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Fixed some documentation typos.
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README.md

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@@ -80,6 +80,7 @@ New features:
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* Loader.progressFloat contains the actual non-rounded progress value, where-as Loader.progress contains a rounded value. Use progressFloat if you've > 100 files to load.
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* Groups can now be added to other Groups as children via group.add() and group.addAt()
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* Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive.
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* Added a new Project Template "Full Screen Mobile" which you can find in the resources folder. Contains html / css / layout needed for a deployed Phaser game.
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New Examples:
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* Device.quirksMode is a boolean that informs you if the page is in strict (false) or quirks (true) mode.
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* Canvas.getOffset now runs a strict/quirks check and uses document.documentElement when calculating scrollTop and scrollLeft to avoid Chrome console warnings.
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* The Time class now has its own Phaser.Timer which you can access through game.time.events. See the new Timer examples to show how to use them.
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* Added StateManager.getCurrentState to return the currently running State object (thanks Niondir)
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Bug Fixes:

src/Intro.js

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2020
*
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* Follow Phaser development progress at http://www.photonstorm.com
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*
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* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
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* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from which both Phaser
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* and my love of game development originate.
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*
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* "If you want your children to be intelligent, read them fairy tales."

src/IntroDocs.js

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2020
*
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* Follow Phaser development progress at http://www.photonstorm.com
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*
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* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from both which Phaser
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* Many thanks to Adam Saltsman (@ADAMATOMIC) for releasing Flixel, from which both Phaser
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* and my love of game development originate.
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*
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* "If you want your children to be intelligent, read them fairy tales."

src/gameobjects/Sprite.js

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@@ -373,6 +373,11 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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this.updateCache();
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this.updateBounds();
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/**
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* @property {PIXI.Point} pivot - The pivot point of the displayObject that it rotates around.
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*/
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};
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// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)

src/input/Keyboard.js

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@@ -100,7 +100,7 @@ Phaser.Keyboard.prototype = {
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* The Key object can then be polled, have events attached to it, etc.
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*
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* @method Phaser.Keyboard#addKey
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* @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
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* @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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* @return {Phaser.Key} The Key object which you can store locally and reference directly.
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*/
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addKey: function (keycode) {
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* Removes a Key object from the Keyboard manager.
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*
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* @method Phaser.Keyboard#removeKey
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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*/
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removeKey: function (keycode) {
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/**
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* Returns the "just pressed" state of the key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
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* @method Phaser.Keyboard#justPressed
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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* @param {number} [duration=250] - The duration below which the key is considered as being just pressed.
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* @return {boolean} True if the key is just pressed otherwise false.
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*/
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/**
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* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
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* @method Phaser.Keyboard#justReleased
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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* @param {number} [duration=250] - The duration below which the key is considered as being just released.
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* @return {boolean} True if the key is just released otherwise false.
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*/
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/**
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* Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
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* @method Phaser.Keyboard#isDown
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACE_BAR
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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* @return {boolean} True if the key is currently down.
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*/
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isDown: function (keycode) {

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