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Fixed for renderSpriteInfo.
1 parent 3ead8ae commit 5c4dd26

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Lines changed: 2 additions & 20 deletions

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README.md

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@@ -153,6 +153,7 @@ Bug Fixes:
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* Fixed bug in Math.angleBetween where it was using the coordinates in the wrong order.
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* Previously using a Pixel Perfect check didn't work if the Sprite was rotated or had a non-zero anchor point, now works under all conditions + atlas frames.
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* If pixelPerfect Input Sprites overlapped each other the pixel check wasn't taken into consieration in the Pointer move method.
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* Updated Input.Mouse to use event.button not event.which, so the const reference from input.mouse.button is correct (thanks grimor)
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TO DO:

src/utils/Debug.js

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@@ -388,26 +388,7 @@ Phaser.Utils.Debug.prototype = {
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this.line('x: ' + sprite.x.toFixed(1) + ' y: ' + sprite.y.toFixed(1));
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this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
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this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
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this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
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// 0 = scaleX
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// 1 = skewY
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// 2 = translateX
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// 3 = skewX
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// 4 = scaleY
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// 5 = translateY
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this.line('id: ' + sprite._id);
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this.line('scale x: ' + sprite.worldTransform[0]);
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this.line('scale y: ' + sprite.worldTransform[4]);
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this.line('tx: ' + sprite.worldTransform[2]);
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this.line('ty: ' + sprite.worldTransform[5]);
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this.line('skew x: ' + sprite.worldTransform[3]);
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this.line('skew y: ' + sprite.worldTransform[1]);
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this.line('sdx: ' + sprite.deltaX);
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this.line('sdy: ' + sprite.deltaY);
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// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
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this.stop();
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},

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