Phaser 2.4.9 RC4.

This commit is contained in:
photonstorm 2016-06-10 16:22:54 +01:00
parent 1daf897b23
commit 0880380ea9
398 changed files with 947 additions and 1132 deletions

View file

@ -361,6 +361,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
* Group.onChildInputUp is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputUp` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Group.onChildInputOver is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOver` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Group.onChildInputOut is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOut` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Phaser.Weapon is a brand new plugin that provides the ability to easily create a bullet pool and manager. Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties. The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics. The Bullets are created inside of `Weapon.bullets`, which is a Phaser.Group instance. Anything you can usually do with a Group, such as move it around the display list, iterate it, etc can be done to the bullets Group too. Bullets can have textures and even animations. You can control the speed at which they are fired, the firing rate, the firing angle, and even set things like gravity for them. Please see the Documentation for more details, or view the [Weapon examples](https://github.com/photonstorm/phaser-examples/tree/master/examples/weapon) in the Examples repo.
### Updates

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 09 2016 17:11:08
* v2.4.9 "Four Kings" - Built: Fri Jun 10 2016 16:18:10
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -9163,7 +9163,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.9 RC3',
VERSION: '2.4.9 RC4',
/**
* An array of Phaser game instances.
@ -18030,20 +18030,23 @@ Phaser.Stage.prototype.postUpdate = function () {
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
var i = this.children.length;
// Camera target first?
if (this.game.camera.target)
{
this.game.camera.target.postUpdate();
while (i--)
this.updateTransform();
this.game.camera.updateTarget();
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
if (this.game.camera.target)
{
this.game.camera.updateTarget();
}
};
/**
@ -19751,10 +19754,7 @@ Phaser.Group.prototype.postUpdate = function () {
this.y = this.game.camera.view.y + this.cameraOffset.y;
}
// Goes in reverse to match the Stage postUpdate cycle, also again children may destroy themselves here.
var i = this.children.length;
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
@ -30393,37 +30393,6 @@ Phaser.Keyboard.prototype = {
},
/**
* Normalises the keyCode value from the browser and returns it.
*
* This is based on browser support. It first checks for `event.key`, then `event.keyIdentifier`
* and finally `event.keyCode`
*
* @method Phaser.Keyboard#getKeyCode
* @param {KeyboardEvent} event
* @private
*/
getKeyCode: function (event) {
if (event.key !== undefined)
{
return event.key;
}
else if (event.keyIdentifier !== undefined)
{
return event.keyIdentifier;
}
else if (event.keyCode !== undefined)
{
return event.keyCode;
}
else
{
return 0;
}
},
/**
* Process the keydown event.
*
@ -30440,7 +30409,7 @@ Phaser.Keyboard.prototype = {
return;
}
var key = this.getKeyCode();
var key = event.keyCode;
// The event is being captured but another hotkey may need it
if (this._capture[key])
@ -30503,7 +30472,7 @@ Phaser.Keyboard.prototype = {
return;
}
var key = this.getKeyCode();
var key = event.keyCode;
if (this._capture[key])
{
@ -72610,8 +72579,8 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
return false;
}
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.x : 0);
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.y : 0);
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;
// We re-check for collision in case body was separated in a previous step
if (!tile.intersects((body.position.x - tilemapLayerOffsetX), (body.position.y - tilemapLayerOffsetY), (body.right - tilemapLayerOffsetX), (body.bottom - tilemapLayerOffsetY)))
@ -72723,14 +72692,14 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
tileCheckX: function (body, tile, tilemapLayer) {
var ox = 0;
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.x : 0);
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;
if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left)
{
// Body is moving LEFT
if (tile.faceRight && (body.x - tilemapLayerOffsetX) < tile.right)
if (tile.faceRight && (body.x - tilemapLayerOffsetX) < tile.right)
{
ox = (body.x - tilemapLayerOffsetX) - tile.right;
ox = (body.x - tilemapLayerOffsetX) - tile.right;
if (ox < -this.TILE_BIAS)
{
@ -72741,9 +72710,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right)
{
// Body is moving RIGHT
if (tile.faceLeft && (body.right - tilemapLayerOffsetX) > tile.left)
if (tile.faceLeft && (body.right - tilemapLayerOffsetX) > tile.left)
{
ox = (body.right - tilemapLayerOffsetX) - tile.left;
ox = (body.right - tilemapLayerOffsetX) - tile.left;
if (ox > this.TILE_BIAS)
{
@ -72781,7 +72750,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
tileCheckY: function (body, tile, tilemapLayer) {
var oy = 0;
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.y : 0);
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;
if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up)
{
@ -72799,9 +72768,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down)
{
// Body is moving DOWN
if (tile.faceTop && (body.bottom - tilemapLayerOffsetY) > tile.top)
if (tile.faceTop && (body.bottom - tilemapLayerOffsetY) > tile.top)
{
oy = (body.bottom - tilemapLayerOffsetY) - tile.top;
oy = (body.bottom - tilemapLayerOffsetY) - tile.top;
if (oy > this.TILE_BIAS)
{

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 09 2016 17:11:25
* v2.4.9 "Four Kings" - Built: Fri Jun 10 2016 16:18:29
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -7963,7 +7963,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.9 RC3',
VERSION: '2.4.9 RC4',
/**
* An array of Phaser game instances.
@ -16830,20 +16830,23 @@ Phaser.Stage.prototype.postUpdate = function () {
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
var i = this.children.length;
// Camera target first?
if (this.game.camera.target)
{
this.game.camera.target.postUpdate();
while (i--)
this.updateTransform();
this.game.camera.updateTarget();
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
if (this.game.camera.target)
{
this.game.camera.updateTarget();
}
};
/**
@ -18551,10 +18554,7 @@ Phaser.Group.prototype.postUpdate = function () {
this.y = this.game.camera.view.y + this.cameraOffset.y;
}
// Goes in reverse to match the Stage postUpdate cycle, also again children may destroy themselves here.
var i = this.children.length;
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 09 2016 17:11:17
* v2.4.9 "Four Kings" - Built: Fri Jun 10 2016 16:18:20
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -9163,7 +9163,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.9 RC3',
VERSION: '2.4.9 RC4',
/**
* An array of Phaser game instances.
@ -18030,20 +18030,23 @@ Phaser.Stage.prototype.postUpdate = function () {
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
var i = this.children.length;
// Camera target first?
if (this.game.camera.target)
{
this.game.camera.target.postUpdate();
while (i--)
this.updateTransform();
this.game.camera.updateTarget();
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
if (this.game.camera.target)
{
this.game.camera.updateTarget();
}
};
/**
@ -19751,10 +19754,7 @@ Phaser.Group.prototype.postUpdate = function () {
this.y = this.game.camera.view.y + this.cameraOffset.y;
}
// Goes in reverse to match the Stage postUpdate cycle, also again children may destroy themselves here.
var i = this.children.length;
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
@ -30393,37 +30393,6 @@ Phaser.Keyboard.prototype = {
},
/**
* Normalises the keyCode value from the browser and returns it.
*
* This is based on browser support. It first checks for `event.key`, then `event.keyIdentifier`
* and finally `event.keyCode`
*
* @method Phaser.Keyboard#getKeyCode
* @param {KeyboardEvent} event
* @private
*/
getKeyCode: function (event) {
if (event.key !== undefined)
{
return event.key;
}
else if (event.keyIdentifier !== undefined)
{
return event.keyIdentifier;
}
else if (event.keyCode !== undefined)
{
return event.keyCode;
}
else
{
return 0;
}
},
/**
* Process the keydown event.
*
@ -30440,7 +30409,7 @@ Phaser.Keyboard.prototype = {
return;
}
var key = this.getKeyCode();
var key = event.keyCode;
// The event is being captured but another hotkey may need it
if (this._capture[key])
@ -30503,7 +30472,7 @@ Phaser.Keyboard.prototype = {
return;
}
var key = this.getKeyCode();
var key = event.keyCode;
if (this._capture[key])
{

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 09 2016 17:11:33
* v2.4.9 "Four Kings" - Built: Fri Jun 10 2016 16:18:38
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -55,7 +55,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.9 RC3',
VERSION: '2.4.9 RC4',
/**
* An array of Phaser game instances.
@ -8922,20 +8922,23 @@ Phaser.Stage.prototype.postUpdate = function () {
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
var i = this.children.length;
// Camera target first?
if (this.game.camera.target)
{
this.game.camera.target.postUpdate();
while (i--)
this.updateTransform();
this.game.camera.updateTarget();
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
if (this.game.camera.target)
{
this.game.camera.updateTarget();
}
};
/**
@ -10643,10 +10646,7 @@ Phaser.Group.prototype.postUpdate = function () {
this.y = this.game.camera.view.y + this.cameraOffset.y;
}
// Goes in reverse to match the Stage postUpdate cycle, also again children may destroy themselves here.
var i = this.children.length;
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
@ -21285,37 +21285,6 @@ Phaser.Keyboard.prototype = {
},
/**
* Normalises the keyCode value from the browser and returns it.
*
* This is based on browser support. It first checks for `event.key`, then `event.keyIdentifier`
* and finally `event.keyCode`
*
* @method Phaser.Keyboard#getKeyCode
* @param {KeyboardEvent} event
* @private
*/
getKeyCode: function (event) {
if (event.key !== undefined)
{
return event.key;
}
else if (event.keyIdentifier !== undefined)
{
return event.keyIdentifier;
}
else if (event.keyCode !== undefined)
{
return event.keyCode;
}
else
{
return 0;
}
},
/**
* Process the keydown event.
*
@ -21332,7 +21301,7 @@ Phaser.Keyboard.prototype = {
return;
}
var key = this.getKeyCode();
var key = event.keyCode;
// The event is being captured but another hotkey may need it
if (this._capture[key])
@ -21395,7 +21364,7 @@ Phaser.Keyboard.prototype = {
return;
}
var key = this.getKeyCode();
var key = event.keyCode;
if (this._capture[key])
{
@ -63502,8 +63471,8 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
return false;
}
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.x : 0);
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.y : 0);
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;
// We re-check for collision in case body was separated in a previous step
if (!tile.intersects((body.position.x - tilemapLayerOffsetX), (body.position.y - tilemapLayerOffsetY), (body.right - tilemapLayerOffsetX), (body.bottom - tilemapLayerOffsetY)))
@ -63615,14 +63584,14 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
tileCheckX: function (body, tile, tilemapLayer) {
var ox = 0;
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.x : 0);
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;
if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left)
{
// Body is moving LEFT
if (tile.faceRight && (body.x - tilemapLayerOffsetX) < tile.right)
if (tile.faceRight && (body.x - tilemapLayerOffsetX) < tile.right)
{
ox = (body.x - tilemapLayerOffsetX) - tile.right;
ox = (body.x - tilemapLayerOffsetX) - tile.right;
if (ox < -this.TILE_BIAS)
{
@ -63633,9 +63602,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right)
{
// Body is moving RIGHT
if (tile.faceLeft && (body.right - tilemapLayerOffsetX) > tile.left)
if (tile.faceLeft && (body.right - tilemapLayerOffsetX) > tile.left)
{
ox = (body.right - tilemapLayerOffsetX) - tile.left;
ox = (body.right - tilemapLayerOffsetX) - tile.left;
if (ox > this.TILE_BIAS)
{
@ -63673,7 +63642,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
tileCheckY: function (body, tile, tilemapLayer) {
var oy = 0;
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.y : 0);
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;
if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up)
{
@ -63691,9 +63660,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down)
{
// Body is moving DOWN
if (tile.faceTop && (body.bottom - tilemapLayerOffsetY) > tile.top)
if (tile.faceTop && (body.bottom - tilemapLayerOffsetY) > tile.top)
{
oy = (body.bottom - tilemapLayerOffsetY) - tile.top;
oy = (body.bottom - tilemapLayerOffsetY) - tile.top;
if (oy > this.TILE_BIAS)
{

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 09 2016 17:11:32
* v2.4.9 "Four Kings" - Built: Fri Jun 10 2016 16:18:37
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 09 2016 17:11:46
* v2.4.9 "Four Kings" - Built: Fri Jun 10 2016 16:18:53
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -55,7 +55,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.9 RC3',
VERSION: '2.4.9 RC4',
/**
* An array of Phaser game instances.
@ -8922,20 +8922,23 @@ Phaser.Stage.prototype.postUpdate = function () {
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
var i = this.children.length;
// Camera target first?
if (this.game.camera.target)
{
this.game.camera.target.postUpdate();
while (i--)
this.updateTransform();
this.game.camera.updateTarget();
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
if (this.game.camera.target)
{
this.game.camera.updateTarget();
}
};
/**
@ -10643,10 +10646,7 @@ Phaser.Group.prototype.postUpdate = function () {
this.y = this.game.camera.view.y + this.cameraOffset.y;
}
// Goes in reverse to match the Stage postUpdate cycle, also again children may destroy themselves here.
var i = this.children.length;
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
@ -21285,37 +21285,6 @@ Phaser.Keyboard.prototype = {
},
/**
* Normalises the keyCode value from the browser and returns it.
*
* This is based on browser support. It first checks for `event.key`, then `event.keyIdentifier`
* and finally `event.keyCode`
*
* @method Phaser.Keyboard#getKeyCode
* @param {KeyboardEvent} event
* @private
*/
getKeyCode: function (event) {
if (event.key !== undefined)
{
return event.key;
}
else if (event.keyIdentifier !== undefined)
{
return event.keyIdentifier;
}
else if (event.keyCode !== undefined)
{
return event.keyCode;
}
else
{
return 0;
}
},
/**
* Process the keydown event.
*
@ -21332,7 +21301,7 @@ Phaser.Keyboard.prototype = {
return;
}
var key = this.getKeyCode();
var key = event.keyCode;
// The event is being captured but another hotkey may need it
if (this._capture[key])
@ -21395,7 +21364,7 @@ Phaser.Keyboard.prototype = {
return;
}
var key = this.getKeyCode();
var key = event.keyCode;
if (this._capture[key])
{
@ -63502,8 +63471,8 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
return false;
}
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.x : 0);
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.y : 0);
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;
// We re-check for collision in case body was separated in a previous step
if (!tile.intersects((body.position.x - tilemapLayerOffsetX), (body.position.y - tilemapLayerOffsetY), (body.right - tilemapLayerOffsetX), (body.bottom - tilemapLayerOffsetY)))
@ -63615,14 +63584,14 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
tileCheckX: function (body, tile, tilemapLayer) {
var ox = 0;
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.x : 0);
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;
if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left)
{
// Body is moving LEFT
if (tile.faceRight && (body.x - tilemapLayerOffsetX) < tile.right)
if (tile.faceRight && (body.x - tilemapLayerOffsetX) < tile.right)
{
ox = (body.x - tilemapLayerOffsetX) - tile.right;
ox = (body.x - tilemapLayerOffsetX) - tile.right;
if (ox < -this.TILE_BIAS)
{
@ -63633,9 +63602,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right)
{
// Body is moving RIGHT
if (tile.faceLeft && (body.right - tilemapLayerOffsetX) > tile.left)
if (tile.faceLeft && (body.right - tilemapLayerOffsetX) > tile.left)
{
ox = (body.right - tilemapLayerOffsetX) - tile.left;
ox = (body.right - tilemapLayerOffsetX) - tile.left;
if (ox > this.TILE_BIAS)
{
@ -63673,7 +63642,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
tileCheckY: function (body, tile, tilemapLayer) {
var oy = 0;
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.y : 0);
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;
if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up)
{
@ -63691,9 +63660,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down)
{
// Body is moving DOWN
if (tile.faceTop && (body.bottom - tilemapLayerOffsetY) > tile.top)
if (tile.faceTop && (body.bottom - tilemapLayerOffsetY) > tile.top)
{
oy = (body.bottom - tilemapLayerOffsetY) - tile.top;
oy = (body.bottom - tilemapLayerOffsetY) - tile.top;
if (oy > this.TILE_BIAS)
{

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 09 2016 17:10:55
* v2.4.9 "Four Kings" - Built: Fri Jun 10 2016 16:17:57
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -22776,7 +22776,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.9 RC3',
VERSION: '2.4.9 RC4',
/**
* An array of Phaser game instances.
@ -31643,20 +31643,23 @@ Phaser.Stage.prototype.postUpdate = function () {
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
var i = this.children.length;
// Camera target first?
if (this.game.camera.target)
{
this.game.camera.target.postUpdate();
while (i--)
this.updateTransform();
this.game.camera.updateTarget();
}
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
if (this.game.camera.target)
{
this.game.camera.updateTarget();
}
};
/**
@ -33364,10 +33367,7 @@ Phaser.Group.prototype.postUpdate = function () {
this.y = this.game.camera.view.y + this.cameraOffset.y;
}
// Goes in reverse to match the Stage postUpdate cycle, also again children may destroy themselves here.
var i = this.children.length;
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
@ -44006,37 +44006,6 @@ Phaser.Keyboard.prototype = {
},
/**
* Normalises the keyCode value from the browser and returns it.
*
* This is based on browser support. It first checks for `event.key`, then `event.keyIdentifier`
* and finally `event.keyCode`
*
* @method Phaser.Keyboard#getKeyCode
* @param {KeyboardEvent} event
* @private
*/
getKeyCode: function (event) {
if (event.key !== undefined)
{
return event.key;
}
else if (event.keyIdentifier !== undefined)
{
return event.keyIdentifier;
}
else if (event.keyCode !== undefined)
{
return event.keyCode;
}
else
{
return 0;
}
},
/**
* Process the keydown event.
*
@ -44053,7 +44022,7 @@ Phaser.Keyboard.prototype = {
return;
}
var key = this.getKeyCode();
var key = event.keyCode;
// The event is being captured but another hotkey may need it
if (this._capture[key])
@ -44116,7 +44085,7 @@ Phaser.Keyboard.prototype = {
return;
}
var key = this.getKeyCode();
var key = event.keyCode;
if (this._capture[key])
{
@ -86223,8 +86192,8 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
return false;
}
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.x : 0);
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.y : 0);
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;
// We re-check for collision in case body was separated in a previous step
if (!tile.intersects((body.position.x - tilemapLayerOffsetX), (body.position.y - tilemapLayerOffsetY), (body.right - tilemapLayerOffsetX), (body.bottom - tilemapLayerOffsetY)))
@ -86336,14 +86305,14 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
tileCheckX: function (body, tile, tilemapLayer) {
var ox = 0;
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.x : 0);
var tilemapLayerOffsetX = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.x : 0;
if (body.deltaX() < 0 && !body.blocked.left && tile.collideRight && body.checkCollision.left)
{
// Body is moving LEFT
if (tile.faceRight && (body.x - tilemapLayerOffsetX) < tile.right)
if (tile.faceRight && (body.x - tilemapLayerOffsetX) < tile.right)
{
ox = (body.x - tilemapLayerOffsetX) - tile.right;
ox = (body.x - tilemapLayerOffsetX) - tile.right;
if (ox < -this.TILE_BIAS)
{
@ -86354,9 +86323,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
else if (body.deltaX() > 0 && !body.blocked.right && tile.collideLeft && body.checkCollision.right)
{
// Body is moving RIGHT
if (tile.faceLeft && (body.right - tilemapLayerOffsetX) > tile.left)
if (tile.faceLeft && (body.right - tilemapLayerOffsetX) > tile.left)
{
ox = (body.right - tilemapLayerOffsetX) - tile.left;
ox = (body.right - tilemapLayerOffsetX) - tile.left;
if (ox > this.TILE_BIAS)
{
@ -86394,7 +86363,7 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
tileCheckY: function (body, tile, tilemapLayer) {
var oy = 0;
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera ? tilemapLayer.position.y : 0);
var tilemapLayerOffsetY = (!tilemapLayer.fixedToCamera) ? tilemapLayer.position.y : 0;
if (body.deltaY() < 0 && !body.blocked.up && tile.collideDown && body.checkCollision.up)
{
@ -86412,9 +86381,9 @@ Phaser.Physics.Arcade.TilemapCollision.prototype = {
else if (body.deltaY() > 0 && !body.blocked.down && tile.collideUp && body.checkCollision.down)
{
// Body is moving DOWN
if (tile.faceTop && (body.bottom - tilemapLayerOffsetY) > tile.top)
if (tile.faceTop && (body.bottom - tilemapLayerOffsetY) > tile.top)
{
oy = (body.bottom - tilemapLayerOffsetY) - tile.top;
oy = (body.bottom - tilemapLayerOffsetY) - tile.top;
if (oy > this.TILE_BIAS)
{

File diff suppressed because one or more lines are too long

28
build/phaser.min.js vendored

File diff suppressed because one or more lines are too long

View file

@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 09 2016 17:11:44
* v2.4.9 "Four Kings" - Built: Fri Jun 10 2016 16:18:51
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*

View file

@ -1539,7 +1539,7 @@ If you want to make a custom filter this should be your base class.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:29 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2755,7 +2755,7 @@ Atexture is still 100% usable and will simply be reuploaded if there is a sprite
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:29 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1800,7 +1800,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:29 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1284,7 +1284,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:29 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1549,7 +1549,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:29 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2031,7 +2031,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:29 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2531,7 +2531,7 @@ Disable this by setting this to false. For example if your game has a canvas fil
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:29 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2037,7 +2037,7 @@ This property is only applicable if using tintWithPerPixel.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1697,7 +1697,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3580,7 +3580,7 @@ This can be quite useful if your displayObject is static / complicated and needs
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -5261,7 +5261,7 @@ This can be quite useful if your displayObject is static / complicated and needs
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1280,7 +1280,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1757,7 +1757,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2230,7 +2230,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1896,7 +1896,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:23 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -8552,7 +8552,7 @@ Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1284,7 +1284,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2425,7 +2425,7 @@ this function is taken from Starling Framework as its pretty neat ;)</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1753,7 +1753,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2021,7 +2021,7 @@ http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf<
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1360,7 +1360,7 @@ Slightly modified by Mat Groves (matgroves.com);</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1697,7 +1697,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2971,7 +2971,7 @@ irrespective of the actual frame size or placement (which can be influenced by t
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -5713,7 +5713,7 @@ This can be quite useful if your displayObject is static / complicated and needs
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -6246,7 +6246,7 @@ texture this Sprite was using.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:30 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1343,7 +1343,7 @@ And here you have a hundred sprites that will be renderer at the speed of light<
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:31 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -5707,7 +5707,7 @@ This can be quite useful if your displayObject is static / complicated and needs
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:31 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1697,7 +1697,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:31 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3073,7 +3073,7 @@ If the image is not in the texture cache it will be created and loaded.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:31 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -6677,7 +6677,7 @@ texture this Sprite was using.</p>
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:31 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1697,7 +1697,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:24 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:31 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2827,7 +2827,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:25 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:31 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -2218,7 +2218,7 @@
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:25 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:31 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -3165,7 +3165,7 @@ Disable this by setting this to false. For example: if your game has a canvas fi
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:25 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:31 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>

View file

@ -1588,7 +1588,7 @@
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@ -4674,7 +4674,7 @@ If <code>dispatchComplete</code> is true it will dispatch the complete events, o
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@ -3632,7 +3632,7 @@ The currentAnim property of the AnimationManager is automatically set to the ani
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@ -2316,7 +2316,7 @@
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@ -2889,7 +2889,7 @@ Returns null if not found.</p>
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@ -2813,7 +2813,7 @@ for forward compatibility make sure to pass in actual numbers.</p>
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@ -2175,7 +2175,7 @@ The JSON follows the format of that created by https://github.com/tonistiigi/aud
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@ -15686,7 +15686,7 @@ If not given the dimensions defaults to the full size of the context.</p>
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@ -9898,7 +9898,7 @@ Remember if this Game Object has any children you should call update on those to
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@ -14205,7 +14205,7 @@ or the rectangle it references, then you need to update the crop frame by callin
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@ -16017,7 +16017,7 @@ then it will persist in memory.</p>
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@ -5358,7 +5358,7 @@ of the effect, and if it should effect both axis or just one.</p>
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@ -3514,7 +3514,7 @@ patchy on earlier browsers, especially on mobile.</p>
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@ -4911,7 +4911,7 @@ This method checks the radius distances between the two Circle objects to see if
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@ -11956,7 +11956,7 @@ endian-independent method, use fromRGBA(rgba) and toRGBA(r, g, b, a).</p>
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@ -1349,7 +1349,7 @@ Working in radians is slightly faster as it doesn't have to perform any calculat
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@ -1563,7 +1563,7 @@ If you need to reset an already running animation do so directly on the Animatio
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@ -1406,7 +1406,7 @@ Returns <code>true</code> if they do, otherwise <code>false</code> if fully outs
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@ -1632,7 +1632,7 @@ This is the same as <code>y - offsetY</code>.</p>
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@ -1660,7 +1660,7 @@ because the World is the root Group from which all Game Objects descend.</p>
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@ -2564,7 +2564,7 @@ Remember if this Game Object has any children you should call update on those to
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@ -1603,7 +1603,7 @@ or the rectangle it references, then you need to update the crop frame by callin
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@ -1458,7 +1458,7 @@
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@ -1531,7 +1531,7 @@ more than one Game Object sharing the same BaseTexture.</p>
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@ -1484,7 +1484,7 @@ Called automatically by the Game Object.</p>
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@ -1580,7 +1580,7 @@ Will never exceed the <code>maxHealth</code> value.</p>
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@ -1346,7 +1346,7 @@
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@ -1596,7 +1596,7 @@ Called automatically by the Game Object.</p>
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@ -1419,7 +1419,7 @@ for this Game Object and it will then start to process click / touch events and
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@ -1741,7 +1741,7 @@ it doesn't destroy the object or free it up from memory.</p>
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@ -2006,7 +2006,7 @@ it can be useful to adjust the dimensions directly in this way.</p>
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@ -1443,7 +1443,7 @@ It should be fine for low-volume testing where physics isn't required.</p>
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@ -1630,7 +1630,7 @@ Called automatically by the Game Object.</p>
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@ -1521,7 +1521,7 @@
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@ -1730,7 +1730,7 @@ or pass <code>null</code> for the <code>maxX</code> and <code>maxY</code> parame
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@ -1346,7 +1346,7 @@
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@ -2527,7 +2527,7 @@ for sprites the same way you use any other texture: <code>game.add.sprite(0, 0,
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@ -9326,7 +9326,7 @@ Remember if this Game Object has any children you should call update on those to
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@ -2767,7 +2767,7 @@ inLayoutViewport(element, -100) is <code>true</code> if the element is in the vi
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@ -6519,7 +6519,7 @@ It used to work in Chrome, but then they removed the ability: <a href="http://sr
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@ -3289,7 +3289,7 @@ Handles the button up state.</p>
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@ -1705,7 +1705,7 @@
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@ -1705,7 +1705,7 @@
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@ -1705,7 +1705,7 @@
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@ -1705,7 +1705,7 @@
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
on Thu Jun 09 2016 17:12:14 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
on Fri Jun 10 2016 16:19:21 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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