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World.destroy incorrectly clashed with the Group.destroy method it over-rode, renamed to World.shutdown and updated StateManager accordingly.
World.shutdown now removes all children iteratively, calling destroy on each one, ultimately performing a soft reset of the World.
Objects with a scale.x or y of 0 are no longer considered valid for input (fixphaserjs#602)
InputHandler will set the browser pointer back to default if destroyed while over (fixphaserjs#602)
Group.destroy has a new parameter: `soft`. A soft destruction won't remove the Group from its parent or null game references. Default is `false`.
InputHandler.validForInput is a new method that checks if the handler and its owner should be considered for Pointer input handling or not.
Group.replace will now return the old child, the one that was replaced in the Group.
@@ -579,9 +580,13 @@ Phaser.Group.prototype.replace = function (oldChild, newChild) {
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}
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}
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-
this.removeChild(oldChild);
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vartemp=oldChild;
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this.remove(temp);
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this.addAt(newChild,index);
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returntemp;
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}
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}
@@ -1420,12 +1425,14 @@ Phaser.Group.prototype.removeBetween = function (startIndex, endIndex) {
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*
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* @method Phaser.Group#destroy
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* @param {boolean} [destroyChildren=true] - Should every child of this Group have its destroy method called?
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* @param {boolean} [soft=false] - A 'soft destroy' (set to true) doesn't remove this Group from its parent or null the game reference. Set to false and it does.
Copy file name to clipboardExpand all lines: src/input/Pointer.js
+1-1Lines changed: 1 addition & 1 deletion
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@@ -367,7 +367,7 @@ Phaser.Pointer.prototype = {
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do
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{
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// If the object is using pixelPerfect checks, or has a higher InputManager.PriorityID OR if the priority ID is the same as the current highest AND it has a higher renderOrderID, then set it to the top
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