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Graphics updated and restored. Working through fixing up Physics.
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+12
-37
@@ -42,9 +42,9 @@ Phaser.Graphics.prototype.destroy = function() {
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this.clear();
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if (this.group)
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if (this.parent)
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{
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this.group.remove(this);
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this.parent.remove(this);
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}
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this.game = null;
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@@ -53,6 +53,8 @@ Phaser.Graphics.prototype.destroy = function() {
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/*
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* Draws a {Phaser.Polygon} or a {PIXI.Polygon} filled
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*
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* @method Phaser.Sprite.prototype.drawPolygon
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*/
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Phaser.Graphics.prototype.drawPolygon = function (poly) {
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@@ -67,38 +69,11 @@ Phaser.Graphics.prototype.drawPolygon = function (poly) {
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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.wrapAngle(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(Phaser.Math.wrapAngle(value));
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}
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});
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Object.defineProperty(Phaser.Graphics.prototype, 'x', {
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get: function() {
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return this.position.x;
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},
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set: function(value) {
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this.position.x = value;
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}
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});
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Object.defineProperty(Phaser.Graphics.prototype, 'y', {
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get: function() {
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return this.position.y;
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},
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set: function(value) {
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this.position.y = value;
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}
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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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* 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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*/
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