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No need to reference via game
1 parent ef1ddb2 commit d670edd

6 files changed

Lines changed: 10 additions & 10 deletions

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src/cameras/2d/Camera.js

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -354,7 +354,7 @@ var Camera = new Class({
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{
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if (renderToGame === undefined) { renderToGame = true; }
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357-
var renderer = this.scene.sys.game.renderer;
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var renderer = this.scene.sys.renderer;
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if (renderer.gl)
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{
@@ -396,7 +396,7 @@ var Camera = new Class({
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{
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if (typeof pipeline === 'string')
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{
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var renderer = this.scene.sys.game.renderer;
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var renderer = this.scene.sys.renderer;
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if (renderer.gl && renderer.pipelines.has(pipeline))
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{
@@ -430,7 +430,7 @@ var Camera = new Class({
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return;
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}
432432

433-
var renderer = this.scene.sys.game.renderer;
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var renderer = this.scene.sys.renderer;
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if (!renderer)
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{

src/display/mask/BitmapMask.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -51,7 +51,7 @@ var BitmapMask = new Class({
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function BitmapMask (scene, renderable)
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{
54-
var renderer = scene.sys.game.renderer;
54+
var renderer = scene.sys.renderer;
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/**
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* A reference to either the Canvas or WebGL Renderer that this Mask is using.

src/gameobjects/lights/LightsManager.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -114,7 +114,7 @@ var LightsManager = new Class({
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{
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if (this.maxLights === -1)
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{
117-
this.maxLights = this.scene.sys.game.renderer.config.maxLights;
117+
this.maxLights = this.scene.sys.renderer.config.maxLights;
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}
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this.active = true;

src/gameobjects/rendertexture/RenderTexture.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -99,7 +99,7 @@ var RenderTexture = new Class({
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* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
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* @since 3.2.0
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*/
102-
this.renderer = scene.sys.game.renderer;
102+
this.renderer = scene.sys.renderer;
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/**
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* A reference to the Texture Manager.

src/gameobjects/text/Text.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -120,7 +120,7 @@ var Text = new Class({
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* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
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* @since 3.12.0
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*/
123-
this.renderer = scene.sys.game.renderer;
123+
this.renderer = scene.sys.renderer;
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this.setPosition(x, y);
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this.setOrigin(0, 0);

src/gameobjects/tilesprite/TileSprite.js

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -26,10 +26,10 @@ var _FLAG = 8; // 1000
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*
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* You shouldn't ever create a TileSprite any larger than your actual canvas size. If you want to create a large repeating background
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* that scrolls across the whole map of your game, then you create a TileSprite that fits the canvas size and then use the `tilePosition`
29-
* property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will
29+
* property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will
3030
* consume huge amounts of memory and cause performance issues. Remember: use `tilePosition` to scroll your texture and `tileScale` to
3131
* adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs.
32-
*
32+
*
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* An important note about Tile Sprites and NPOT textures: Internally, TileSprite textures use GL_REPEAT to provide
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* seamless repeating of the textures. This, combined with the way in which the textures are handled in WebGL, means
3535
* they need to be POT (power-of-two) sizes in order to wrap. If you provide a NPOT (non power-of-two) texture to a
@@ -95,7 +95,7 @@ var TileSprite = new Class({
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9696
function TileSprite (scene, x, y, width, height, textureKey, frameKey)
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{
98-
var renderer = scene.sys.game.renderer;
98+
var renderer = scene.sys.renderer;
9999

100100
GameObject.call(this, scene, 'TileSprite');
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