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More docs and quick patch to stop the body.allowRotation messing things up.
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+6
-6
@@ -93,7 +93,7 @@ Phaser.Camera.prototype = {
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/**
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* Tells this camera which sprite to follow.
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* @method follow
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* @memberOf Phaser.Camera
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* @memberof Phaser.Camera
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* @param {Phaser.Sprite} target - The object you want the camera to track. Set to null to not follow anything.
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* @param {number} [style] Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
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*/
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@@ -134,7 +134,7 @@ Phaser.Camera.prototype = {
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/**
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* Move the camera focus to a location instantly.
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* @method focusOnXY
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* @memberOf Phaser.Camera
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* @memberof Phaser.Camera
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* @param {number} x - X position.
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* @param {number} y - Y position.
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*/
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@@ -148,7 +148,7 @@ Phaser.Camera.prototype = {
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/**
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* Update focusing and scrolling.
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* @method update
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* @memberOf Phaser.Camera
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* @memberof Phaser.Camera
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*/
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update: function () {
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@@ -199,7 +199,7 @@ Phaser.Camera.prototype = {
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/**
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* Method called to ensure the camera doesn't venture outside of the game world.
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* @method checkWorldBounds
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* @memberOf Phaser.Camera
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* @memberof Phaser.Camera
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*/
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checkWorldBounds: function () {
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@@ -240,7 +240,7 @@ Phaser.Camera.prototype = {
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* without having to use game.camera.x and game.camera.y.
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*
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* @method setPosition
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* @memberOf Phaser.Camera
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* @memberof Phaser.Camera
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* @param {number} x - X position.
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* @param {number} y - Y position.
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*/
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@@ -256,7 +256,7 @@ Phaser.Camera.prototype = {
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* Sets the size of the view rectangle given the width and height in parameters.
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*
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* @method setSize
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* @memberOf Phaser.Camera
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* @memberof Phaser.Camera
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* @param {number} width - The desired width.
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* @param {number} height - The desired height.
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*/
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