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Fixed small typo.
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@@ -88,7 +88,7 @@ Version 1.0.7 (in progress in the dev branch)
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* Fixed a bug in the Sprite transform cache check that caused the skew/scale cache to get constantly invalidated - now only updates as needed, significant performance increase!
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* Brand new Sprite.update loop handler. Combined with the transform cache fix and further optimisations this is now much quicker to execute.
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* Made Sprite.body optional and added in checks, so you can safely null the Sprite body object if using your own physics system and not impact rendering.
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* Fixed typo in StageScaleMode so it's not pageAlignVeritcally any longer, but pageAlignVertically.
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* TODO: addMarker hh:mm:ss:ms
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@@ -50,12 +50,12 @@ Phaser.StageScaleMode = function (game, width, height) {
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this.pageAlignHorizontally = false;
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/**
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* @property {boolean} pageAlignVeritcally - If you wish to align your game in the middle of the page then you can set this value to true.
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* @property {boolean} pageAlignVertically - If you wish to align your game in the middle of the page then you can set this value to true.
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<ul><li>It will place a re-calculated margin-left pixel value onto the canvas element which is updated on orientation/resizing.
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<li>It doesn't care about any other DOM element that may be on the page, it literally just sets the margin.</li></ul>
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* @default
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*/
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this.pageAlignVeritcally = false;
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this.pageAlignVertically = false;
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/**
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* @property {number} minWidth - Minimum width the canvas should be scaled to (in pixels).
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@@ -444,7 +444,7 @@ Phaser.StageScaleMode.prototype = {
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}
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}
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if (this.pageAlignVeritcally)
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if (this.pageAlignVertically)
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{
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if (this.height < window.innerHeight && this.incorrectOrientation == false)
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{
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