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Tim van den Eijnden
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Merge remote-tracking branch 'upstream/dev' into dev
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README.md

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@@ -58,73 +58,15 @@ Happy coding everyone! See you on the forums.
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<a name="change-log"></a>
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## Change Log
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Version 2.2.2 - "Alkindar" - 6th January 2015
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Version 2.3.0 - "Tarabon" - in dev
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### New Features
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* Phaser.Loader now supports BLOB urls for audio files (thanks @aressler38 #1462)
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* Line.reflect will calculate the reflected, or outgoing angle of two lines. This can be used for Body vs. Line collision responses and rebounds.
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* Line.normalAngle gets the angle of the line normal in radians.
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* Line.normalX and Line.normalY contain the x and y components of the left-hand normal of the line.
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* Line.fromAngle will sets this line to start at the given `x` and `y` coordinates and for the segment to extend at `angle` for the given `length`.
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* BitmapData.drawGroup draws the immediate children of a Phaser.Group to a BitmapData. Children are only drawn if they have their `exists` property set to `true`. The children will be drawn at their `x` and `y` world space coordinates. When drawing it will take into account the child's rotation, scale and alpha values. No iteration takes place. Groups nested inside other Groups will not be iterated through.
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### Updates
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* TypeScript definitions fixes and updates (thanks @clark-stevenson @Schmavery)
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* DOM.visualBounds now includes scroll bars (#1429)
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* The new fixed time-step code has been more carefully linked to Pixi transform updates. This should finally put a stop to the tunneling issues that were being reported.
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* Tween.stop fired a different set of onComplete parameters to Tween.update. Both now dispatch `onComplete(target, tween)`` as the parameters in that order (thanks @P0rnflake #1450)
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* Removed redundant `tolerance` parameter from Rectangle.intersects (thanks @toolness #1463)
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* Phaser.Graphics.drawCircle now overrides PIXI.drawCircle which means the docs are now correct re: diameter not radius (thanks @ethankaminski #1454)
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* Device.webAudio check inversed to avoid throwing a warning in Chrome.
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* Mouse.mouseMoveCallback is flagged as deprecated.
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* Remove `tw` and `th` init from TilemapLayer (thanks @nextht #1474)
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* Particles.Arcade.Emitter.makeParticles now checks the given `quantity` value against `Emitter.maxParticles`. If `quantity` is more than `maxParticles` then the `maxParticles` value is reset to the new `quantity` given (as this is how most devs seem to use it).
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* Particles.Arcade.Emitter.emitParticle now returns a boolean depending if a particle was emitted or not.
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* Particles.Arcade.Emitter.update only updates `_counter` if a particle was successfully emitted.
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* Phaser.Point.angleSq removed. It didn't work so any code relying on it would be broken, and it's unclear what it was meant for (thanks @nextht #1396)
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* BitmapData.copy `tx` parameter if `null` and `source` is a Display Object, it will default to `source.x`.
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* BitmapData.copy `ty` parameter if `null` and `source` is a Display Object, it will default to `source.y`.
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### Bug Fixes
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* Fix / double-copy for Safari tilemap bug when rendering with delta scrolling. This fixes tilemaps not appearing to update on Safari OS X and iOS specifically (thanks @pnstickne @neurofuzzy @lastnightsparty #1439 #1498)
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* Simplified call to `updateTransform`. This is the unified and verified fix for #1424 #1479 #1490 #1502 and solves issues with physics tunneling and visual glitches under the new time step code.
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* Tween.delay, Tween.repeat and Tween.yoyo will no longer throw an error if called before a TweenData object has been created (via Tween.to or Tween.from) (thanks @SomMeri #1419)
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* The click trampoline added for IE prevented Chrome for Android from being
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able to launch Full Screen mode with the default parameters for
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ScaleManger#startFullScreen (the desktop version of Chrome was not
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affected.). This is now fixed and additional compatibility settings (clickTrampoline) that can be used to configure when such is used. By default the 'when-not-mouse' mode is only enabled for Desktop browsers, where the
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primary input is ubiquitously a mouse. There are no known breaking compatibility changes - the Full Screen should be initiatable in Chrome for Android as it was in 2.1.x. The default Android browser does not support Full Screen (thanks @pnstickne)
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* TilemapParser now checks for image collections, avoiding crashes. These would arise with maps exported from the new release of Tiled (thanks @paul-reilly #1440)
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* Group.replace could still access `newChild.parent` after it was set to `undefined`. This unifies the approach (thanks @pnstickne #1410 #1417)
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* P2.postBroadphaserHandler updated to avoid skipping final 2 pairs.
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* The P2 World constructor wouldn't let you use your own config unless you specified both the gravity *and* broadphase. Now allows one or both (thanks @englercj #1412)
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* The RandomDataGenerator could be seeded with an array of values. However if the array contained a zero it would stop seeding from that point (thanks @jpcloud @pnstickne #1456)
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* Added extra checks to Sound.play to stop it throwing DOM Exception Error 11 if the `sound.readyState` wasn't set or the sound was invalid. Also wrapped `stop()`` call in a `try catch`.
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* Time.reset would incorrectly reset the `_started` property, now maps it to `Time.time` (thanks @XekeDeath #1467)
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* Fix floating point inaccuracy in Tween easing edge cases (thanks @jounii #1492)
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* Phaser.Signal was causing a CSP script-src violations in Cordova and Google Chrome Apps (thanks @elennaro #1494)
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* Added Events.onEnterBounds to the destroy method (thanks @legendary-mich #1497)
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* AnimationManager.destroy is now more careful about clearing up deep references (thanks @Arturszott #1449)
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* Ellipse.right and Ellipse.bottom setters fixed (thanks @nextht #1397)
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* Fixed double Ellipse.getBounds definition (thanks @nextht #1397)
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* TileSprite.loadTexture crashed when textures were updated in WebGL (thanks @pandavigoureux29 #1495)
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### Pixi.js 2.2.0 Updates
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* The strip class has now three extra properties, canvasPadding, paddingX, and paddingY : @darionco
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* Added mipmap option to to textures.
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* Added the ability to use GL_TRIANGLES when rendering Strips @darionco
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* Added the ability to tint the Graphics.
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* Fixed Y-flipped mask issue on render texture.
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* Fixed the issue where you could an alpha that is more than one and it would.
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* Fixed text issues when using accents.
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* Fixed sprite caching not clearing the previous cached texture : @kambing86
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* Fixed arcTo issues.
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* Vertex buffer and and vertex shader optimisation and reduced memory footprint on the tint and alpha : @bchevalier
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* Applied the new generic updateTransform to spritebatch : @kambing86
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* SoundManager.unlock checks for audio `start` support and falls back to `noteOn` if not found.
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For changes in previous releases please see the extensive [Version History](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md).
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[jsDelivr](http://www.jsdelivr.com/#!phaser) is a "super-fast CDN for developers". Include the following in your html:
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`<script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.js"></script>`
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`<script src="//cdn.jsdelivr.net/phaser/2.3.0/phaser.js"></script>`
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or the minified version:
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`<script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script>`
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`<script src="//cdn.jsdelivr.net/phaser/2.3.0/phaser.min.js"></script>`
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### Koding
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[![Analytics](https://ga-beacon.appspot.com/UA-44006568-2/phaser/index)](https://github.com/igrigorik/ga-beacon)
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[get-js]: https://github.com/photonstorm/phaser/releases/download/v2.2.2/phaser.js
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[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v2.2.2/phaser.min.js
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[get-zip]: https://github.com/photonstorm/phaser/archive/v2.2.2.zip
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[get-tgz]: https://github.com/photonstorm/phaser/archive/v2.2.2.tar.gz
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[get-js]: https://github.com/photonstorm/phaser/releases/download/v2.3.0/phaser.js
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[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v2.3.0/phaser.min.js
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[get-zip]: https://github.com/photonstorm/phaser/archive/v2.3.0.zip
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[get-tgz]: https://github.com/photonstorm/phaser/archive/v2.3.0.tar.gz
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[clone-http]: https://github.com/photonstorm/phaser.git
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[clone-ssh]: git@github.com:photonstorm/phaser.git
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[clone-svn]: https://github.com/photonstorm/phaser

bower.json

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{
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"name": "phaser",
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"version": "2.2.2",
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"version": "2.3.0",
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"homepage": "http://phaser.io",
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"authors": [
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"photonstorm <rich@photonstorm.com>"

package.json

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{
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"name": "phaser",
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"version": "2.2.2",
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"release": "Alkindar",
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"version": "2.3.0",
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"release": "Tarabon",
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"description": "A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.",
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"author": "Richard Davey <rdavey@gmail.com> (http://www.photonstorm.com)",
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"logo": "https://raw.github.com/photonstorm/phaser/master/phaser-logo-small.png",

src/Phaser.js

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*/
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var Phaser = Phaser || {
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VERSION: '2.2.2',
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VERSION: '2.3.0-dev',
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GAMES: [],
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AUTO: 0,

src/core/ScaleManager.js

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* The Game size is the logical size of the game; the Display canvas has size as an HTML element.
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*
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* The calculations of these are heavily influenced by the bounding Parent size which is the computed
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* dimenstions of the Display canvas's Parent container/element - the _effective CSS rules of the
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* dimensions of the Display canvas's Parent container/element - the _effective CSS rules of the
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* canvas's Parent element play an important role_ in the operation of the ScaleManager.
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*
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* The Display canvas - or Game size, depending {@link #scaleMode} - is updated to best utilize the Parent size.
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* If `targetElement` is _not_ the same element as {@link #fullScreenTarget}:
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* - After initialization the Display canvas is moved onto the `targetElement` for
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* the duration of the fullscreen mode, and restored to it's original DOM location when fullscreen is exited.
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* - The `targetElement` is moved/reparanted within the DOM and may have its CSS styles updated.
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* - The `targetElement` is moved/re-parented within the DOM and may have its CSS styles updated.
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*
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* The behavior of a pre-assigned target element is covered in {@link Phaser.ScaleManager#fullScreenTarget fullScreenTarget}.
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*
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* Various compatibility settings.
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* A value of "(auto)" indicates the setting is configured based on device and runtime information.
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*
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* A {@link #refresh} may need to be peformed after making changes.
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* A {@link #refresh} may need to be performed after making changes.
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*
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* @protected
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*
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*
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* @property {?Phaser.Point} [scrollTo=(auto)] - If specified the window will be scrolled to this position on every refresh.
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*
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* @property {boolean} [forceMinimumDocumentHeight=false] - If enabled the document elements minimum height is explicity set on updates.
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* @property {boolean} [forceMinimumDocumentHeight=false] - If enabled the document elements minimum height is explicitly set on updates.
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* The height set varies by device and may either be the height of the window or the viewport.
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*
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* @property {boolean} [canExpandParent=true] - If enabled then SHOW_ALL and USER_SCALE modes can try and expand the parent element. It may be necessary for the parent element to impose CSS width/height restrictions.
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/**
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* If the parent container of the Game canvas is the browser window itself (ie. document.body),
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* If the parent container of the Game canvas is the browser window itself (i.e. document.body),
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* rather than another div, this should set to `true`.
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this.grid = new Phaser.FlexGrid(this, this.width, this.height);
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* @method Phaser.ScaleManager#signalSizeChange
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signalSizeChange: function () {

src/sound/SoundManager.js

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this._unlockSource = this.context.createBufferSource();
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this._unlockSource.noteOn(0);
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if (typeof this._unlockSource.start === 'undefined')
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{
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this._unlockSource.noteOn(0);
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}
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else
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{
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this._unlockSource.start(0);
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}
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},

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