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CHANGELOG.md

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# Change Log
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## Version 2.2.1 - "Danabar" - 4th December 2014
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### Bug Fixes
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* Fixed Pixi.js issue with `alpha` not working on any display object.
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* Fixed TweenManager.isTweening() and .removeFrom() (thanks @jotson #1408)
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* Added Game.debug reset method for when the debug manager is disabled (thanks @DanielSitarz #1407)
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* Custom Particle classes that used a BitmapData wouldn't work (thanks @hardalias #1402)
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## Version 2.2.0 - "Bethal" - 3rd December 2014
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### New Features

README.md

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- [License](#license)
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<a name="about"></a>
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# Phaser 2.2.0
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# Phaser 2.2.1
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Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
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Version: 2.2.0 "Bethal" - Released: 3rd December 2014
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Version: 2.2.1 "Danabar" - Released: 4th December 2014
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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![div](http://phaser.io/images/div4.png)
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<a name="whats-new"></a>
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## Welcome to Phaser and What's new in 2.2.0?
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## Welcome to Phaser and What's new in 2.2.1?
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One of the nicest and most surprising things about a truly open-source project like Phaser is that you never know who might jump on for the ride. I've been extremely lucky with the support I've received over the years - fellow developers both fixing bugs and reporting issues, all helping to make Phaser stronger as a result.
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<a name="change-log"></a>
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## Change Log
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Version 2.2.0 - "Bethal" - 3rd December 2014
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Version 2.2.1 - "Danabar" - 4th December 2014
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### Bug Fixes
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* Fixed Pixi.js issue with `alpha` not working on any display object.
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* Fixed TweenManager.isTweening() and .removeFrom() (thanks @jotson #1408)
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* Added Game.debug reset method for when the debug manager is disabled (thanks @DanielSitarz #1407)
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* Custom Particle classes that used a BitmapData wouldn't work (thanks @hardalias #1402)
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## Version 2.2.0 - "Bethal" - 3rd December 2014
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### New Features
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Phaser is now available on [CDNJS](http://cdnjs.com). You can include the following in your html:
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`http://cdnjs.cloudflare.com/ajax/libs/phaser/2.2.0/phaser.min.js`
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`http://cdnjs.cloudflare.com/ajax/libs/phaser/2.2.1/phaser.min.js`
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Or if you prefer you can leave the protocol off, so it works via http and https:
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`//cdnjs.cloudflare.com/ajax/libs/phaser/2.2.0/phaser.min.js`
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`//cdnjs.cloudflare.com/ajax/libs/phaser/2.2.1/phaser.min.js`
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![div](http://phaser.io/images/div1.png)
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bower.json

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{
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"name": "phaser",
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"version": "2.2.0",
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"version": "2.2.1",
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"homepage": "http://phaser.io",
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"authors": [
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"photonstorm <rich@photonstorm.com>"

build/custom/ninja.min.js

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build/custom/p2.min.js

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build/custom/phaser-arcade-physics.js

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*
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* Phaser - http://phaser.io
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*
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* v2.2.0 "Bethal" - Built: Wed Dec 03 2014 09:34:03
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* v2.2.1 "Danabar" - Built: Thu Dec 04 2014 11:31:00
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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'void main(void) {',
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' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);',
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' vTextureCoord = aTextureCoord;',
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' vColor = aColor;',
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' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
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'}'
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];
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/**
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// color and alpha
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var tint = sprite.tint;
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colors[index+4] = colors[index+9] = colors[index+14] = colors[index+19] = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.alpha * 255 << 24);
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colors[index+4] = colors[index+9] = colors[index+14] = colors[index+19] = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24);
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*
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* Phaser - http://phaser.io
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*
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* v2.2.0 "Bethal" - Built: Wed Dec 03 2014 09:34:03
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* v2.2.1 "Danabar" - Built: Thu Dec 04 2014 11:31:00
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*
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*
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*/
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var Phaser = Phaser || {
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VERSION: '2.2.1',
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GAMES: [],
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}
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{
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this.debug = { preUpdate: function () {}, update: function () {} };
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this.debug = { preUpdate: function () {}, update: function () {}, reset: function () {} };
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{
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{
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if (obj === this._tweens[i]._object)
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if (obj === this._tweens[i].target)
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{
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this.remove(this._tweens[i]);
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}
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}
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{
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{
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this.remove(this._add[i]);
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isTweening: function(object) {
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return this._tweens.some(function(tween) {
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return tween.target === object;
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if (typeof value === 'number' && this._frameData && this._frameData.getFrame(value) !== null)
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build/custom/phaser-arcade-physics.min.js

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build/custom/phaser-ninja-physics.js

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*
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* Phaser - http://phaser.io
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* v2.2.0 "Bethal" - Built: Wed Dec 03 2014 09:34:03
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* v2.2.1 "Danabar" - Built: Thu Dec 04 2014 11:31:00
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*
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' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);',
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' vTextureCoord = aTextureCoord;',
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' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
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colors[index+4] = colors[index+9] = colors[index+14] = colors[index+19] = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.alpha * 255 << 24);
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colors[index+4] = colors[index+9] = colors[index+14] = colors[index+19] = (tint >> 16) + (tint & 0xff00) + ((tint & 0xff) << 16) + (sprite.worldAlpha * 255 << 24);
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*
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* v2.2.1 "Danabar" - Built: Thu Dec 04 2014 11:31:00
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*
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VERSION: '2.2.1',
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{
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this.debug = { preUpdate: function () {}, update: function () {} };
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this.debug = { preUpdate: function () {}, update: function () {}, reset: function () {} };
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{
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build/custom/phaser-ninja-physics.min.js

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build/custom/phaser-no-libs.js

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* Phaser - http://phaser.io
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* v2.2.1 "Danabar" - Built: Thu Dec 04 2014 11:31:00
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{
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