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Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
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+173
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@@ -58,6 +58,10 @@
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<a href="Phaser.BitmapData.html">BitmapData</a>
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</li>
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<li>
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<a href="Phaser.BitmapFont.html">BitmapFont</a>
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</li>
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<li>
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<a href="Phaser.BitmapText.html">BitmapText</a>
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</li>
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@@ -90,10 +94,6 @@
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<a href="Phaser.Device.html">Device</a>
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</li>
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<li>
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<a href="Phaser.DOMSprite.html">DOMSprite</a>
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</li>
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<li>
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<a href="Phaser.Easing.html">Easing</a>
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</li>
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@@ -142,6 +142,10 @@
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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</li>
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<li>
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<a href="Phaser.Ellipse.html">Ellipse</a>
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</li>
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<li>
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<a href="Phaser.Events.html">Events</a>
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</li>
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@@ -250,10 +254,6 @@
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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</li>
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<li>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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</li>
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<li>
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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@@ -314,6 +314,10 @@
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<a href="Phaser.Sprite.html">Sprite</a>
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</li>
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<li>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li>
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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@@ -412,6 +416,10 @@
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<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
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</li>
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<li>
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<a href="global.html#getBounds">getBounds</a>
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</li>
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<li>
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<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
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</li>
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@@ -467,23 +475,124 @@
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*/
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Phaser.Graphics = function (game, x, y) {
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x = x || 0;
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y = y || 0;
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {boolean} exists - If exists = false then the Text isn't updated by the core game loop.
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* @default
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*/
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this.exists = true;
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/**
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* @property {string} name - The user defined name given to this object.
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* @default
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*/
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this.name = '';
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/**
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.type = Phaser.GRAPHICS;
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/**
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* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
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*/
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this.world = new Phaser.Point(x, y);
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/**
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* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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*/
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this.cameraOffset = new Phaser.Point();
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PIXI.Graphics.call(this);
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/**
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* @property {number} type - The Phaser Object Type.
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*/
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this.type = Phaser.GRAPHICS;
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this.position.set(x, y);
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this.position.x = x;
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this.position.y = y;
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/**
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* A small internal cache:
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* 0 = previous position.x
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* 1 = previous position.y
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* 2 = previous rotation
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* 3 = renderID
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* 4 = fresh? (0 = no, 1 = yes)
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* 5 = outOfBoundsFired (0 = no, 1 = yes)
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* 6 = exists (0 = no, 1 = yes)
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* 7 = fixed to camera (0 = no, 1 = yes)
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* @property {Int16Array} _cache
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* @private
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*/
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this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
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};
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Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
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Phaser.Graphics.prototype.constructor = Phaser.Graphics;
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/**
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* Automatically called by World.preUpdate.
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* @method Phaser.Graphics.prototype.preUpdate
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*/
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Phaser.Graphics.prototype.preUpdate = function () {
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this._cache[0] = this.world.x;
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this._cache[1] = this.world.y;
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this._cache[2] = this.rotation;
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if (!this.exists || !this.parent.exists)
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{
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this.renderOrderID = -1;
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return false;
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}
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if (this.autoCull)
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{
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// Won't get rendered but will still get its transform updated
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this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
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}
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this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
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if (this.visible)
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{
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this._cache[3] = this.game.world.currentRenderOrderID++;
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}
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return true;
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}
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/**
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* Override and use this function in your own custom objects to handle any update requirements you may have.
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*
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* @method Phaser.Graphics#update
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* @memberof Phaser.Graphics
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*/
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Phaser.Graphics.prototype.update = function() {
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}
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/**
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* Automatically called by World.postUpdate.
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* @method Phaser.Graphics.prototype.postUpdate
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*/
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Phaser.Graphics.prototype.postUpdate = function () {
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// Fixed to Camera?
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if (this._cache[7] === 1)
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{
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this.position.x = this.game.camera.view.x + this.cameraOffset.x;
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this.position.y = this.game.camera.view.y + this.cameraOffset.y;
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}
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}
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/**
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* Destroy this Graphics instance.
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*
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@@ -498,6 +607,9 @@ Phaser.Graphics.prototype.destroy = function() {
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this.parent.remove(this);
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}
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this.exists = false;
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this.visible = false;
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this.game = null;
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}
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@@ -521,13 +633,54 @@ Phaser.Graphics.prototype.drawPolygon = function (poly) {
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}
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/**
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* Indicates the rotation of the Button in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Indicates the rotation of the Graphics, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the rotation property instead. Working in radians is also a little faster as it doesn't have to convert the angle.
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*
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* @name Phaser.Button#angle
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* @property {number} angle - The angle of this Button in degrees.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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* @name Phaser.Graphics#angle
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* @property {number} angle - Gets or sets the angle of rotation in degrees.
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*/
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Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
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get: function() {
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return Phaser.Math.radToDeg(this.rotation);
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},
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set: function(value) {
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this.rotation = Phaser.Math.degToRad(value);
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}
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});
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/**
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* An Graphics that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Graphics.cameraOffset.
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* Note that the cameraOffset values are in addition to any parent in the display list.
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* So if this Graphics was in a Group that has x: 200, then this will be added to the cameraOffset.x
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*
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* @name Phaser.Graphics#fixedToCamera
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* @property {boolean} fixedToCamera - Set to true to fix this Graphics to the Camera at its current world coordinates.
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*/
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Object.defineProperty(Phaser.Graphics.prototype, "fixedToCamera", {
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get: function () {
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return !!this._cache[7];
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},
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set: function (value) {
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if (value)
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{
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this._cache[7] = 1;
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this.cameraOffset.set(this.x, this.y);
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}
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else
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{
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this._cache[7] = 0;
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}
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}
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});
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</pre>
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</article>
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</section>
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@@ -549,7 +702,7 @@ Phaser.Graphics.prototype.drawPolygon = function (poly) {
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</div>
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