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Sprite.loadTexture added.
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@@ -105,8 +105,10 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.embedded = false;
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this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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// this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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// this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preRotation = this.sprite.angle;
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this.x = this.preX;
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@@ -221,12 +223,16 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.angularVelocity = 0;
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this.angularAcceleration = 0;
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this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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// this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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// this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preRotation = this.sprite.angle;
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this.x = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.y = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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// this.x = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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// this.y = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.rotation = this.sprite.angle;
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},
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