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Group enableBody parameter was incorrectly assigned to the debug var (thanks BurnedToast, fix phaserjs#565)
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Lines changed: 4 additions & 2 deletions

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README.md

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@@ -61,6 +61,8 @@ Bug Fixes
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* Sprite.destroy would fail if it had an Arcade Physics body, now added.
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* Group.getAt comparison updated (fixes #578)
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* Fixed the IE11 version check (fixes #579)
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* Ninja world collision to check right and bottom bounds (thanks dreadhorse, fix #571)
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* Group enableBody parameter was incorrectly assigned to the debug var (thanks BurnedToast, fix #565)
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Version 2.0.0 - "Aes Sedai" - March 13th 2014

src/core/Group.js

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@@ -103,12 +103,12 @@ Phaser.Group = function (game, parent, name, addToStage, enableBody, physicsBody
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* @property {boolean} enableBody - If true all Sprites created by, or added to this Group, will have a physics body enabled on them. Change the body type with `Group.physicsBodyType`.
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* @default
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*/
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this.enableBody = false;
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this.enableBody = enableBody;
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/**
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* @property {boolean} enableBodyDebug - If true when a physics body is created (via Group.enableBody) it will create a physics debug object as well. Only works for P2 bodies.
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*/
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this.enableBodyDebug = enableBody;
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this.enableBodyDebug = false;
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/**
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* @property {number} physicsBodyType - If Group.enableBody is true this is the type of physics body that is created on new Sprites. Phaser.Physics.ARCADE, Phaser.Physics.P2, Phaser.Physics.NINJA, etc.

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