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Button now extends Phaser.Image not Phaser.Sprite, all the same functionality as before remains, just no animations or physics body.
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@@ -78,17 +78,17 @@ function changeSky (button) {
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function render () {
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game.debug.renderSpriteCorners(button1, false, true);
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game.debug.renderSpriteCorners(button2, false, true);
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game.debug.renderSpriteCorners(button3, false, true);
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game.debug.renderSpriteCorners(button4, false, true);
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game.debug.renderSpriteCorners(button5, false, true);
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game.debug.renderSpriteCorners(button6, false, true);
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// game.debug.renderSpriteCorners(button1, false, true);
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// game.debug.renderSpriteCorners(button2, false, true);
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// game.debug.renderSpriteCorners(button3, false, true);
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// game.debug.renderSpriteCorners(button4, false, true);
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// game.debug.renderSpriteCorners(button5, false, true);
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// game.debug.renderSpriteCorners(button6, false, true);
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// game.debug.renderWorldTransformInfo(button1, 32, 132);
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// game.debug.renderText('sx: ' + button3.scale.x + ' sy: ' + button3.scale.y + ' w: ' + button3.width + ' cw: ' + button3._cache.width, 32, 20);
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game.debug.renderText('ox: ' + game.stage.offset.x + ' oy: ' + game.stage.offset.y, 32, 20);
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game.debug.renderPoint(button3.input._tempPoint);
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game.debug.renderPoint(button6.input._tempPoint);
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// game.debug.renderText('ox: ' + game.stage.offset.x + ' oy: ' + game.stage.offset.y, 32, 20);
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// game.debug.renderPoint(button3.input._tempPoint);
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// game.debug.renderPoint(button6.input._tempPoint);
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}
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