Skip to content

Commit

Permalink
Build Phaser v2.9.1
Browse files Browse the repository at this point in the history
  • Loading branch information
samme committed Oct 10, 2017
1 parent 2a204bb commit e588b8d
Show file tree
Hide file tree
Showing 213 changed files with 7,554 additions and 7,498 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.

38 changes: 26 additions & 12 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
*
* v2.9.0 "2017-10-08" - Built: Sun Oct 08 2017 19:21:04
* v2.9.1 "2017-10-10" - Built: Tue Oct 10 2017 11:17:57
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
Expand Down Expand Up @@ -7594,7 +7594,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant Phaser.VERSION
* @type {string}
*/
VERSION: '2.9.0',
VERSION: '2.9.1',

/**
* An array of Phaser game instances.
Expand Down Expand Up @@ -79855,15 +79855,29 @@ Phaser.Tilemap.prototype = {

if (typeof indexes === 'number')
{
// This may seem a bit wasteful, because it will cause empty array elements to be created, but the look-up cost is much
// less than having to iterate through the callbacks array hunting down tile indexes each frame, so I'll take the small memory hit.
this.layers[layer].callbacks[indexes] = { callback: callback, callbackContext: callbackContext };
if (callback === null)
{
delete this.layers[layer].callbacks[indexes];
}
else
{
// This may seem a bit wasteful, because it will cause empty array elements to be created, but the look-up cost is much
// less than having to iterate through the callbacks array hunting down tile indexes each frame, so I'll take the small memory hit.
this.layers[layer].callbacks[indexes] = { callback: callback, callbackContext: callbackContext };
}
}
else
{
for (var i = 0, len = indexes.length; i < len; i++)
{
this.layers[layer].callbacks[indexes[i]] = { callback: callback, callbackContext: callbackContext };
if (callback === null)
{
delete this.layers[layer].callbacks[indexes[i]];
}
else
{
this.layers[layer].callbacks[indexes[i]] = { callback: callback, callbackContext: callbackContext };
}
}
}

Expand Down Expand Up @@ -84027,8 +84041,8 @@ Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.
*/
Phaser.Particles.Arcade.Emitter.prototype.update = function () {

this.count.emitted = 0;
this.count.failed = 0;
this.counts.emitted = 0;
this.counts.failed = 0;

if (this.on && this.game.time.time >= this._timer)
{
Expand Down Expand Up @@ -84354,14 +84368,14 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, fr

if (particle === null)
{
this.count.failed++;
this.count.totalFailed++;
this.counts.failed++;
this.counts.totalFailed++;

return false;
}

this.count.emitted++;
this.count.totalEmitted++;
this.counts.emitted++;
this.counts.totalEmitted++;

var rnd = this.game.rnd;

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.

38 changes: 26 additions & 12 deletions build/custom/phaser-creature.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.9.0 "2017-10-08" - Built: Sun Oct 08 2017 19:21:32
* v2.9.1 "2017-10-10" - Built: Tue Oct 10 2017 11:18:25
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
Expand Down Expand Up @@ -53,7 +53,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant Phaser.VERSION
* @type {string}
*/
VERSION: '2.9.0',
VERSION: '2.9.1',

/**
* An array of Phaser game instances.
Expand Down Expand Up @@ -77770,15 +77770,29 @@ Phaser.Tilemap.prototype = {

if (typeof indexes === 'number')
{
// This may seem a bit wasteful, because it will cause empty array elements to be created, but the look-up cost is much
// less than having to iterate through the callbacks array hunting down tile indexes each frame, so I'll take the small memory hit.
this.layers[layer].callbacks[indexes] = { callback: callback, callbackContext: callbackContext };
if (callback === null)
{
delete this.layers[layer].callbacks[indexes];
}
else
{
// This may seem a bit wasteful, because it will cause empty array elements to be created, but the look-up cost is much
// less than having to iterate through the callbacks array hunting down tile indexes each frame, so I'll take the small memory hit.
this.layers[layer].callbacks[indexes] = { callback: callback, callbackContext: callbackContext };
}
}
else
{
for (var i = 0, len = indexes.length; i < len; i++)
{
this.layers[layer].callbacks[indexes[i]] = { callback: callback, callbackContext: callbackContext };
if (callback === null)
{
delete this.layers[layer].callbacks[indexes[i]];
}
else
{
this.layers[layer].callbacks[indexes[i]] = { callback: callback, callbackContext: callbackContext };
}
}
}

Expand Down Expand Up @@ -81942,8 +81956,8 @@ Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.
*/
Phaser.Particles.Arcade.Emitter.prototype.update = function () {

this.count.emitted = 0;
this.count.failed = 0;
this.counts.emitted = 0;
this.counts.failed = 0;

if (this.on && this.game.time.time >= this._timer)
{
Expand Down Expand Up @@ -82269,14 +82283,14 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, fr

if (particle === null)
{
this.count.failed++;
this.count.totalFailed++;
this.counts.failed++;
this.counts.totalFailed++;

return false;
}

this.count.emitted++;
this.count.totalEmitted++;
this.counts.emitted++;
this.counts.totalEmitted++;

var rnd = this.game.rnd;

Expand Down
2 changes: 1 addition & 1 deletion build/custom/phaser-creature.map

Large diffs are not rendered by default.

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

Large diffs are not rendered by default.

4 changes: 2 additions & 2 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
*
* v2.9.0 "2017-10-08" - Built: Sun Oct 08 2017 19:21:16
* v2.9.1 "2017-10-10" - Built: Tue Oct 10 2017 11:18:10
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
Expand Down Expand Up @@ -7594,7 +7594,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant Phaser.VERSION
* @type {string}
*/
VERSION: '2.9.0',
VERSION: '2.9.1',

/**
* An array of Phaser game instances.
Expand Down
4 changes: 2 additions & 2 deletions build/custom/phaser-minimum.min.js

Large diffs are not rendered by default.

4 changes: 2 additions & 2 deletions build/custom/phaser-no-physics.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.9.0 "2017-10-08" - Built: Sun Oct 08 2017 19:21:10
* v2.9.1 "2017-10-10" - Built: Tue Oct 10 2017 11:18:04
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
Expand Down Expand Up @@ -7594,7 +7594,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant Phaser.VERSION
* @type {string}
*/
VERSION: '2.9.0',
VERSION: '2.9.1',

/**
* An array of Phaser game instances.
Expand Down
4 changes: 2 additions & 2 deletions build/custom/phaser-no-physics.min.js

Large diffs are not rendered by default.

38 changes: 26 additions & 12 deletions build/custom/phaser-split.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.9.0 "2017-10-08" - Built: Sun Oct 08 2017 19:21:22
* v2.9.1 "2017-10-10" - Built: Tue Oct 10 2017 11:18:15
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
Expand Down Expand Up @@ -53,7 +53,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant Phaser.VERSION
* @type {string}
*/
VERSION: '2.9.0',
VERSION: '2.9.1',

/**
* An array of Phaser game instances.
Expand Down Expand Up @@ -77770,15 +77770,29 @@ Phaser.Tilemap.prototype = {

if (typeof indexes === 'number')
{
// This may seem a bit wasteful, because it will cause empty array elements to be created, but the look-up cost is much
// less than having to iterate through the callbacks array hunting down tile indexes each frame, so I'll take the small memory hit.
this.layers[layer].callbacks[indexes] = { callback: callback, callbackContext: callbackContext };
if (callback === null)
{
delete this.layers[layer].callbacks[indexes];
}
else
{
// This may seem a bit wasteful, because it will cause empty array elements to be created, but the look-up cost is much
// less than having to iterate through the callbacks array hunting down tile indexes each frame, so I'll take the small memory hit.
this.layers[layer].callbacks[indexes] = { callback: callback, callbackContext: callbackContext };
}
}
else
{
for (var i = 0, len = indexes.length; i < len; i++)
{
this.layers[layer].callbacks[indexes[i]] = { callback: callback, callbackContext: callbackContext };
if (callback === null)
{
delete this.layers[layer].callbacks[indexes[i]];
}
else
{
this.layers[layer].callbacks[indexes[i]] = { callback: callback, callbackContext: callbackContext };
}
}
}

Expand Down Expand Up @@ -81942,8 +81956,8 @@ Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.
*/
Phaser.Particles.Arcade.Emitter.prototype.update = function () {

this.count.emitted = 0;
this.count.failed = 0;
this.counts.emitted = 0;
this.counts.failed = 0;

if (this.on && this.game.time.time >= this._timer)
{
Expand Down Expand Up @@ -82269,14 +82283,14 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, fr

if (particle === null)
{
this.count.failed++;
this.count.totalFailed++;
this.counts.failed++;
this.counts.totalFailed++;

return false;
}

this.count.emitted++;
this.count.totalEmitted++;
this.counts.emitted++;
this.counts.totalEmitted++;

var rnd = this.game.rnd;

Expand Down
2 changes: 1 addition & 1 deletion build/custom/phaser-split.map

Large diffs are not rendered by default.

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

Large diffs are not rendered by default.

2 changes: 1 addition & 1 deletion build/custom/pixi.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.9.0 "2017-10-08" - Built: Sun Oct 08 2017 19:21:31
* v2.9.1 "2017-10-10" - Built: Tue Oct 10 2017 11:18:25
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
Expand Down
2 changes: 1 addition & 1 deletion build/custom/pixi.min.js

Large diffs are not rendered by default.

38 changes: 26 additions & 12 deletions build/phaser.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.9.0 "2017-10-08" - Built: Sun Oct 08 2017 19:20:54
* v2.9.1 "2017-10-10" - Built: Tue Oct 10 2017 11:17:47
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
Expand Down Expand Up @@ -21232,7 +21232,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant Phaser.VERSION
* @type {string}
*/
VERSION: '2.9.0',
VERSION: '2.9.1',

/**
* An array of Phaser game instances.
Expand Down Expand Up @@ -98949,15 +98949,29 @@ Phaser.Tilemap.prototype = {

if (typeof indexes === 'number')
{
// This may seem a bit wasteful, because it will cause empty array elements to be created, but the look-up cost is much
// less than having to iterate through the callbacks array hunting down tile indexes each frame, so I'll take the small memory hit.
this.layers[layer].callbacks[indexes] = { callback: callback, callbackContext: callbackContext };
if (callback === null)
{
delete this.layers[layer].callbacks[indexes];
}
else
{
// This may seem a bit wasteful, because it will cause empty array elements to be created, but the look-up cost is much
// less than having to iterate through the callbacks array hunting down tile indexes each frame, so I'll take the small memory hit.
this.layers[layer].callbacks[indexes] = { callback: callback, callbackContext: callbackContext };
}
}
else
{
for (var i = 0, len = indexes.length; i < len; i++)
{
this.layers[layer].callbacks[indexes[i]] = { callback: callback, callbackContext: callbackContext };
if (callback === null)
{
delete this.layers[layer].callbacks[indexes[i]];
}
else
{
this.layers[layer].callbacks[indexes[i]] = { callback: callback, callbackContext: callbackContext };
}
}
}

Expand Down Expand Up @@ -103121,8 +103135,8 @@ Phaser.Particles.Arcade.Emitter.prototype.constructor = Phaser.Particles.Arcade.
*/
Phaser.Particles.Arcade.Emitter.prototype.update = function () {

this.count.emitted = 0;
this.count.failed = 0;
this.counts.emitted = 0;
this.counts.failed = 0;

if (this.on && this.game.time.time >= this._timer)
{
Expand Down Expand Up @@ -103448,14 +103462,14 @@ Phaser.Particles.Arcade.Emitter.prototype.emitParticle = function (x, y, key, fr

if (particle === null)
{
this.count.failed++;
this.count.totalFailed++;
this.counts.failed++;
this.counts.totalFailed++;

return false;
}

this.count.emitted++;
this.count.totalEmitted++;
this.counts.emitted++;
this.counts.totalEmitted++;

var rnd = this.game.rnd;

Expand Down
2 changes: 1 addition & 1 deletion build/phaser.map

Large diffs are not rendered by default.

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

Large diffs are not rendered by default.

Loading

0 comments on commit e588b8d

Please sign in to comment.