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More physics tweaks.
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+7
-6
@@ -456,15 +456,16 @@ Phaser.Utils.Debug.prototype = {
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this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height);
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this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'friction: ' + sprite.body.friction);
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this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y);
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this.splitline('world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
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this.splitline('blocked left: ' + sprite.body.blocked.left, 'right: ' + sprite.body.blocked.right, 'up: ' + sprite.body.blocked.up, 'down: ' + sprite.body.blocked.down);
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this.splitline('touching left: ' + sprite.body.touching.left, 'right: ' + sprite.body.touching.right, 'up: ' + sprite.body.touching.up, 'down: ' + sprite.body.touching.down);
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this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y, 'world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
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this.splitline('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2));
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this.splitline('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2));
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this.splitline('velocity x: ' + sprite.body.velocity.x.toFixed(2), 'y: ' + sprite.body.velocity.y.toFixed(2), 'deltaX: ' + sprite.body.deltaX().toFixed(2), 'deltaY: ' + sprite.body.deltaY().toFixed(2));
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this.splitline('motion x: ' + sprite.body.motionVelocity.x.toFixed(2), 'y: ' + sprite.body.motionVelocity.y.toFixed(2));
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this.splitline('bounce x: ' + sprite.body.bounce.x.toFixed(2), 'y: ' + sprite.body.bounce.y.toFixed(2));
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this.splitline('sleeping: ' + sprite.body.sleeping, 'sleepTimer: ' + sprite.body._sleepTimer.toFixed(2));
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this.splitline('sleepMin x: ' + sprite.body.sleepMin.x, 'y: ' + sprite.body.sleepMin.y);
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this.splitline('sleepMax x: ' + sprite.body.sleepMax.x, 'y: ' + sprite.body.sleepMax.y);
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// this.splitline('sleeping: ' + sprite.body.sleeping, 'sleepTimer: ' + sprite.body._sleepTimer.toFixed(2));
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// this.splitline('sleepMin x: ' + sprite.body.sleepMin.x, 'y: ' + sprite.body.sleepMin.y);
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// this.splitline('sleepMax x: ' + sprite.body.sleepMax.x, 'y: ' + sprite.body.sleepMax.y);
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this.stop();
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},
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