.Cache.prototype = {
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return null;
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},
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/**
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* Checks if an image key exists.
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* @param key Asset key of the image you want.
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* @return {boolean} True if the key exists, otherwise false.
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*/
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checkImageKey: function (key) {
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if (this._images[key])
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{
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return true;
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}
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return false;
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},
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/**
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* Get image data by key.
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* @param key Asset key of the image you want.
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