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More collision test cases and fixing a few issues as I go :)
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@@ -167,6 +167,9 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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// Set-up the physics body
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this.body = new Phaser.Physics.Arcade.Body(this);
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this.velocity = this.body.velocity;
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this.acceleration = this.body.acceleration;
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// World bounds check
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this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
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this.inWorldThreshold = 0;
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