Skip to content

Commit

Permalink
Build Phaser v2.8.7
Browse files Browse the repository at this point in the history
  • Loading branch information
samme committed Sep 12, 2017
1 parent d4a54a7 commit 9400b06
Show file tree
Hide file tree
Showing 215 changed files with 7,966 additions and 7,751 deletions.
2 changes: 1 addition & 1 deletion build/custom/creature.min.js

Large diffs are not rendered by default.

2 changes: 1 addition & 1 deletion build/custom/p2.min.js

Large diffs are not rendered by default.

64 changes: 32 additions & 32 deletions build/custom/phaser-arcade-physics.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.8.6 "2017-09-10" - Built: Sun Sep 10 2017 23:12:35
* v2.8.7 "2017-09-12" - Built: Tue Sep 12 2017 10:19:21
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
Expand Down Expand Up @@ -7597,7 +7597,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant Phaser.VERSION
* @type {string}
*/
VERSION: '2.8.6',
VERSION: '2.8.7',

/**
* An array of Phaser game instances.
Expand Down Expand Up @@ -24432,12 +24432,12 @@ Phaser.MSPointer.prototype.constructor = Phaser.MSPointer;
*
* At the time of writing this there are device limitations you should be aware of:
*
* - On Windows, if you install a mouse driver, and its utility software allows you to customize button actions
* (e.g., IntelliPoint and SetPoint), the middle (wheel) button, the 4th button, and the 5th button might not be set,
* - On Windows, if you install a mouse driver, and its utility software allows you to customize button actions
* (e.g., IntelliPoint and SetPoint), the middle (wheel) button, the 4th button, and the 5th button might not be set,
* even when they are pressed.
* - On Linux (GTK), the 4th button and the 5th button are not supported.
* - On Mac OS X 10.5 there is no platform API for implementing any advanced buttons.
*
*
* @class Phaser.DeviceButton
* @constructor
* @param {Phaser.Pointer|Phaser.SinglePad} parent - A reference to the parent of this button. Either a Pointer or a Gamepad.
Expand Down Expand Up @@ -24559,7 +24559,7 @@ Phaser.DeviceButton.prototype = {
/**
* Called automatically by Phaser.Pointer and Phaser.SinglePad.
* Handles the button down state.
*
*
* @method Phaser.DeviceButton#start
* @protected
* @param {object} [event] - The DOM event that triggered the button change.
Expand Down Expand Up @@ -24594,7 +24594,7 @@ Phaser.DeviceButton.prototype = {
/**
* Called automatically by Phaser.Pointer and Phaser.SinglePad.
* Handles the button up state.
*
*
* @method Phaser.DeviceButton#stop
* @protected
* @param {object} [event] - The DOM event that triggered the button change.
Expand Down Expand Up @@ -24625,7 +24625,7 @@ Phaser.DeviceButton.prototype = {

},

/*
/**
* Called automatically by Phaser.Pointer.
* Starts or stops button based on condition.
*
Expand All @@ -24650,7 +24650,7 @@ Phaser.DeviceButton.prototype = {

/**
* Called automatically by Phaser.SinglePad.
*
*
* @method Phaser.DeviceButton#padFloat
* @protected
* @param {number} value - Button value
Expand All @@ -24669,7 +24669,7 @@ Phaser.DeviceButton.prototype = {
/**
* Returns the "just pressed" state of this button.
* Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
*
*
* @method Phaser.DeviceButton#justPressed
* @param {number} [duration=250] - The duration in ms below which the button is considered as being just pressed.
* @return {boolean} True if the button is just pressed otherwise false.
Expand All @@ -24685,7 +24685,7 @@ Phaser.DeviceButton.prototype = {
/**
* Returns the "just released" state of this button.
* Just released is considered as being true if the button was released within the duration given (default 250ms).
*
*
* @method Phaser.DeviceButton#justReleased
* @param {number} [duration=250] - The duration in ms below which the button is considered as being just released.
* @return {boolean} True if the button is just released otherwise false.
Expand All @@ -24700,7 +24700,7 @@ Phaser.DeviceButton.prototype = {

/**
* Resets this DeviceButton, changing it to an isUp state and resetting the duration and repeats counters.
*
*
* @method Phaser.DeviceButton#reset
*/
reset: function () {
Expand All @@ -24718,9 +24718,9 @@ Phaser.DeviceButton.prototype = {
},

/**
* Destroys this DeviceButton, this disposes of the onDown, onUp and onFloat signals
* Destroys this DeviceButton, this disposes of the onDown, onUp and onFloat signals
* and clears the parent and game references.
*
*
* @method Phaser.DeviceButton#destroy
*/
destroy: function () {
Expand All @@ -24741,7 +24741,7 @@ Phaser.DeviceButton.prototype.constructor = Phaser.DeviceButton;
/**
* How long the button has been held down for in milliseconds.
* If not currently down it returns -1.
*
*
* @name Phaser.DeviceButton#duration
* @property {number} duration
* @readonly
Expand Down Expand Up @@ -26750,7 +26750,7 @@ Phaser.InputHandler.prototype = {

/**
* Starts the Input Handler running. This is called automatically when you enable input on a Sprite, or can be called directly if you need to set a specific priority.
*
*
* @method Phaser.InputHandler#start
* @param {number} [priority=0] - Higher priority sprites take click priority over low-priority sprites when they are stacked on-top of each other.
* @param {boolean} [useHandCursor=false] - If true the Sprite will show the hand cursor on mouse-over (doesn't apply to mobile browsers)
Expand Down Expand Up @@ -27335,7 +27335,7 @@ Phaser.InputHandler.prototype = {
/**
* Internal Update method. This is called automatically and handles the Pointer
* and drag update loops.
*
*
* @method Phaser.InputHandler#update
* @protected
* @param {Phaser.Pointer} pointer
Expand Down Expand Up @@ -27391,7 +27391,7 @@ Phaser.InputHandler.prototype = {

/**
* Internal method handling the pointer over event.
*
*
* @method Phaser.InputHandler#_pointerOverHandler
* @private
* @param {Phaser.Pointer} pointer - The pointer that triggered the event
Expand Down Expand Up @@ -27428,7 +27428,7 @@ Phaser.InputHandler.prototype = {
this.sprite.events.onInputOver$dispatch(this.sprite, pointer);
}

if (this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
if (this.sprite.parent && this.sprite.parent.onChildInputOver)
{
this.sprite.parent.onChildInputOver.dispatch(this.sprite, pointer);
}
Expand All @@ -27438,7 +27438,7 @@ Phaser.InputHandler.prototype = {

/**
* Internal method handling the pointer out event.
*
*
* @method Phaser.InputHandler#_pointerOutHandler
* @private
* @param {Phaser.Pointer} pointer - The pointer that triggered the event.
Expand Down Expand Up @@ -27468,7 +27468,7 @@ Phaser.InputHandler.prototype = {
{
this.sprite.events.onInputOut$dispatch(this.sprite, pointer);

if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
if (this.sprite && this.sprite.parent && this.sprite.parent.onChildInputOut)
{
this.sprite.parent.onChildInputOut.dispatch(this.sprite, pointer);
}
Expand All @@ -27478,7 +27478,7 @@ Phaser.InputHandler.prototype = {

/**
* Internal method handling the touched / clicked event.
*
*
* @method Phaser.InputHandler#_touchedHandler
* @private
* @param {Phaser.Pointer} pointer - The pointer that triggered the event.
Expand Down Expand Up @@ -27514,7 +27514,7 @@ Phaser.InputHandler.prototype = {
this.sprite.events.onInputDown$dispatch(this.sprite, pointer);

// The event above might have destroyed this sprite.
if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
if (this.sprite && this.sprite.parent && this.sprite.parent.onChildInputDown)
{
this.sprite.parent.onChildInputDown.dispatch(this.sprite, pointer);
}
Expand Down Expand Up @@ -27561,7 +27561,7 @@ Phaser.InputHandler.prototype = {

/**
* Internal method handling the drag threshold timer.
*
*
* @method Phaser.InputHandler#dragTimeElapsed
* @private
* @param {Phaser.Pointer} pointer
Expand Down Expand Up @@ -27615,7 +27615,7 @@ Phaser.InputHandler.prototype = {
this.sprite.events.onInputUp$dispatch(this.sprite, pointer, isOver);
}

if (this.sprite && this.sprite.parent && this.sprite.parent.type === Phaser.GROUP)
if (this.sprite && this.sprite.parent && this.sprite.parent.onChildInputUp)
{
this.sprite.parent.onChildInputUp.dispatch(this.sprite, pointer, isOver);
}
Expand All @@ -27626,7 +27626,7 @@ Phaser.InputHandler.prototype = {
isOver = this.checkPointerOver(pointer);
}
}

data.isOver = isOver;

if (!isOver && this.useHandCursor)
Expand All @@ -27651,7 +27651,7 @@ Phaser.InputHandler.prototype = {

/**
* Called as a Pointer actively drags this Game Object.
*
*
* @method Phaser.InputHandler#updateDrag
* @private
* @param {Phaser.Pointer} pointer - The Pointer causing the drag update.
Expand Down Expand Up @@ -27852,11 +27852,11 @@ Phaser.InputHandler.prototype = {
* Allow this Sprite to be dragged by any valid pointer.
*
* When the drag begins the Sprite.events.onDragStart event will be dispatched.
*
*
* When the drag completes by way of the user letting go of the pointer that was dragging the sprite, the Sprite.events.onDragStop event is dispatched.
*
* You can control the thresholds over when a drag starts via the properties:
*
*
* `Pointer.dragDistanceThreshold` the distance, in pixels, that the pointer has to move
* before the drag will start.
*
Expand All @@ -27867,7 +27867,7 @@ Phaser.InputHandler.prototype = {
*
* For the duration of the drag the Sprite.events.onDragUpdate event is dispatched. This event is only dispatched when the pointer actually
* changes position and moves. The event sends 5 parameters: `sprite`, `pointer`, `dragX`, `dragY` and `snapPoint`.
*
*
* @method Phaser.InputHandler#enableDrag
* @param {boolean} [lockCenter=false] - If false the Sprite will drag from where you click it minus the dragOffset. If true it will center itself to the tip of the mouse pointer.
* @param {boolean} [bringToTop=false] - If true the Sprite will be bought to the top of the rendering list in its current Group.
Expand Down Expand Up @@ -28027,7 +28027,7 @@ Phaser.InputHandler.prototype = {
return y;

},

/**
* Convert global coordinates to local sprite coordinates
*
Expand All @@ -28046,7 +28046,7 @@ Phaser.InputHandler.prototype = {
return globalCoord;
}

},
},

/**
* Called by Pointer when drag is stopped on this Sprite. Should not usually be called directly.
Expand Down
2 changes: 1 addition & 1 deletion build/custom/phaser-arcade-physics.map

Large diffs are not rendered by default.

4 changes: 2 additions & 2 deletions build/custom/phaser-arcade-physics.min.js

Large diffs are not rendered by default.

Loading

0 comments on commit 9400b06

Please sign in to comment.