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Fixed TypeScript defs on lines 1741-1748 (thanks wombatbuddy)
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@@ -75,6 +75,7 @@ Bug Fixes:
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* Explicitly paused Timer continues if you un-focus and focus the browser window (thanks georgiee)
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* Added TimerEvent.pendingDelete and checks in Timer.update, so that removing an event in a callback no longer throws an exception (thanks georgiee)
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* Fixed TypeScript defs on lines 1741-1748 (thanks wombatbuddy)
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You can view the Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md
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Vendored
+8
-8
@@ -1738,14 +1738,14 @@ declare module Phaser {
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updateMotion(body: Phaser.Physics.Arcade.Body): Phaser.Point;
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overlap(object1: any, object2: any, overlapCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
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collide(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
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collideHandler(object1: any, object2: any, collideCallback?: Function, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean;
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collideSpriteVsSprite(sprite1: Phaser.Sprite, sprite2: Phaser.Sprite, collideCallback?: Function, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean;
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collideSpriteVsGroup(sprite1: Phaser.Sprite, group: Phaser.Group, collideCallback?: Function, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean;
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collideGroupVsSelf(group: Phaser.Group, collideCallback?: Function, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean;
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collideGroupVsGroup(group: Phaser.Group, group2: Phaser.Group, collideCallback?: Function, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean;
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collideSpriteVsTilemapLayer(sprite: Phaser.Sprite, tilemapLayer: Phaser.TilemapLayer, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
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collideGroupVsTilemapLayer(group: Phaser.Group, tilemapLayer: Phaser.TilemapLayer, collideCallback?: Function, processCallback?: Function, callbackContext?: any): boolean;
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separate(body: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body, processCallback?: Function, callbackContext?: any, overlapOnly: boolean): boolean;
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collideHandler(object1: any, object2: any, collideCallback: Function, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean;
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collideSpriteVsSprite(sprite1: Phaser.Sprite, sprite2: Phaser.Sprite, collideCallback: Function, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean;
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collideSpriteVsGroup(sprite1: Phaser.Sprite, group: Phaser.Group, collideCallback: Function, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean;
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collideGroupVsSelf(group: Phaser.Group, collideCallback: Function, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean;
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collideGroupVsGroup(group: Phaser.Group, group2: Phaser.Group, collideCallback: Function, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean;
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collideSpriteVsTilemapLayer(sprite: Phaser.Sprite, tilemapLayer: Phaser.TilemapLayer, collideCallback: Function, processCallback: Function, callbackContext: any): boolean;
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collideGroupVsTilemapLayer(group: Phaser.Group, tilemapLayer: Phaser.TilemapLayer, collideCallback: Function, processCallback: Function, callbackContext: any): boolean;
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separate(body: Phaser.Physics.Arcade.Body, body2: Phaser.Physics.Arcade.Body, processCallback: Function, callbackContext: any, overlapOnly: boolean): boolean;
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intersects(a: Phaser.Physics.Arcade.Body, b: Phaser.Physics.Arcade.Body): boolean;
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tileIntersects(body: Phaser.Physics.Arcade.Body, tile: Phaser.Tile): boolean;
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separateTiles(body: Phaser.Physics.Arcade.Body, tile: <Phaser.Tile>Array): boolean;
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