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Added Debug.renderSpriteBounds() back and wrapped Body.velocity and force in px2p calls.
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@@ -136,6 +136,7 @@ Updates:
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* Added hostname: '*' to the grunt-connect in Gruntfile.js (fixes #426)
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* Device, Canvas and GamePad classes all updated for better CocoonJS support (thanks Videlais)
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* BitmapData.alphaMask will draw the given image onto a BitmapData using an image as an alpha mask.
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* The new GameObjectCreator (which you access via game.make or State.make) lets you easily create an object but NOT add it to the display list.
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Bug Fixes:
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+4
-4
@@ -49,14 +49,14 @@ Phaser.Physics.Body = function (game, sprite, x, y, mass) {
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this.data.parent = this;
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/**
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* @property {Phaser.PointProxy} velocity - The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down.
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* @property {Phaser.InversePointProxy} velocity - The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down.
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*/
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this.velocity = new Phaser.Physics.PointProxy(this.data.velocity);
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this.velocity = new Phaser.Physics.InversePointProxy(this.game, this.data.velocity);
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/**
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* @property {Phaser.PointProxy} force - The force applied to the body.
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* @property {Phaser.InversePointProxy} force - The force applied to the body.
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*/
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this.force = new Phaser.Physics.PointProxy(this.data.force);
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this.force = new Phaser.Physics.InversePointProxy(this.game, this.data.force);
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/**
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* @property {Phaser.Point} gravity - A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented.
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@@ -10,10 +10,12 @@
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* @class Phaser.Physics.InversePointProxy
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* @classdesc InversePointProxy
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* @constructor
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* @param {Phaser.Game} game - A reference to the Phaser.Game instance.
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* @param {any} destination - The object to bind to.
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*/
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Phaser.Physics.InversePointProxy = function (destination) {
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Phaser.Physics.InversePointProxy = function (game, destination) {
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this.game = game;
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this.destination = destination;
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};
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@@ -34,7 +36,7 @@ Object.defineProperty(Phaser.Physics.InversePointProxy.prototype, "x", {
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set: function (value) {
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this.destination[0] = -value;
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this.destination[0] = this.game.math.px2p(-value);
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}
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@@ -54,7 +56,7 @@ Object.defineProperty(Phaser.Physics.InversePointProxy.prototype, "y", {
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set: function (value) {
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this.destination[1] = -value;
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this.destination[1] = this.game.math.px2p(-value);
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}
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@@ -10,10 +10,12 @@
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* @class Phaser.Physics.PointProxy
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* @classdesc PointProxy
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* @constructor
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* @param {Phaser.Game} game - A reference to the Phaser.Game instance.
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* @param {any} destination - The object to bind to.
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*/
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Phaser.Physics.PointProxy = function (destination) {
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Phaser.Physics.PointProxy = function (game, destination) {
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this.game = game;
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this.destination = destination;
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};
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@@ -34,7 +36,7 @@ Object.defineProperty(Phaser.Physics.PointProxy.prototype, "x", {
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set: function (value) {
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this.destination[0] = value;
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this.destination[0] = this.game.math.px2p(value);
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}
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@@ -54,7 +56,7 @@ Object.defineProperty(Phaser.Physics.PointProxy.prototype, "y", {
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set: function (value) {
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this.destination[1] = value;
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this.destination[1] = this.game.math.px2p(value);
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}
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@@ -350,6 +350,21 @@ Phaser.Utils.Debug.prototype = {
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},
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/**
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* Renders the Sprites bounds. Note: This is really expensive as it has to calculate the bounds every time you call it!
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* @method Phaser.Utils.Debug#renderSpriteBounds
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* @param {Phaser.Sprite} sprite - Description.
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* @param {string} [color] - Color of the debug info to be rendered (format is css color string).
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* @param {boolean} [filled=true] - Render the rectangle as a fillRect (default, true) or a strokeRect (false)
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*/
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renderSpriteBounds: function (sprite, color, filled) {
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var bounds = sprite.getBounds();
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this.renderRectangle(bounds, color, filled);
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},
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/**
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* Render debug infos (including name, bounds info, position and some other properties) about the Sprite.
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* @method Phaser.Utils.Debug#renderSpriteInfo
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