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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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@@ -675,6 +675,32 @@ Phaser.Physics.Body.prototype = {
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},
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/**
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* Reads the physics data from a physics data file stored in the Game.Cache.
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* It will add the shape data to this Body, as well as set the density (mass), friction and bounce (restitution) values.
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*
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* @method Phaser.Physics.Body#loadPolygon
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* @param {string} key - The key of the Physics Data file as stored in Game.Cache.
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* @param {string} object - The key of the object within the Physics data file that you wish to load the shape data from.
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* @param {object} options - An object containing the build options:
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* @param {boolean} [options.optimalDecomp=false] - Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
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* @param {boolean} [options.skipSimpleCheck=false] - Set to true if you already know that the path is not intersecting itself.
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* @param {boolean|number} [options.removeCollinearPoints=false] - Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
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* @return {boolean} True on success, else false.
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*/
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loadData: function (key, object, options) {
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var data = game.cache.getPhysicsData(key, object);
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if (data && data.shape)
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{
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this.mass = data.density;
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// set friction + bounce here
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this.loadPolygon(key, object);
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}
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},
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/**
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* Convert p2 physics value to pixel scale.
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*
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