Phaser 2.4.9 RC1.

This commit is contained in:
Richard Davey 2016-06-02 23:23:23 +01:00
parent 45bd98ee18
commit 1b7dcd9cbb
16 changed files with 328 additions and 204 deletions

View file

@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 16:38:57
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 23:21:31
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -1855,7 +1855,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
renderSession.context.globalAlpha = this.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
{
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
@ -9152,7 +9152,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.9-dev',
VERSION: '2.4.9 RC1',
/**
* An array of Phaser game instances.
@ -14913,11 +14913,6 @@ Phaser.Camera.prototype = {
this.updateFX();
}
if (this.target)
{
this.updateTarget();
}
if (this._shake.duration > 0)
{
this.updateShake();
@ -14935,8 +14930,6 @@ Phaser.Camera.prototype = {
this._shake.y = Math.floor(this._shake.y);
}
// this.displayObject.position.x = -(this.view.x + this._shake.x);
// this.displayObject.position.y = -(this.view.y + this._shake.y);
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
@ -15049,6 +15042,19 @@ Phaser.Camera.prototype = {
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);
}
if (this.bounds)
{
this.checkBounds();
}
if (this.roundPx)
{
this.view.floor();
}
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
},
/**
@ -17885,7 +17891,6 @@ Phaser.Stage.prototype.preUpdate = function () {
this.currentRenderOrderID = 0;
// This can't loop in reverse, we need the orderID to be in sequence
for (var i = 0; i < this.children.length; i++)
{
this.children[i].preUpdate();
@ -17900,9 +17905,7 @@ Phaser.Stage.prototype.preUpdate = function () {
*/
Phaser.Stage.prototype.update = function () {
var i = this.children.length;
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].update();
}
@ -17913,22 +17916,25 @@ Phaser.Stage.prototype.update = function () {
* This is called automatically before the renderer runs and after the plugins have updated.
* In postUpdate this is where all the final physics calculations and object positioning happens.
* The objects are processed in the order of the display list.
* The only exception to this is if the camera is following an object, in which case that is updated first.
*
* @method Phaser.Stage#postUpdate
*/
Phaser.Stage.prototype.postUpdate = function () {
var i = this.children.length;
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
this.game.world.camera.update();
if (this.game.camera.target)
{
this.game.camera.updateTarget();
}
};
@ -21711,9 +21717,6 @@ Phaser.Game.prototype = {
{
this.updateLogic(this.time.desiredFpsMult);
// Sync the scene graph after _every_ logic update to account for moved game objects
this.stage.updateTransform();
// call the game render update exactly once every frame
this.updateRender(this.time.slowMotion * this.time.desiredFps);
@ -21768,9 +21771,6 @@ Phaser.Game.prototype = {
this.updateLogic(this.time.desiredFpsMult);
// Sync the scene graph after _every_ logic update to account for moved game objects
this.stage.updateTransform();
count++;
if (this.forceSingleUpdate && count === 1)
@ -21820,7 +21820,7 @@ Phaser.Game.prototype = {
this.scale.preUpdate();
this.debug.preUpdate();
this.world.camera.preUpdate();
this.camera.preUpdate();
this.physics.preUpdate();
this.state.preUpdate(timeStep);
this.plugins.preUpdate(timeStep);
@ -21846,6 +21846,8 @@ Phaser.Game.prototype = {
this.debug.preUpdate();
}
this.stage.updateTransform();
},
/**
@ -75120,16 +75122,54 @@ Phaser.TilemapLayer.prototype.preUpdate = function() {
*/
Phaser.TilemapLayer.prototype.postUpdate = function () {
Phaser.Component.FixedToCamera.postUpdate.call(this);
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
// Stops you being able to auto-scroll the camera if it's not following a sprite
var camera = this.game.camera;
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
this.scrollX = camera.x * this.scrollFactorX / this.scale.x;
this.scrollY = camera.y * this.scrollFactorY / this.scale.y;
};
/**
* Automatically called by the Canvas Renderer.
* Overrides the Sprite._renderCanvas function.
*
* @method Phaser.TilemapLayer#_renderCanvas
* @private
*/
Phaser.TilemapLayer.prototype._renderCanvas = function (renderSession) {
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
this.render();
PIXI.Sprite.prototype._renderCanvas.call(this, renderSession);
};
/**
* Automatically called by the Canvas Renderer.
* Overrides the Sprite._renderWebGL function.
*
* @method Phaser.TilemapLayer#_renderWebGL
* @private
*/
Phaser.TilemapLayer.prototype._renderWebGL = function (renderSession) {
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
this.render();
PIXI.Sprite.prototype._renderWebGL.call(this, renderSession);
};
/**

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 16:39:14
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 23:21:52
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -1855,7 +1855,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
renderSession.context.globalAlpha = this.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
{
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
@ -7952,7 +7952,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.9-dev',
VERSION: '2.4.9 RC1',
/**
* An array of Phaser game instances.
@ -13713,11 +13713,6 @@ Phaser.Camera.prototype = {
this.updateFX();
}
if (this.target)
{
this.updateTarget();
}
if (this._shake.duration > 0)
{
this.updateShake();
@ -13735,8 +13730,6 @@ Phaser.Camera.prototype = {
this._shake.y = Math.floor(this._shake.y);
}
// this.displayObject.position.x = -(this.view.x + this._shake.x);
// this.displayObject.position.y = -(this.view.y + this._shake.y);
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
@ -13849,6 +13842,19 @@ Phaser.Camera.prototype = {
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);
}
if (this.bounds)
{
this.checkBounds();
}
if (this.roundPx)
{
this.view.floor();
}
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
},
/**
@ -16685,7 +16691,6 @@ Phaser.Stage.prototype.preUpdate = function () {
this.currentRenderOrderID = 0;
// This can't loop in reverse, we need the orderID to be in sequence
for (var i = 0; i < this.children.length; i++)
{
this.children[i].preUpdate();
@ -16700,9 +16705,7 @@ Phaser.Stage.prototype.preUpdate = function () {
*/
Phaser.Stage.prototype.update = function () {
var i = this.children.length;
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].update();
}
@ -16713,22 +16716,25 @@ Phaser.Stage.prototype.update = function () {
* This is called automatically before the renderer runs and after the plugins have updated.
* In postUpdate this is where all the final physics calculations and object positioning happens.
* The objects are processed in the order of the display list.
* The only exception to this is if the camera is following an object, in which case that is updated first.
*
* @method Phaser.Stage#postUpdate
*/
Phaser.Stage.prototype.postUpdate = function () {
var i = this.children.length;
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
this.game.world.camera.update();
if (this.game.camera.target)
{
this.game.camera.updateTarget();
}
};
@ -20511,9 +20517,6 @@ Phaser.Game.prototype = {
{
this.updateLogic(this.time.desiredFpsMult);
// Sync the scene graph after _every_ logic update to account for moved game objects
this.stage.updateTransform();
// call the game render update exactly once every frame
this.updateRender(this.time.slowMotion * this.time.desiredFps);
@ -20568,9 +20571,6 @@ Phaser.Game.prototype = {
this.updateLogic(this.time.desiredFpsMult);
// Sync the scene graph after _every_ logic update to account for moved game objects
this.stage.updateTransform();
count++;
if (this.forceSingleUpdate && count === 1)
@ -20620,7 +20620,7 @@ Phaser.Game.prototype = {
this.scale.preUpdate();
this.debug.preUpdate();
this.world.camera.preUpdate();
this.camera.preUpdate();
this.physics.preUpdate();
this.state.preUpdate(timeStep);
this.plugins.preUpdate(timeStep);
@ -20646,6 +20646,8 @@ Phaser.Game.prototype = {
this.debug.preUpdate();
}
this.stage.updateTransform();
},
/**

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 16:39:06
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 23:21:42
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -1855,7 +1855,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
renderSession.context.globalAlpha = this.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
{
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
@ -9152,7 +9152,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.9-dev',
VERSION: '2.4.9 RC1',
/**
* An array of Phaser game instances.
@ -14913,11 +14913,6 @@ Phaser.Camera.prototype = {
this.updateFX();
}
if (this.target)
{
this.updateTarget();
}
if (this._shake.duration > 0)
{
this.updateShake();
@ -14935,8 +14930,6 @@ Phaser.Camera.prototype = {
this._shake.y = Math.floor(this._shake.y);
}
// this.displayObject.position.x = -(this.view.x + this._shake.x);
// this.displayObject.position.y = -(this.view.y + this._shake.y);
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
@ -15049,6 +15042,19 @@ Phaser.Camera.prototype = {
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);
}
if (this.bounds)
{
this.checkBounds();
}
if (this.roundPx)
{
this.view.floor();
}
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
},
/**
@ -17885,7 +17891,6 @@ Phaser.Stage.prototype.preUpdate = function () {
this.currentRenderOrderID = 0;
// This can't loop in reverse, we need the orderID to be in sequence
for (var i = 0; i < this.children.length; i++)
{
this.children[i].preUpdate();
@ -17900,9 +17905,7 @@ Phaser.Stage.prototype.preUpdate = function () {
*/
Phaser.Stage.prototype.update = function () {
var i = this.children.length;
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].update();
}
@ -17913,22 +17916,25 @@ Phaser.Stage.prototype.update = function () {
* This is called automatically before the renderer runs and after the plugins have updated.
* In postUpdate this is where all the final physics calculations and object positioning happens.
* The objects are processed in the order of the display list.
* The only exception to this is if the camera is following an object, in which case that is updated first.
*
* @method Phaser.Stage#postUpdate
*/
Phaser.Stage.prototype.postUpdate = function () {
var i = this.children.length;
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
this.game.world.camera.update();
if (this.game.camera.target)
{
this.game.camera.updateTarget();
}
};
@ -21711,9 +21717,6 @@ Phaser.Game.prototype = {
{
this.updateLogic(this.time.desiredFpsMult);
// Sync the scene graph after _every_ logic update to account for moved game objects
this.stage.updateTransform();
// call the game render update exactly once every frame
this.updateRender(this.time.slowMotion * this.time.desiredFps);
@ -21768,9 +21771,6 @@ Phaser.Game.prototype = {
this.updateLogic(this.time.desiredFpsMult);
// Sync the scene graph after _every_ logic update to account for moved game objects
this.stage.updateTransform();
count++;
if (this.forceSingleUpdate && count === 1)
@ -21820,7 +21820,7 @@ Phaser.Game.prototype = {
this.scale.preUpdate();
this.debug.preUpdate();
this.world.camera.preUpdate();
this.camera.preUpdate();
this.physics.preUpdate();
this.state.preUpdate(timeStep);
this.plugins.preUpdate(timeStep);
@ -21846,6 +21846,8 @@ Phaser.Game.prototype = {
this.debug.preUpdate();
}
this.stage.updateTransform();
},
/**

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 16:39:22
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 23:22:02
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -55,7 +55,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.9-dev',
VERSION: '2.4.9 RC1',
/**
* An array of Phaser game instances.
@ -5816,11 +5816,6 @@ Phaser.Camera.prototype = {
this.updateFX();
}
if (this.target)
{
this.updateTarget();
}
if (this._shake.duration > 0)
{
this.updateShake();
@ -5838,8 +5833,6 @@ Phaser.Camera.prototype = {
this._shake.y = Math.floor(this._shake.y);
}
// this.displayObject.position.x = -(this.view.x + this._shake.x);
// this.displayObject.position.y = -(this.view.y + this._shake.y);
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
@ -5952,6 +5945,19 @@ Phaser.Camera.prototype = {
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);
}
if (this.bounds)
{
this.checkBounds();
}
if (this.roundPx)
{
this.view.floor();
}
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
},
/**
@ -8788,7 +8794,6 @@ Phaser.Stage.prototype.preUpdate = function () {
this.currentRenderOrderID = 0;
// This can't loop in reverse, we need the orderID to be in sequence
for (var i = 0; i < this.children.length; i++)
{
this.children[i].preUpdate();
@ -8803,9 +8808,7 @@ Phaser.Stage.prototype.preUpdate = function () {
*/
Phaser.Stage.prototype.update = function () {
var i = this.children.length;
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].update();
}
@ -8816,22 +8819,25 @@ Phaser.Stage.prototype.update = function () {
* This is called automatically before the renderer runs and after the plugins have updated.
* In postUpdate this is where all the final physics calculations and object positioning happens.
* The objects are processed in the order of the display list.
* The only exception to this is if the camera is following an object, in which case that is updated first.
*
* @method Phaser.Stage#postUpdate
*/
Phaser.Stage.prototype.postUpdate = function () {
var i = this.children.length;
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
this.game.world.camera.update();
if (this.game.camera.target)
{
this.game.camera.updateTarget();
}
};
@ -12614,9 +12620,6 @@ Phaser.Game.prototype = {
{
this.updateLogic(this.time.desiredFpsMult);
// Sync the scene graph after _every_ logic update to account for moved game objects
this.stage.updateTransform();
// call the game render update exactly once every frame
this.updateRender(this.time.slowMotion * this.time.desiredFps);
@ -12671,9 +12674,6 @@ Phaser.Game.prototype = {
this.updateLogic(this.time.desiredFpsMult);
// Sync the scene graph after _every_ logic update to account for moved game objects
this.stage.updateTransform();
count++;
if (this.forceSingleUpdate && count === 1)
@ -12723,7 +12723,7 @@ Phaser.Game.prototype = {
this.scale.preUpdate();
this.debug.preUpdate();
this.world.camera.preUpdate();
this.camera.preUpdate();
this.physics.preUpdate();
this.state.preUpdate(timeStep);
this.plugins.preUpdate(timeStep);
@ -12749,6 +12749,8 @@ Phaser.Game.prototype = {
this.debug.preUpdate();
}
this.stage.updateTransform();
},
/**
@ -71450,16 +71452,54 @@ Phaser.TilemapLayer.prototype.preUpdate = function() {
*/
Phaser.TilemapLayer.prototype.postUpdate = function () {
Phaser.Component.FixedToCamera.postUpdate.call(this);
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
// Stops you being able to auto-scroll the camera if it's not following a sprite
var camera = this.game.camera;
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
this.scrollX = camera.x * this.scrollFactorX / this.scale.x;
this.scrollY = camera.y * this.scrollFactorY / this.scale.y;
};
/**
* Automatically called by the Canvas Renderer.
* Overrides the Sprite._renderCanvas function.
*
* @method Phaser.TilemapLayer#_renderCanvas
* @private
*/
Phaser.TilemapLayer.prototype._renderCanvas = function (renderSession) {
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
this.render();
PIXI.Sprite.prototype._renderCanvas.call(this, renderSession);
};
/**
* Automatically called by the Canvas Renderer.
* Overrides the Sprite._renderWebGL function.
*
* @method Phaser.TilemapLayer#_renderWebGL
* @private
*/
Phaser.TilemapLayer.prototype._renderWebGL = function (renderSession) {
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
this.render();
PIXI.Sprite.prototype._renderWebGL.call(this, renderSession);
};
/**

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 16:39:21
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 23:22:01
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -1855,7 +1855,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
renderSession.context.globalAlpha = this.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
{
renderSession.scaleMode = this.texture.baseTexture.scaleMode;

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@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 16:38:43
* v2.4.9 "Four Kings" - Built: Thu Jun 02 2016 23:21:16
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -15468,7 +15468,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
renderSession.context.globalAlpha = this.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
{
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
@ -22765,7 +22765,7 @@ var Phaser = Phaser || {
* @constant
* @type {string}
*/
VERSION: '2.4.9-dev',
VERSION: '2.4.9 RC1',
/**
* An array of Phaser game instances.
@ -28526,11 +28526,6 @@ Phaser.Camera.prototype = {
this.updateFX();
}
if (this.target)
{
this.updateTarget();
}
if (this._shake.duration > 0)
{
this.updateShake();
@ -28548,8 +28543,6 @@ Phaser.Camera.prototype = {
this._shake.y = Math.floor(this._shake.y);
}
// this.displayObject.position.x = -(this.view.x + this._shake.x);
// this.displayObject.position.y = -(this.view.y + this._shake.y);
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
@ -28662,6 +28655,19 @@ Phaser.Camera.prototype = {
this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);
}
if (this.bounds)
{
this.checkBounds();
}
if (this.roundPx)
{
this.view.floor();
}
this.displayObject.position.x = -this.view.x;
this.displayObject.position.y = -this.view.y;
},
/**
@ -31498,7 +31504,6 @@ Phaser.Stage.prototype.preUpdate = function () {
this.currentRenderOrderID = 0;
// This can't loop in reverse, we need the orderID to be in sequence
for (var i = 0; i < this.children.length; i++)
{
this.children[i].preUpdate();
@ -31513,9 +31518,7 @@ Phaser.Stage.prototype.preUpdate = function () {
*/
Phaser.Stage.prototype.update = function () {
var i = this.children.length;
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].update();
}
@ -31526,22 +31529,25 @@ Phaser.Stage.prototype.update = function () {
* This is called automatically before the renderer runs and after the plugins have updated.
* In postUpdate this is where all the final physics calculations and object positioning happens.
* The objects are processed in the order of the display list.
* The only exception to this is if the camera is following an object, in which case that is updated first.
*
* @method Phaser.Stage#postUpdate
*/
Phaser.Stage.prototype.postUpdate = function () {
var i = this.children.length;
// Apply the camera shake, fade, bounds, etc
this.game.camera.update();
while (i--)
for (var i = 0; i < this.children.length; i++)
{
this.children[i].postUpdate();
}
this.updateTransform();
this.game.world.camera.update();
if (this.game.camera.target)
{
this.game.camera.updateTarget();
}
};
@ -35324,9 +35330,6 @@ Phaser.Game.prototype = {
{
this.updateLogic(this.time.desiredFpsMult);
// Sync the scene graph after _every_ logic update to account for moved game objects
this.stage.updateTransform();
// call the game render update exactly once every frame
this.updateRender(this.time.slowMotion * this.time.desiredFps);
@ -35381,9 +35384,6 @@ Phaser.Game.prototype = {
this.updateLogic(this.time.desiredFpsMult);
// Sync the scene graph after _every_ logic update to account for moved game objects
this.stage.updateTransform();
count++;
if (this.forceSingleUpdate && count === 1)
@ -35433,7 +35433,7 @@ Phaser.Game.prototype = {
this.scale.preUpdate();
this.debug.preUpdate();
this.world.camera.preUpdate();
this.camera.preUpdate();
this.physics.preUpdate();
this.state.preUpdate(timeStep);
this.plugins.preUpdate(timeStep);
@ -35459,6 +35459,8 @@ Phaser.Game.prototype = {
this.debug.preUpdate();
}
this.stage.updateTransform();
},
/**
@ -94160,16 +94162,54 @@ Phaser.TilemapLayer.prototype.preUpdate = function() {
*/
Phaser.TilemapLayer.prototype.postUpdate = function () {
Phaser.Component.FixedToCamera.postUpdate.call(this);
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
// Stops you being able to auto-scroll the camera if it's not following a sprite
var camera = this.game.camera;
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
this.scrollX = camera.x * this.scrollFactorX / this.scale.x;
this.scrollY = camera.y * this.scrollFactorY / this.scale.y;
};
/**
* Automatically called by the Canvas Renderer.
* Overrides the Sprite._renderCanvas function.
*
* @method Phaser.TilemapLayer#_renderCanvas
* @private
*/
Phaser.TilemapLayer.prototype._renderCanvas = function (renderSession) {
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
this.render();
PIXI.Sprite.prototype._renderCanvas.call(this, renderSession);
};
/**
* Automatically called by the Canvas Renderer.
* Overrides the Sprite._renderWebGL function.
*
* @method Phaser.TilemapLayer#_renderWebGL
* @private
*/
Phaser.TilemapLayer.prototype._renderWebGL = function (renderSession) {
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
this.render();
PIXI.Sprite.prototype._renderWebGL.call(this, renderSession);
};
/**

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36
build/phaser.min.js vendored

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