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Implemented my own LinkedList class to make the new Input Handler easier to work with. And also just generally useful to have too.
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@@ -10,9 +10,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
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this.exists = true;
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// An "invisible" sprite isn't rendered at all
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this.visible = true;
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// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
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this.alive = true;
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@@ -58,6 +55,8 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.currentFrame = this.game.cache.getFrame(key);
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}
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this.input = new Phaser.InputHandler(this);
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/**
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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