mirror of
https://github.com/wassname/phaser.git
synced 2026-09-09 11:28:47 +08:00
Re-done the pointer handler so it respects the top-most rendered sprite in priority to anything below it, for both mouse over and click events.
This commit is contained in:
+152
-20
@@ -1394,6 +1394,37 @@ var Phaser;
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this.game.stage.context.restore();
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}
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};
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Group.prototype.directRender = /**
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* Calls render on all members of this Group regardless of their visible status and also ignores the camera blacklist.
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* Use this when the Group objects render to hidden canvases for example.
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*/
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function (camera) {
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if(this.globalCompositeOperation) {
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this.game.stage.context.save();
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this.game.stage.context.globalCompositeOperation = this.globalCompositeOperation;
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}
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if(this.alpha > 0) {
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this._prevAlpha = this.game.stage.context.globalAlpha;
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this.game.stage.context.globalAlpha = this.alpha;
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}
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this._i = 0;
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while(this._i < this.length) {
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this._member = this.members[this._i++];
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if(this._member != null && this._member.exists) {
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if(this._member.type == Phaser.Types.GROUP) {
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this._member.directRender(camera);
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} else {
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this.game.renderer.renderGameObject(this._member);
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}
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}
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}
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if(this.alpha > 0) {
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this.game.stage.context.globalAlpha = this._prevAlpha;
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}
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if(this.globalCompositeOperation) {
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this.game.stage.context.restore();
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}
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};
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Object.defineProperty(Group.prototype, "maxSize", {
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get: /**
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* The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.
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@@ -2630,7 +2661,7 @@ var Phaser;
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function (key) {
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var data = JSON.parse(this._xhr.response);
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var file = this._fileList[key];
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this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames'], file.format);
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this._game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
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this.nextFile(key, true);
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};
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Loader.prototype.dataLoadError = /**
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@@ -4121,7 +4152,7 @@ var Phaser;
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// Let's create some frames then
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var data = new Phaser.FrameData();
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// By this stage frames is a fully parsed array
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var frames = json;
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var frames = json['frames'];
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var newFrame;
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for(var i = 0; i < frames.length; i++) {
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newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename));
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@@ -4326,6 +4357,7 @@ var Phaser;
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* Either cw or ccw, rotation is always 90 degrees.
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*/
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this.rotationDirection = 'cw';
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console.log('Creating Frame', name, 'x', x, 'y', y, 'width', width, 'height', height);
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this.x = x;
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this.y = y;
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this.width = width;
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@@ -4345,10 +4377,10 @@ var Phaser;
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* @param trimmed {boolean} Whether this frame trimmed or not.
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* @param actualWidth {number} Actual width of this frame.
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* @param actualHeight {number} Actual height of this frame.
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* @param destX {number} Destiny x position.
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* @param destY {number} Destiny y position.
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* @param destWidth {number} Destiny draw width.
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* @param destHeight {number} Destiny draw height.
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* @param destX {number} Destination x position.
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* @param destY {number} Destination y position.
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* @param destWidth {number} Destination draw width.
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* @param destHeight {number} Destination draw height.
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*/
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function (trimmed, actualWidth, actualHeight, destX, destY, destWidth, destHeight) {
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this.trimmed = trimmed;
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@@ -4416,7 +4448,7 @@ var Phaser;
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* @return {Frame} The frame you want.
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*/
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function (name) {
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if(this._frameNames[name] >= 0) {
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if(this._frameNames[name] !== '') {
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return this._frames[this._frameNames[name]];
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}
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return null;
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@@ -4427,7 +4459,7 @@ var Phaser;
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* @return {boolean} True if frame with given name found, otherwise return false.
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*/
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function (name) {
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if(this._frameNames[name] >= 0) {
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if(this._frameNames[name]) {
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return true;
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}
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return false;
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@@ -4460,7 +4492,7 @@ var Phaser;
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return output;
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};
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FrameData.prototype.getFrameIndexesByName = /**
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* Get all names of frames by giving their indexes.
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* Get the frame indexes by giving the frame names.
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* @param [output] {number[]} result will be added into this array.
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* @return {number[]} Names of specific frames in an array.
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*/
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@@ -4675,6 +4707,8 @@ var Phaser;
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this.currentFrame = this._frameData.getFrameByName(value);
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this._parent.frameBounds.width = this.currentFrame.width;
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this._parent.frameBounds.height = this.currentFrame.height;
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//this._parent.frameBounds.width = this.currentFrame.sourceSizeW;
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//this._parent.frameBounds.height = this.currentFrame.sourceSizeH;
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this._frameIndex = this.currentFrame.index;
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}
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},
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@@ -6066,6 +6100,7 @@ var Phaser;
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* @default null
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*/
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this.boundsSprite = null;
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this.consumePointerEvent = false;
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this.game = parent.game;
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this._sprite = parent;
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this.enabled = false;
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@@ -6202,6 +6237,26 @@ var Phaser;
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}
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return this._sprite;
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};
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Input.prototype.reset = function () {
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this.enabled = false;
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for(var i = 0; i < 10; i++) {
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this._pointerData[i] = {
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id: i,
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x: 0,
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y: 0,
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isDown: false,
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isUp: false,
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isOver: false,
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isOut: false,
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timeOver: 0,
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timeOut: 0,
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timeDown: 0,
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timeUp: 0,
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downDuration: 0,
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isDragged: false
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};
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}
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};
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Input.prototype.stop = function () {
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// Turning off
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if(this.enabled == false) {
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@@ -6216,7 +6271,7 @@ var Phaser;
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* Update
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*/
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function (pointer) {
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if(this.enabled == false) {
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if(this.enabled == false || this._sprite.visible == false) {
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return false;
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}
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if(this.draggable && this._draggedPointerID == pointer.id) {
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@@ -6251,6 +6306,7 @@ var Phaser;
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};
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Input.prototype._touchedHandler = function (pointer) {
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if(this._pointerData[pointer.id].isDown == false && this._pointerData[pointer.id].isOver == true) {
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console.log('touchDown on', this._sprite.texture.cacheKey, this._sprite.frameBounds.width, this._sprite.frameBounds.height);
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this._pointerData[pointer.id].isDown = true;
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this._pointerData[pointer.id].isUp = false;
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this._pointerData[pointer.id].timeDown = this.game.time.now;
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@@ -6260,6 +6316,8 @@ var Phaser;
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this.startDrag(pointer);
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}
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}
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// Consume the event?
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return this.consumePointerEvent;
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};
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Input.prototype._releasedHandler = function (pointer) {
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// If was previously touched by this Pointer, check if still is
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@@ -7197,8 +7255,8 @@ var Phaser;
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function () {
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this.frameBounds.x = this.x;
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this.frameBounds.y = this.y;
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this.screen.x = this.x - (this.game.camera.worldView.x * this.scrollFactor.x);
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this.screen.y = this.y - (this.game.camera.worldView.y * this.scrollFactor.y);
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this.screen.x = this.x - (this.game.world.cameras.default.worldView.x * this.scrollFactor.x);
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this.screen.y = this.y - (this.game.world.cameras.default.worldView.y * this.scrollFactor.y);
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if(this.modified == false && (!this.scale.equals(1) || !this.skew.equals(0) || this.angle != 0 || this.angleOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
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this.modified = true;
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}
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@@ -7254,7 +7312,8 @@ var Phaser;
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* Clean up memory.
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*/
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function () {
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};
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//this.input.destroy();
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};
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Sprite.prototype.kill = /**
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* Handy for "killing" game objects.
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* Default behavior is to flag them as nonexistent AND dead.
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@@ -13787,6 +13846,8 @@ var Phaser;
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* @private
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*/
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this._nextDrop = 0;
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// Monitor events outside of a state reset loop
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this._stateReset = false;
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/**
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* A Vector object containing the initial position when the Pointer was engaged with the screen.
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* @property positionDown
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@@ -13973,6 +14034,7 @@ var Phaser;
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this.game.input.y = this.y * this.game.input.scaleY;
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this.game.input.onDown.dispatch(this);
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}
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this._stateReset = false;
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this.totalTouches++;
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if(this.isMouse == false) {
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this.game.input.currentPointers++;
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@@ -14008,11 +14070,13 @@ var Phaser;
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}
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}
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}
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if(this.isDown) {
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if(this.isDown && this._stateReset == false) {
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// Now update all objects with the highest priority ID (can be more than 1)
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for(var i = 0; i < this.game.input.totalTrackedObjects; i++) {
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if(this.game.input.inputObjects[i].input.priorityID == _highestPriority) {
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this.game.input.inputObjects[i].input._touchedHandler(this);
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if(this.game.input.inputObjects[i].input._touchedHandler(this) == false) {
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return;
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}
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}
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}
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}
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@@ -14062,6 +14126,10 @@ var Phaser;
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* @param {Any} event
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*/
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function (event) {
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if(this._stateReset) {
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event.preventDefault();
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return;
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}
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this.timeUp = this.game.time.now;
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if(this.game.input.multiInputOverride == Phaser.Input.MOUSE_OVERRIDES_TOUCH || this.game.input.multiInputOverride == Phaser.Input.MOUSE_TOUCH_COMBINE || (this.game.input.multiInputOverride == Phaser.Input.TOUCH_OVERRIDES_MOUSE && this.game.input.currentPointers == 0)) {
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this.game.input.onUp.dispatch(this);
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@@ -14129,13 +14197,16 @@ var Phaser;
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* @method reset
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*/
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function () {
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this.active = false;
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if(this.isMouse == false) {
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this.active = false;
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}
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this.identifier = null;
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this.isDown = false;
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this.isUp = true;
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this.totalTouches = 0;
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this._holdSent = false;
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this._history.length = 0;
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this._stateReset = true;
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};
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Pointer.prototype.renderDebug = /**
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* Renders the Pointer.circle object onto the stage in green if down or red if up.
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@@ -14981,7 +15052,6 @@ var Phaser;
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this.inputObjects = [];
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this.totalTrackedObjects = 0;
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this._game = game;
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this._stack = [];
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this.mousePointer = new Phaser.Pointer(this._game, 0);
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this.pointer1 = new Phaser.Pointer(this._game, 1);
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this.pointer2 = new Phaser.Pointer(this._game, 2);
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@@ -15120,9 +15190,6 @@ var Phaser;
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this.pointer10.update();
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}
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};
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Input.prototype.addToStack = function (item) {
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this._stack.push(item);
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};
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Input.prototype.reset = /**
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* Reset all of the Pointers and Input states
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* @method reset
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@@ -15131,6 +15198,7 @@ var Phaser;
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function (hard) {
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if (typeof hard === "undefined") { hard = false; }
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this.keyboard.reset();
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this.mousePointer.reset();
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this.pointer1.reset();
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this.pointer2.reset();
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this.pointer3.reset();
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@@ -15152,7 +15220,17 @@ var Phaser;
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this.pointer10.reset();
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}
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this.currentPointers = 0;
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for(var i = 0; i < this.totalTrackedObjects; i++) {
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this.inputObjects[i].input.reset();
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}
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this._game.stage.canvas.style.cursor = "default";
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this.inputObjects.length = 0;
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this.totalTrackedObjects = 0;
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if(hard == true) {
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this.onDown.dispose();
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this.onUp.dispose();
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this.onTap.dispose();
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this.onHold.dispose();
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this.onDown = new Phaser.Signal();
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this.onUp = new Phaser.Signal();
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this.onTap = new Phaser.Signal();
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@@ -15433,6 +15511,14 @@ var Phaser;
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HeadlessRenderer.prototype.renderScrollZone = function (camera, scrollZone) {
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return true;
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};
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HeadlessRenderer.prototype.renderCircle = function (camera, circle, context, outline, fill, lineColor, fillColor, lineWidth) {
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if (typeof outline === "undefined") { outline = true; }
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if (typeof fill === "undefined") { fill = true; }
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if (typeof lineColor === "undefined") { lineColor = 'rgb(0,255,0)'; }
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if (typeof fillColor === "undefined") { fillColor = 'rgba(0,100,0.0.3)'; }
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if (typeof lineWidth === "undefined") { lineWidth = 1; }
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return true;
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};
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return HeadlessRenderer;
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})();
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Phaser.HeadlessRenderer = HeadlessRenderer;
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@@ -15498,6 +15584,52 @@ var Phaser;
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this._dh = sprite.frameBounds.height * sprite.scale.y;
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return (camera.scaledX + camera.worldView.width > this._dx) && (camera.scaledX < this._dx + this._dw) && (camera.scaledY + camera.worldView.height > this._dy) && (camera.scaledY < this._dy + this._dh);
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};
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CanvasRenderer.prototype.renderCircle = function (camera, circle, context, outline, fill, lineColor, fillColor, lineWidth) {
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if (typeof outline === "undefined") { outline = false; }
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if (typeof fill === "undefined") { fill = true; }
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if (typeof lineColor === "undefined") { lineColor = 'rgb(0,255,0)'; }
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if (typeof fillColor === "undefined") { fillColor = 'rgba(0,100,0.0.3)'; }
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if (typeof lineWidth === "undefined") { lineWidth = 1; }
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this._count++;
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// Reset our temp vars
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this._sx = 0;
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this._sy = 0;
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this._sw = circle.diameter;
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this._sh = circle.diameter;
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this._fx = 1;
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this._fy = 1;
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this._sin = 0;
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this._cos = 1;
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this._dx = camera.scaledX + circle.x - camera.worldView.x;
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this._dy = camera.scaledY + circle.y - camera.worldView.y;
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this._dw = circle.diameter;
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this._dh = circle.diameter;
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this._sx = Math.round(this._sx);
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this._sy = Math.round(this._sy);
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this._sw = Math.round(this._sw);
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this._sh = Math.round(this._sh);
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this._dx = Math.round(this._dx);
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this._dy = Math.round(this._dy);
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this._dw = Math.round(this._dw);
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this._dh = Math.round(this._dh);
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this._game.stage.saveCanvasValues();
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context.save();
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context.lineWidth = lineWidth;
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context.strokeStyle = lineColor;
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context.fillStyle = fillColor;
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context.beginPath();
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context.arc(this._dx, this._dy, circle.radius, 0, Math.PI * 2);
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context.closePath();
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if(outline) {
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//context.stroke();
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}
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if(fill) {
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context.fill();
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}
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context.restore();
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this._game.stage.restoreCanvasValues();
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return true;
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};
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CanvasRenderer.prototype.renderSprite = /**
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* Render this sprite to specific camera. Called by game loop after update().
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* @param camera {Camera} Camera this sprite will be rendered to.
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Reference in New Issue
Block a user