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Mouse callback tests.
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@@ -402,7 +402,7 @@ Phaser.Image.prototype.bringToTop = function(child) {
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/**
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* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also faster on mobile devices where Object.defineProperty is expensive to call.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.
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*
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* @name Phaser.Image#angle
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* @property {number} angle - The angle of this Image in degrees.
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@@ -509,10 +509,8 @@ Object.defineProperty(Phaser.Image.prototype, "inCamera", {
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});
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/**
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* .
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*
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* @name Phaser.Image#frame
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* @property {boolean} frame - .
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* @property {number} frame - Gets or sets the current frame index and updates the Texture for display.
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*/
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Object.defineProperty(Phaser.Image.prototype, "frame", {
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@@ -540,10 +538,8 @@ Object.defineProperty(Phaser.Image.prototype, "frame", {
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});
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/**
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* .
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*
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* @name Phaser.Image#frameName
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* @property {boolean} frameName - .
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* @property {string} frameName - Gets or sets the current frame by name and updates the Texture for display.
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*/
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Object.defineProperty(Phaser.Image.prototype, "frameName", {
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