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1.1.6 release. The final of the 1.1 branch.
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@@ -1127,14 +1127,8 @@ Phaser.Physics.Arcade.prototype = {
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return;
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}
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if (this._mapData.length > 1)
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for (var i = 0; i < this._mapData.length; i++)
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{
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this.separateTiles(sprite.body, this._mapData);
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}
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else
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{
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var i = 0;
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if (this.separateTile(sprite.body, this._mapData[i]))
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{
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// They collided, is there a custom process callback?
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@@ -1162,6 +1156,8 @@ Phaser.Physics.Arcade.prototype = {
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}
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}
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return true;
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},
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/**
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@@ -1248,7 +1244,7 @@ Phaser.Physics.Arcade.prototype = {
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if (a.width <= 0 || a.height <= 0 || b.width <= 0 || b.height <= 0)
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{
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result = false;
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return false;
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}
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result = !(a.right < b.left || a.bottom < b.top || a.left > b.right || a.top > b.bottom);
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@@ -1258,6 +1254,7 @@ Phaser.Physics.Arcade.prototype = {
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a.removeContact(b);
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}
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return result;
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},
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/**
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@@ -1293,32 +1290,6 @@ Phaser.Physics.Arcade.prototype = {
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},
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/**
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* The core separation function to separate a physics body and an array of tiles.
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* @method Phaser.Physics.Arcade#separateTiles
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* @param {Phaser.Physics.Arcade.Body} body - The Body object to separate.
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* @param {array<Phaser.Tile>} tiles - The array of tiles to collide against.
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* @returns {boolean} Returns true if the body was separated, otherwise false.
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*/
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separateTiles: function (body, tiles) {
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var tile;
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var result = false;
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for (var i = 0; i < tiles.length; i++)
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{
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tile = tiles[i];
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if (this.separateTile(body, tile))
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{
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result = true;
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}
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}
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return result;
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},
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/**
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* The core separation function to separate a physics body and a tile.
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* @method Phaser.Physics.Arcade#separateTile
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@@ -1881,7 +1852,7 @@ Phaser.Physics.Arcade.prototype.constructor = Phaser.Physics.Arcade;
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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 12 2014 15:32:11 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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on Mon Feb 24 2014 01:12:21 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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