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https://github.com/wassname/phaser.git
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Updated docs - they now actually list the new body methods :)
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+69
-4
@@ -166,6 +166,10 @@
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<a href="Phaser.Game.html">Game</a>
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</li>
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<li>
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<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
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</li>
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<li>
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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</li>
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@@ -254,6 +258,38 @@
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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</li>
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<li>
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<a href="Phaser.Physics.Body.html">Body</a>
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</li>
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<li>
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<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
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</li>
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<li>
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<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li>
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<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li>
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<a href="Phaser.Physics.Material.html">Material</a>
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</li>
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<li>
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<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
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</li>
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<li>
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<a href="Phaser.Physics.Spring.html">Spring</a>
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</li>
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<li>
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<a href="Phaser.Physics.World.html">World</a>
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</li>
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<li>
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<a href="Phaser.Plugin.html">Plugin</a>
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</li>
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@@ -487,7 +523,7 @@ Phaser.Math = {
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/**
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* a is fuzzyLessThan b if it is less than b + ε.
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* @method Phaser.Math#fuzzyEqual
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* @method Phaser.Math#fuzzyLessThan
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* @param {number} a
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* @param {number} b
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* @param {number} epsilon
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@@ -1265,7 +1301,6 @@ Phaser.Math = {
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* @param {number} angle - The angle value to check. Must be between -180 and +180.
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* @param {number} min - The minimum angle that is allowed (must be -180 or greater).
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* @param {number} max - The maximum angle that is allowed (must be 180 or less).
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*
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* @return {number} The new angle value, returns the same as the input angle if it was within bounds
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*/
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angleLimit: function (angle, min, max) {
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@@ -1754,7 +1789,9 @@ Phaser.Math = {
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* @return {number} The scaled value.
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*/
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p2px: function (v) {
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return v *= -20;
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return v *= 20;
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},
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/**
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@@ -1765,7 +1802,35 @@ Phaser.Math = {
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* @return {number} The scaled value.
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*/
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px2p: function (v) {
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return v * 0.05;
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},
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/**
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* Convert p2 physics value (meters) to pixel scale and inverses it.
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*
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* @method Phaser.Math#p2pxi
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* @param {number} v - The value to convert.
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* @return {number} The scaled value.
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*/
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p2pxi: function (v) {
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return v *= -20;
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},
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/**
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* Convert pixel value to p2 physics scale (meters) and inverses it.
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*
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* @method Phaser.Math#px2pi
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* @param {number} v - The value to convert.
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* @return {number} The scaled value.
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*/
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px2pi: function (v) {
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return v * -0.05;
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},
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/**
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@@ -1826,7 +1891,7 @@ Phaser.Math = {
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Wed Feb 19 2014 05:26:20 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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on Fri Feb 21 2014 15:36:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</div>
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