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Added Spring class. Fixed reason why World wasn't pre and post updating (Stage didn't have an exists property).
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Creates a spring, connecting two bodies.
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*
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* @class Phaser.Physics.Spring
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* @classdesc Physics Spring Constructor
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* @constructor
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* @param {Phaser.Game} game - A reference to the current game.
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* @param {p2.Body} bodyA - First connected body.
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* @param {p2.Body} bodyB - Second connected body.
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* @param {number} [restLength=1] - Rest length of the spring. A number > 0.
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* @param {number} [stiffness=100] - Stiffness of the spring. A number >= 0.
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* @param {number} [damping=1] - Damping of the spring. A number >= 0.
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* @param {Array} [worldA] - Where to hook the spring to body A, in world coordinates, i.e. [32, 32].
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* @param {Array} [worldB] - Where to hook the spring to body B, in world coordinates, i.e. [32, 32].
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* @param {Array} [localA] - Where to hook the spring to body A, in local body coordinates.
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* @param {Array} [localB] - Where to hook the spring to body B, in local body coordinates.
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*/
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Phaser.Physics.Spring = function (game, bodyA, bodyB, restLength, stiffness, damping, worldA, worldB, localA, localB) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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if (typeof restLength === 'undefined') { restLength = 1; }
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if (typeof stiffness === 'undefined') { stiffness = 100; }
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if (typeof damping === 'undefined') { damping = 1; }
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var options = {
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restLength: restLength,
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stiffness: stiffness,
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damping: damping
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};
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if (typeof worldA !== 'undefined')
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{
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options.worldAnchorA = [ game.math.px2p(worldA[0]), game.math.px2p(worldA[1]) ];
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}
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if (typeof worldB !== 'undefined')
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{
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options.worldAnchorB = [ game.math.px2p(worldB[0]), game.math.px2p(worldB[1]) ];
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}
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if (typeof localA !== 'undefined')
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{
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options.localAnchorA = [ game.math.px2p(localA[0]), game.math.px2p(localA[1]) ];
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}
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if (typeof localB !== 'undefined')
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{
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options.localAnchorB = [ game.math.px2p(localB[0]), game.math.px2p(localB[1]) ];
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}
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p2.Spring.call(this, bodyA, bodyB, options);
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}
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Phaser.Physics.Spring.prototype = Object.create(p2.Spring.prototype);
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Phaser.Physics.Spring.prototype.constructor = Phaser.Physics.Spring;
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