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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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@@ -124,8 +124,8 @@ Phaser.Physics.Arcade.Body.prototype = {
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postUpdate: function () {
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this.sprite.x = this.x;
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this.sprite.y = this.y;
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this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
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this.sprite.y = this.y - this.offset.y + (this.sprite.anchor.y * this.height);
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if (this.allowRotation)
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{
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