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@@ -33946,7 +33947,7 @@ var CombineColorMatrix = new Class({
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*/
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setTexture: function (texture)
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{
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-
var phaserTexture = texture instanceof Phaser.Textures.Texture ? texture : this.camera.scene.sys.textures.getFrame(texture);
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+
var phaserTexture = texture instanceof Texture ? texture : this.camera.scene.sys.textures.getFrame(texture);
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if (phaserTexture)
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{
@@ -34849,6 +34850,7 @@ var Class = __webpack_require__(83419);
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var Controller = __webpack_require__(13045);
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var Matrix4 = __webpack_require__(37867);
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var TransformMatrix = __webpack_require__(61340);
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var Texture = __webpack_require__(79237);
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/**
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* @classdesc
@@ -35010,7 +35012,7 @@ var ImageLight = new Class({
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*/
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setEnvironmentMap: function (texture)
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{
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var phaserTexture = texture instanceof Phaser.Textures.Texture ? texture : this.camera.scene.sys.textures.getFrame(texture);
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var phaserTexture = texture instanceof Texture ? texture : this.camera.scene.sys.textures.getFrame(texture);
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if (phaserTexture)
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{
@@ -35031,7 +35033,7 @@ var ImageLight = new Class({
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*/
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setNormalMap: function (texture)
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{
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var phaserTexture = texture instanceof Phaser.Textures.Texture ? texture : this.camera.scene.sys.textures.getFrame(texture);
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var phaserTexture = texture instanceof Texture ? texture : this.camera.scene.sys.textures.getFrame(texture);
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if (phaserTexture)
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{
@@ -49993,20 +49995,21 @@ var Size = {
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},
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/**
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* Sets the size of this Game Object to be that of the given Frame.
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* Sets the size of this Game Object to be that of the given Frame or the current Frame.
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*
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* This will not change the size that the Game Object is rendered in-game.
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* For that you need to either set the scale of the Game Object (`setScale`) or call the
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* `setDisplaySize` method, which is the same thing as changing the scale but allows you
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* to do so by giving pixel values.
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*
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* If you have enabled this Game Object for input, changing the size will _not_ change the
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* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
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* If you have enabled this Game Object for input with a custom hit area, changing the size of the Game Object will _not_ change the
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* size of the hit area. If you wish to do this, you should adjust the `input.hitArea` object directly.
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* If you have enabled this Game Object for input without a custom hit area, the hit area will be automatically resized to match the size of the selected Frame.
@@ -173450,7 +173453,7 @@ var WebGLStencilParametersFactory = {
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* @param {GLenum} [opZfail=GL_KEEP] - The operation to perform if the stencil test passes but the depth test fails.
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* @param {GLenum} [opZpass=GL_KEEP] - The operation to perform if the stencil test passes and the depth test passes or is disabled.
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* @param {GLint} [clear=0] - The value to clear the stencil buffer to.
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-
* @param {GLuint} [writeMask=0x00] - The mask applied to the stencil buffer value when it is written. Set to 0 to prevent writing. Set to 0xFF to allow full writing.
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* @param {GLuint} [writeMask=0xFF] - The mask applied to the stencil buffer value when it is written. Set to 0 to prevent writing. Set to 0xFF to allow full writing.
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*
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* @return {Phaser.Types.Renderer.WebGL.WebGLStencilParameters} The created WebGLStencilParameters.
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*/
@@ -173465,7 +173468,7 @@ var WebGLStencilParametersFactory = {
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if (opZfail === undefined) { opZfail = gl.KEEP; }
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if (opZpass === undefined) { opZpass = gl.KEEP; }
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if (clear === undefined) { clear = 0; }
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if (writeMask === undefined) { writeMask = 0x00; }
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if (writeMask === undefined) { writeMask = 0xFF; }
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var parameters = {
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enabled: enabled,
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func: {
@@ -177840,7 +177843,7 @@ var FillCamera = new Class({
* @param {Phaser.Renderer.WebGL.DrawingContext} drawingContext - The context currently in use.
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* @param {number} color - The color to fill the camera with.
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* @param {number} color - The color to fill the camera with. Note, this must be a 32-bit ARGB integer.
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* @param {boolean} [isFramebufferCamera] - Is this camera rendering to a framebuffer? If so, the camera position will not be applied, on the assumption that the camera position will be used to position the framebuffer in the external context.
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*/
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run: function (drawingContext, color, isFramebufferCamera)
@@ -196616,9 +196619,16 @@ var ScaleManager = new Class({
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{
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_this.updateBounds();
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+
// --- FIX START ---
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// Recalculate parent container size and force Phaser to resize.
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_this.getParentBounds();
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_this.refresh();
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// --- FIX END ---
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+
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_this.dirty = true;
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};
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+
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// Only dispatched on mobile devices
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if (screen.orientation && screen.orientation.addEventListener)
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{
@@ -215576,6 +215586,7 @@ module.exports = Frame;
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*/
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var Class = __webpack_require__(83419);
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var FilterMode = __webpack_require__(19673);
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var Frame = __webpack_require__(4327);
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var TextureSource = __webpack_require__(11876);
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@@ -216204,7 +216215,7 @@ var Texture = new Class({
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