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Preparing to extend the Loader to handle script loading.
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README.md

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@@ -81,6 +81,7 @@ Version 1.1.3 - in build
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* Fixed: Math.normalizeAngle and Math.wrapAngle (thanks theJare)
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* Fixed: Device.isTouch modified to test maxTouchPointers instead of MSPointer.
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* Fixed: InputHandler.checkPointerOver now checks the visible status of the Sprite Group before processing.
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* Fixed: The Sprite hulls (used for tile collision) were not being updated in sprite->sprite separations (thanks jcs)
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* Updated: ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs)
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* Updated: RequestAnimationFrame now retains the callbackID which is passed to cancelRequestAnimationFrame.
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* Updated: Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist (thanks cocoademon)
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* Updated: Loader.audio can now accept either an array of URL strings or a single URL string (thanks crazysam + kevinthompson)
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* Updated: MSPointer updated to support IE11 by dropping the prefix from the event listeners.
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* Updated: Device.cocoonJS added to detect if the game is running under Cocoon or a native browser.
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You can view the complete Change Log for all previous versions at https://github.com/photonstorm/phaser/changelog.md
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examples/_site/examples.json

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"title": "render texture trail"
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}
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],
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"filters": [
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{
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"file": "fire.js",
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"title": "fire"
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}
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],
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"games": [
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{
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"file": "breakout.js",

examples/_site/view_full.html

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<script src="../src/pixi/extras/TilingSprite.js"></script>
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<script src="../src/pixi/filters/AbstractFilter.js"></script>
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<script src="../src/pixi/filters/BlurFilter.js"></script>
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<script src="../src/pixi/filters/BlurXFilter.js"></script>
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<script src="../src/pixi/filters/BlurYFilter.js"></script>
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<script src="../src/pixi/filters/ColorMatrixFilter.js"></script>
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<script src="../src/pixi/filters/CrossHatchFilter.js"></script>
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<script src="../src/pixi/filters/DisplacementFilter.js"></script>
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<script src="../src/pixi/filters/DotScreenFilter.js"></script>
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<script src="../src/pixi/filters/FilterBlock.js"></script>
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<script src="../src/pixi/filters/GrayFilter.js"></script>
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<script src="../src/pixi/filters/InvertFilter.js"></script>
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<script src="../src/pixi/filters/PixelateFilter.js"></script>
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<script src="../src/pixi/filters/RGBSplitFilter.js"></script>
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<script src="../src/pixi/filters/SepiaFilter.js"></script>
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<script src="../src/pixi/filters/SmartBlurFilter.js"></script>
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<script src="../src/pixi/filters/TwistFilter.js"></script>
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<script src="../src/pixi/primitives/Graphics.js"></script>
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examples/_site/view_lite.html

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<script src="../src/pixi/extras/TilingSprite.js"></script>
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<script src="../src/pixi/filters/AbstractFilter.js"></script>
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<script src="../src/pixi/filters/BlurFilter.js"></script>
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<script src="../src/pixi/filters/BlurXFilter.js"></script>
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<script src="../src/pixi/filters/BlurYFilter.js"></script>
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<script src="../src/pixi/filters/ColorMatrixFilter.js"></script>
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<script src="../src/pixi/filters/CrossHatchFilter.js"></script>
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<script src="../src/pixi/filters/DisplacementFilter.js"></script>
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<script src="../src/pixi/filters/DotScreenFilter.js"></script>
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<script src="../src/pixi/filters/FilterBlock.js"></script>
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<script src="../src/pixi/filters/GrayFilter.js"></script>
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<script src="../src/pixi/filters/InvertFilter.js"></script>
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<script src="../src/pixi/filters/PixelateFilter.js"></script>
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<script src="../src/pixi/filters/RGBSplitFilter.js"></script>
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<script src="../src/pixi/filters/SepiaFilter.js"></script>
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<script src="../src/pixi/filters/SmartBlurFilter.js"></script>
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<script src="../src/pixi/filters/TwistFilter.js"></script>
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<script src="../src/pixi/primitives/Graphics.js"></script>
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examples/filters/fire.js

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var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create, update: update });
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var background;
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var filter;
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function preload() {
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game.load.image('phaser', 'assets/sprites/phaser2.png');
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}
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function create() {
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var logo = game.add.sprite(game.world.centerX, game.world.centerY, 'phaser');
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logo.anchor.setTo(0.5, 0.5);
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background = game.add.sprite(0, 0);
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background.width = 800;
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background.height = 600;
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filter = game.add.filter('Fire', 800, 600);
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filter.alpha = 0.0;
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background.filters = [filter];
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}
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function update() {
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filter.update();
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}

filters/Tunnel.js

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@@ -8,7 +8,7 @@ Phaser.Filter.Tunnel = function (game) {
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this.uniforms.alpha = { type: '1f', value: 1 }
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this.uniforms.origin = { type: '1f', value: 2.0 }
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this.uniforms.iChannel0 = { type: 'sampler2D', value: null, repeat: true }
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this.uniforms.iChannel0 = { type: 'sampler2D', value: null, textureData: { repeat: true } }
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this.fragmentSrc = [
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