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Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets.
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@@ -100,7 +100,7 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.bounce = new Phaser.Point();
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/**
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* @property {Phaser.Point} minVelocity - When a body rebounds off another or a wall the minVelocity is checked. If the new velocity is lower than minVelocity the body is stopped.
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* @property {Phaser.Point} minVelocity - When a body rebounds off another body or a wall the minVelocity is checked. If the new velocity is lower than minVelocity the body is stopped.
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* @default
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*/
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this.minVelocity = new Phaser.Point(5, 5);
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@@ -521,14 +521,14 @@ if (this.sprite.debug)
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if (this.blocked.left || this.blocked.right && (Math.floor(this.x) !== this.blocked.x || Math.floor(this.y) !== this.blocked.y))
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{
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console.log('resetBlocked unlocked left + right');
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// console.log('resetBlocked unlocked left + right');
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this.blocked.left = false;
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this.blocked.right = false;
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}
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if (this.blocked.up || this.blocked.down && (this.x !== this.blocked.x || this.y !== this.blocked.y))
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{
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console.log('resetBlocked unlocked up + down');
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// console.log('resetBlocked unlocked up + down');
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this.blocked.up = false;
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this.blocked.down = false;
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}
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