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Input updates
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@@ -367,6 +367,8 @@ Phaser.InputHandler.prototype = {
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if (this.sprite.texture.baseTexture.source)
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{
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this.game.input.hitContext.clearRect(0, 0, 1, 1);
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// This will fail if the image is part of a texture atlas - need to modify the x/y values here
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this.game.input.hitContext.drawImage(this.sprite.texture.baseTexture.source, x, y, 1, 1, 0, 0, 1, 1);
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var rgb = this.game.input.hitContext.getImageData(0, 0, 1, 1);
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@@ -665,7 +667,7 @@ Phaser.InputHandler.prototype = {
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this.pixelPerfect = pixelPerfect;
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this.pixelPerfectAlpha = alphaThreshold;
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if (boundsRect)
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{
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this.boundsRect = boundsRect;
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@@ -370,8 +370,8 @@ Phaser.Pointer.prototype = {
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do
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{
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// If the object has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
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if (currentNode.priorityID > this._highestInputPriorityID || (currentNode.priorityID == this._highestInputPriorityID && currentNode.sprite.renderOrderID > this._highestRenderOrderID))
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// If the object is using pixelPerfect checks, or has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
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if (currentNode.pixelPerfect || currentNode.priorityID > this._highestInputPriorityID || (currentNode.priorityID == this._highestInputPriorityID && currentNode.sprite.renderOrderID > this._highestRenderOrderID))
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{
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if (currentNode.checkPointerOver(this))
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{
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