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https://github.com/wassname/phaser.git
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fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children. Also fixed the issue with World.preUpdate/postUpdate not being called and various small documentation issues.
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@@ -95,6 +95,81 @@ Phaser.World.prototype.setBounds = function (x, y, width, height) {
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}
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/**
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* This is called automatically after the plugins preUpdate and before the State.update.
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* Most objects have preUpdate methods and it's where initial movement and positioning is done.
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*
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* @method Phaser.World#preUpdate
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*/
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Phaser.World.prototype.preUpdate = function () {
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this.currentRenderOrderID = 0;
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var i = this.children.length;
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while (i--)
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{
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this.children[i].preUpdate();
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}
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}
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/**
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* This is called automatically after the State.update, but before particles or plugins update.
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*
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* @method Phaser.World#update
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*/
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Phaser.World.prototype.update = function () {
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var i = this.children.length;
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while (i--)
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{
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this.children[i].update();
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}
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}
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/**
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* This is called automatically before the renderer runs and after the plugins have updated.
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* In postUpdate this is where all the final physics calculatations and object positioning happens.
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* The objects are processed in the order of the display list.
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* The only exception to this is if the camera is following an object, in which case that is updated first.
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*
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* @method Phaser.World#postUpdate
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*/
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Phaser.World.prototype.postUpdate = function () {
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if (this.game.world.camera.target)
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{
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this.game.world.camera.target.postUpdate();
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this.game.world.camera.update();
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var i = this.children.length;
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while (i--)
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{
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if (this.children[i] !== this.game.world.camera.target)
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{
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this.children[i].postUpdate();
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}
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}
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}
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else
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{
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this.game.world.camera.update();
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var i = this.children.length;
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while (i--)
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{
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this.children[i].postUpdate();
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}
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}
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}
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/**
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* Destroyer of worlds.
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* @method Phaser.World#destroy
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