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Build Phaser v2.8.5
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samme committed Aug 31, 2017
1 parent 733aa98 commit df4ff6d
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2 changes: 1 addition & 1 deletion build/custom/creature.min.js

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

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252 changes: 144 additions & 108 deletions build/custom/phaser-arcade-physics.js

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

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254 changes: 145 additions & 109 deletions build/custom/phaser-creature.js

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

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135 changes: 81 additions & 54 deletions build/custom/phaser-minimum.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.8.4 "2017-08-15" - Built: Tue Aug 15 2017 23:50:41
* v2.8.5 "2017-08-30" - Built: Wed Aug 30 2017 16:40:42
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
Expand Down Expand Up @@ -1697,7 +1697,7 @@ Object.defineProperty(PIXI.Sprite.prototype, 'height', {
*/
PIXI.Sprite.prototype.setTexture = function(texture, destroyBase)
{
if (destroyBase !== undefined)
if (destroyBase)
{
this.texture.baseTexture.destroy();
}
Expand Down Expand Up @@ -7597,7 +7597,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant Phaser.VERSION
* @type {string}
*/
VERSION: '2.8.4',
VERSION: '2.8.5',

/**
* An array of Phaser game instances.
Expand Down Expand Up @@ -20225,11 +20225,30 @@ Object.defineProperty(Phaser.Group.prototype, "bottom", {
// This function is set at the bottom of src/gameobjects/components/Bounds.js

/**
* A display object is any object that can be rendered in the Phaser/pixi.js scene graph.
*
* This includes {@link Phaser.Group} (groups are display objects!),
* {@link Phaser.Sprite}, {@link Phaser.Button}, {@link Phaser.Text}
* as well as {@link PIXI.DisplayObject} and all derived types.
* A display object is any object that can be rendered in the Phaser/pixi.js scene graph:
*
* - {@link PIXI.DisplayObject}
* - {@link PIXI.DisplayObjectContainer}
* - {@link Phaser.BitmapText}
* - {@link Phaser.Creature}
* - {@link Phaser.Graphics}
* - {@link Phaser.Group}
* - {@link Phaser.FlexLayer}
* - {@link Phaser.Particles.Arcade.Emitter}
* - {@link Phaser.Physics.P2.BodyDebug}
* - {@link Phaser.SpriteBatch}
* - {@link Phaser.World}
* - {@link Phaser.Rope}
* - {@link Phaser.Stage}
* - {@link PIXI.Sprite}
* - {@link Phaser.Image}
* - {@link Phaser.Button}
* - {@link Phaser.Sprite}
* - {@link Phaser.Bullet}
* - {@link Phaser.Particle}
* - {@link Phaser.Text}
* - {@link Phaser.TilemapLayer}
* - {@link Phaser.TileSprite}
*
* @typedef {object} DisplayObject
*/
Expand Down Expand Up @@ -20660,42 +20679,29 @@ Object.defineProperty(Phaser.World.prototype, "randomY", {
* In it's most simplest form, a Phaser game can be created by providing the arguments
* to the constructor:
*
* ```
* ```javascript
* var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
* ```
*
* In the example above it is passing in a State object directly. You can also use the State
* Manager to do this:
*
* ```
* ```javascript
* var game = new Phaser.Game(800, 600, Phaser.AUTO);
* game.state.add('Boot', BasicGame.Boot);
* game.state.add('Preloader', BasicGame.Preloader);
* game.state.add('MainMenu', BasicGame.MainMenu);
* game.state.add('Game', BasicGame.Game);
* game.state.start('Boot');
*
* ```
*
* In the example above, 4 States are added to the State Manager, and Phaser is told to
* start running the `Boot` state when it has finished initializing. There are example
* project templates you can use in the Phaser GitHub repo, inside the `resources` folder.
*
* @class Phaser.Game
* @constructor
* @param {number|string} [width=800] - The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.
* @param {number|string} [height=600] - The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.WEBGL_MULTI, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
* @param {boolean} [antialias=true] - Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.
* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
*/

/**
* Instead of specifying arguments you can also pass a single object instead:
* Instead of specifying arguments you can also pass {@link GameConfig a single object} instead:
*
* ```
* ```javascript
* var config = {
* width: 800,
* height: 600,
Expand All @@ -20714,23 +20720,14 @@ Object.defineProperty(Phaser.World.prototype, "randomY", {
*
* @class Phaser.Game
* @constructor
* @param {object} [config] - A single configuration object
* @param {number|string} [config.antialias=true]
* @param {number|string} [config.height=600]
* @param {boolean} [config.enableDebug=true] - Enable {@link Phaser.Utils.Debug}. You can gain a little performance by disabling this in production.
* @param {number} [config.fullScreenScaleMode] - The scaling method used by the ScaleManager when in fullscreen.
* @param {DOMElement} [config.fullScreenTarget] - The DOM element on which the Fullscreen API enter request will be invoked.
* @param {boolean} [config.multiTexture=false] - Enable support for multiple bound Textures in WebGL. Same as `renderer: Phaser.WEBGL_MULTI`.
* @param {string|HTMLElement} [config.parent='']
* @param {object} [config.physicsConfig=null]
* @param {boolean} [config.preserveDrawingBuffer=false] - Whether or not the contents of the stencil buffer is retained after rendering.
* @param {number} [config.renderer=Phaser.AUTO]
* @param {number} [config.resolution=1] - The resolution of your game, as a ratio of canvas pixels to game pixels.
* @param {number} [config.scaleMode] - The scaling method used by the ScaleManager when not in fullscreen.
* @param {number} [config.seed] - Seed for {@link Phaser.RandomDataGenerator}.
* @param {object} [config.state=null]
* @param {boolean} [config.transparent=false]
* @param {number|string} [config.width=800]
* @param {number|string|GameConfig} [width=800] - The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.
* @param {number|string} [height=600] - The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.
* @param {number} [renderer=Phaser.AUTO] - Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.WEBGL_MULTI, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).
* @param {string|HTMLElement} [parent=''] - The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.
* @param {object} [state=null] - The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.
* @param {boolean} [transparent=false] - Use a transparent canvas background or not.
* @param {boolean} [antialias=true] - Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.
* @param {object} [physicsConfig=null] - A physics configuration object to pass to the Physics world on creation.
*/
Phaser.Game = function (width, height, renderer, parent, state, transparent, antialias, physicsConfig) {

Expand Down Expand Up @@ -20760,7 +20757,7 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
/**
* The current Game Width in pixels.
*
* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - e.g. `game.scale.setGameSize(width, height)` - instead.
*
* @property {integer} width
* @readonly
Expand All @@ -20771,7 +20768,7 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
/**
* The current Game Height in pixels.
*
* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - eg. `game.scale.setGameSize(width, height)` - instead.
* _Do not modify this property directly:_ use {@link Phaser.ScaleManager#setGameSize} - e.g. `game.scale.setGameSize(width, height)` - instead.
*
* @property {integer} height
* @readonly
Expand Down Expand Up @@ -21160,6 +21157,29 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant

};

/**
* A configuration object for {@link Phaser.Game}.
*
* @typedef {object} GameConfig
* @property {number|string} [GameConfig.antialias=true]
* @property {number|string} [GameConfig.height=600]
* @property {boolean} [GameConfig.enableDebug=true] - Enable {@link Phaser.Utils.Debug}. You can gain a little performance by disabling this in production.
* @property {number} [GameConfig.fullScreenScaleMode] - The scaling method used by the ScaleManager when in fullscreen.
* @property {DOMElement} [GameConfig.fullScreenTarget] - The DOM element on which the Fullscreen API enter request will be invoked.
* @property {boolean} [GameConfig.multiTexture=false] - Enable support for multiple bound Textures in WebGL. Same as `{renderer: Phaser.WEBGL_MULTI}`.
* @property {string|HTMLElement} [GameConfig.parent='']
* @property {object} [GameConfig.physicsConfig=null]
* @property {boolean} [GameConfig.preserveDrawingBuffer=false] - Whether or not the contents of the stencil buffer is retained after rendering.
* @property {number} [GameConfig.renderer=Phaser.AUTO]
* @property {number} [GameConfig.resolution=1] - The resolution of your game, as a ratio of canvas pixels to game pixels.
* @property {number} [GameConfig.scaleMode] - The scaling method used by the ScaleManager when not in fullscreen.
* @property {number} [GameConfig.seed] - Seed for {@link Phaser.RandomDataGenerator}.
* @property {object} [GameConfig.state=null]
* @property {boolean} [GameConfig.transparent=false]
* @property {number|string} [GameConfig.width=800]
*/
// Documentation stub for linking.

Phaser.Game.prototype = {

/**
Expand Down Expand Up @@ -22539,8 +22559,9 @@ Phaser.Input.prototype = {
* @method Phaser.Input#executeTouchLockCallbacks
* @private
* @param {boolean} onEnd - Execute the touchend/pointerup callbacks (true) or the touchstart/pointerdown callbacks (false). Required!
* @param {Event} event - The native event from the browser.
*/
executeTouchLockCallbacks: function (onEnd) {
executeTouchLockCallbacks: function (onEnd, event) {
var i = this.touchLockCallbacks.length;

while (i--)
Expand Down Expand Up @@ -24097,7 +24118,7 @@ Phaser.MSPointer.prototype = {
*/
onPointerDown: function (event) {

this.game.input.executeTouchLockCallbacks(false);
this.game.input.executeTouchLockCallbacks(false, event);

this.event = event;

Expand Down Expand Up @@ -24173,7 +24194,7 @@ Phaser.MSPointer.prototype = {
*/
onPointerUp: function (event) {

this.game.input.executeTouchLockCallbacks(true);
this.game.input.executeTouchLockCallbacks(true, event);

this.event = event;

Expand Down Expand Up @@ -26158,7 +26179,7 @@ Phaser.Touch.prototype = {
*/
onTouchStart: function (event) {

this.game.input.executeTouchLockCallbacks(false);
this.game.input.executeTouchLockCallbacks(false, event);

this.event = event;

Expand Down Expand Up @@ -26303,7 +26324,7 @@ Phaser.Touch.prototype = {
*/
onTouchEnd: function (event) {

this.game.input.executeTouchLockCallbacks(true);
this.game.input.executeTouchLockCallbacks(true, event);

this.event = event;

Expand Down Expand Up @@ -37370,6 +37391,9 @@ Phaser.QuadTree.prototype.constructor = Phaser.QuadTree;
* It allows you to exclude the default Net from your build, without making Game crash.
*/

/**
* No-operation for Phaser Net stub.
*/
var netNoop = function () {};

Phaser.Net = netNoop;
Expand Down Expand Up @@ -49583,6 +49607,9 @@ Object.defineProperty(Phaser.ScaleManager.prototype, "isGameLandscape", {
* It allows you to exclude the default Debug from your build, without making Game crash.
*/

/**
* No-operation for Phaser Debug stub.
*/
var debugNoop = function () {};

Phaser.Utils.Debug = debugNoop;
Expand Down Expand Up @@ -50499,7 +50526,7 @@ Phaser.ArrayUtils = {
},

/**
* Snaps a value to the nearest value in an array.
* Snaps a value to the nearest value in a sorted numeric array.
* The result will always be in the range `[first_value, last_value]`.
*
* @method Phaser.ArrayUtils.findClosest
Expand Down Expand Up @@ -50536,7 +50563,7 @@ Phaser.ArrayUtils = {
*
* Before: `[ A, B, C, D, E, F ]`
* After: `[ F, A, B, C, D, E ]`
*
*
* See also Phaser.ArrayUtils.rotateLeft.
*
* @method Phaser.ArrayUtils.rotateRight
Expand All @@ -50558,7 +50585,7 @@ Phaser.ArrayUtils = {
*
* Before: `[ A, B, C, D, E, F ]`
* After: `[ B, C, D, E, F, A ]`
*
*
* See also Phaser.ArrayUtils.rotateRight
*
* @method Phaser.ArrayUtils.rotateLeft
Expand All @@ -50580,7 +50607,7 @@ Phaser.ArrayUtils = {
*
* Before: `[ A, B, C, D, E, F ]`
* After: `[ B, C, D, E, F, A ]`
*
*
* See also Phaser.ArrayUtils.rotateRight
*
* @method Phaser.ArrayUtils.rotate
Expand Down
2 changes: 1 addition & 1 deletion build/custom/phaser-minimum.map

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

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