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When Phaser loads images they are now added to the PIXI.BaseTextureCache. Also when it loads atlas data (regardless of the 3 formats) they are converted into PIXI TextureCache entries using UUIDs to avoid name clashes and to support index based atlases.
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@@ -258,6 +258,7 @@ Phaser.Game.prototype = {
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this.device = new Phaser.Device();
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this.math = Phaser.Math;
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this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
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this.setUpRenderer();
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@@ -270,7 +271,6 @@ Phaser.Game.prototype = {
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this.tweens = new Phaser.TweenManager(this);
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// this.input = new Phaser.InputManager(this);
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// this.sound = new Phaser.SoundManager(this);
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this.rnd = new Phaser.RandomDataGenerator([(Date.now() * Math.random()).toString()]);
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// this.physics = new Phaser.Physics.PhysicsManager(this);
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this.plugins = new Phaser.PluginManager(this, this);
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this.net = new Phaser.Net(this);
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