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* Checks for overlaps between two objects using the world QuadTree. Can be GameObject vs. GameObject, GameObject vs. Group or Group vs. Group.
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* Note: Does not take the objects scrollFactor into account. All overlaps are check in world space.
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* @param object1 The first GameObject or Group to check. If null the world.group is used.
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* @param object2 The second GameObject or Group to check.
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* @param notifyCallback A callback function that is called if the objects overlap. The two objects will be passed to this function in the same order in which you passed them to Collision.overlap.
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* @param processCallback A callback function that lets you perform additional checks against the two objects if they overlap. If this is set then notifyCallback will only be called if processCallback returns true.
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* @param context The context in which the callbacks will be called
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* @returns {boolean} true if the objects overlap, otherwise false.
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@@ -106,11 +106,12 @@ V0.9.6
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* Added the GameObjectFactory to Game. You now make Sprites like this: game.add.sprite(). Much better separation of game object creation methods now. But you'll have to update ALL code, sorry!
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* Added GameObjectFactory methods to add existing objects to the game world, such as existingSprite(), existingTween(), etc.
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* Added the GameObjectFactory to Phaser.State
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* Added new format parameter to Loader.addTextureAtlas defining the format. Currently supported: JSON Array and Starling/Sparrow XML.
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* TODO: Check that tween pausing works with the new performance.now
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* TODO: Game.Time should monitor pause duration
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* TODO: Investigate bug re: tilemap collision and animation frames
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* TODO: Update tests that use arrow keys and include touch/mouse support
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* TODO: Update tests that use arrow keys and include touch/mouse support (FlxControlHandler style)
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* TODO: GameObject.clipRect
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* TODO: Polygon geom primitive
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* TODO: Move GameObject transforms to a single matrix
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