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https://github.com/wassname/phaser.git
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Merge branch 'dev' of https://github.com/photonstorm/phaser into dev
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@@ -581,7 +581,6 @@ Phaser.Game.prototype = {
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else
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{
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this.plugins.preUpdate();
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this.physics.preUpdate();
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this.world.preUpdate();
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this.stage.update();
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@@ -34,6 +34,16 @@ Phaser.Physics.Arcade = function (game) {
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*/
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this.bounds = new Phaser.Rectangle(0, 0, game.world.width, game.world.height);
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/**
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* @property {number} OVERLAP_BIAS - A value added to the delta values during collision checks.
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*/
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this.OVERLAP_BIAS = 4;
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/**
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* @property {Phaser.QuadTree} quadTree - The world QuadTree.
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*/
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this.quadTree = new Phaser.QuadTree(this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
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/**
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* @property {number} maxObjects - Used by the QuadTree to set the maximum number of objects per quad.
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*/
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@@ -44,21 +54,6 @@ Phaser.Physics.Arcade = function (game) {
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*/
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this.maxLevels = 4;
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/**
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* @property {number} OVERLAP_BIAS - A value added to the delta values during collision checks.
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*/
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this.OVERLAP_BIAS = 4;
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/**
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* @property {Phaser.QuadTree} quadTree - The world QuadTree.
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*/
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this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels);
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/**
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* @property {number} quadTreeID - The QuadTree ID.
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*/
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this.quadTreeID = 0;
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// Avoid gc spikes by caching these values for re-use
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/**
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@@ -157,6 +152,17 @@ Phaser.Physics.Arcade = function (game) {
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*/
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this._dy = 0;
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/**
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* @property {number} _gravityX - Internal cache var.
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* @private
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*/
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this._gravityX = 0;
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/**
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* @property {number} _gravityY - Internal cache var.
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* @private
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*/
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this._gravityY = 0;
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};
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Phaser.Physics.Arcade.prototype = {
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@@ -173,13 +179,13 @@ Phaser.Physics.Arcade.prototype = {
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if (body.allowGravity)
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{
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this._gravityX = (this.gravity.x + body.gravity.x);
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this._gravityY = (this.gravity.y + body.gravity.y);
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this._gravityX = this.gravity.x + body.gravity.x;
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this._gravityY = this.gravity.y + body.gravity.y;
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}
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else
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{
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this._gravityX = 0;
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this._gravityY = 0;
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this._gravityX = body.gravity.x;
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this._gravityY = body.gravity.y;
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}
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// Rotation
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@@ -223,24 +229,6 @@ Phaser.Physics.Arcade.prototype = {
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},
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/**
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* Called automatically by the core game loop.
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*
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* @method Phaser.Physics.Arcade#preUpdate
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* @protected
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*/
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preUpdate: function () {
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},
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/**
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* Called automatically by the core game loop.
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*
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* @method Phaser.Physics.Arcade#postUpdate
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* @protected
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*/
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postUpdate: function () {
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},
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/**
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* Checks for overlaps between two game objects. The objects can be Sprites, Groups or Emitters.
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* You can perform Sprite vs. Sprite, Sprite vs. Group and Group vs. Group overlap checks.
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