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More docs coming on.
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@@ -26,13 +26,13 @@ Phaser.BitmapText = function (game, x, y, text, style) {
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style = style || '';
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/**
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* @property {bool} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
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*/
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this.exists = true;
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/**
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* @property {bool} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @default
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*/
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this.alive = true;
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@@ -112,7 +112,7 @@ Phaser.BitmapText = function (game, x, y, text, style) {
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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/**
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* @property {bool} renderable - Description.
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* @property {boolean} renderable - Description.
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* @private
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*/
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this.renderable = true;
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