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Fixed some issues in Tilemap collision, updated the Emitter so x/y controls the point of emission (to stop collision getting out of whack) and fixed the postUpdate in body.
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@@ -17,12 +17,12 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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/**
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* The X position of the top left corner of the emitter in world space.
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*/
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this.x = x;
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this.x = 0;
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/**
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* The Y position of the top left corner of emitter in world space.
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*/
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this.y = y;
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this.y = 0;
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/**
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* The width of the emitter. Particles can be randomly generated from anywhere within this box.
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@@ -141,8 +141,8 @@ Phaser.Particles.Arcade.Emitter = function (game, x, y, maxParticles) {
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* Emitter.x and Emitter.y control the containers location, which updates all current particles
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* Emitter.emitX and Emitter.emitY control the emission location relative to the x/y position.
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*/
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this.emitX = 0;
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this.emitY = 0;
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this.emitX = x;
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this.emitY = y;
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};
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@@ -241,6 +241,7 @@ Phaser.Particles.Arcade.Emitter.prototype.makeParticles = function (keys, frames
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if (collide > 0)
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{
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particle.body.allowCollision.any = true;
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particle.body.allowCollision.none = false;
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}
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else
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{
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@@ -495,6 +496,30 @@ Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "visible", {
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});
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Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "x", {
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get: function () {
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return this.emitX;
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},
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set: function (value) {
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this.emitX = value;
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}
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});
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Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "y", {
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get: function () {
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return this.emitY;
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},
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set: function (value) {
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this.emitY = value;
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}
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});
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Object.defineProperty(Phaser.Particles.Arcade.Emitter.prototype, "left", {
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get: function () {
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