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Updated Sprite to use the new smaller, leaner code. Farewell insane cache objects and multiple point processing!
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@@ -499,14 +499,6 @@ Phaser.InputHandler.prototype = {
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// Need to pass it a temp point, in case we need it again for the pixel check
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if (this.game.input.hitTest(this.sprite, pointer, this._tempPoint))
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{
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return true;
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}
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/*
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this.sprite.getLocalUnmodifiedPosition(this._tempPoint, pointer.x, pointer.y);
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if (this._tempPoint.x >= 0 && this._tempPoint.x <= this.sprite.currentFrame.width && this._tempPoint.y >= 0 && this._tempPoint.y <= this.sprite.currentFrame.height)
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{
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if (this.pixelPerfect)
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{
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@@ -517,7 +509,6 @@ Phaser.InputHandler.prototype = {
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return true;
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}
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}
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*/
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return false;
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