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@@ -78,6 +78,7 @@ Updates:
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* Most of the GameObjectFactory functions now have a group parameter, so you can do: game.add.sprite(x, y, frame, frameName, group) rather than defaulting to the World group.
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* Group.countLiving and countDead used to return -1 if the Group was empty, but now return 0.
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* Text can now be fixedToCamera, updated world/fixed to camera example to show this.
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* ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks.
* @property {boolean} disableVisibilityChange - By default if the browser tab loses focus the game will pause. You can stop that behaviour by setting this property to true.
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* @default
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*/
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this.disableVisibilityChange=false;
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/**
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* @property {number} _nextOffsetCheck - The time to run the next offset check.
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
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* @name Phaser.TileSprite#angle
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* @property {number} angle - Gets or sets the Sprites angle of rotation in degrees.
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