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@@ -499,7 +508,7 @@ Phaser.Text.prototype.clearColors = function () {
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* Once set the color remains in use until either another color or the end of the string is encountered.
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* For example if the Text was `Photon Storm` and you did `Text.addColor('#ffff00', 6)` it would color in the word `Storm` in yellow.
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*
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* @method Phaser.Text.prototype.addColor
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* @method Phaser.Text#addColor
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* @param {string} color - A canvas fillstyle that will be used on the text eg `red`, `#00FF00`, `rgba()`.
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* @param {number} position - The index of the character in the string to start applying this color value from.
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*/
@@ -513,7 +522,7 @@ Phaser.Text.prototype.addColor = function (color, position) {
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/**
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* Greedy wrapping algorithm that will wrap words as the line grows longer than its horizontal bounds.
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*
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* @method Phaser.Text.prototype.runWordWrap
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* @method Phaser.Text#runWordWrap
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* @param {string} text - The text to perform word wrap detection against.
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* @private
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*/
@@ -563,6 +572,7 @@ Phaser.Text.prototype.runWordWrap = function (text) {
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* Indicates the rotation of the Text, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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*
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* @name Phaser.Text#angle
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* @property {number} angle - Gets or sets the angle of rotation in degrees.
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