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Lots of Tilemap updates, moved the renderer out, added components and new tests.
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@@ -53,7 +53,13 @@ TODO:
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* See about optimising Advanced Physics a lot more, so it doesn't create lots of Vec2s everywhere.
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* QuadTree.physics.checkHullIntersection
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* Fix the Motion methods for the new physics system
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* Moved findShapeByPoint etc from Space to Manager (or at least add a proxy to them)
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* Move findShapeByPoint etc from Space to Manager (or at least add a proxy to them)
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* Make onInput events created only if input component is started
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* Add button mode linked to sprite frames
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* Add visible toggle if tween property is alpha <> 01
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* Camera.isHidden uses an array and length check, faster to swap for a single counter, also try to remove indexOf check
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* Tilemap.render - move layers length to var
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* Camera control method (touch/keyboard)
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V1.0.0
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@@ -126,7 +132,10 @@ V1.0.0
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* Fixed issue in Tilemap.parseTiledJSON where it would accidentally think image and object layers were map data.
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* Fixed bug in Group.bringToTop if the child didn't have a group property yet.
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* Fixed bug in FrameData.checkFrameName where the first index of the _frameNames array would be skipped.
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* Added isRunning boolean property to Phaser.Tween
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* Moved 'facing' property from Sprite.body to Sprite.texture (may move to Sprite core)
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* Added Sprite.events.onDragStart and onDragStop
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* A tilemap can now be loaded without a tile sheet, should you just want to get the tile data from it and not render.
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V0.9.6
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