Updated p2 to latest build and patched for Float32Array + UMD issues.

This commit is contained in:
photonstorm 2014-04-29 02:34:16 +01:00
parent 06c69951c1
commit 1d37cde66f
3 changed files with 793 additions and 407 deletions

View file

@ -61,6 +61,7 @@ Version 2.0.4 - "Mos Shirare" - in development
### Updates
* Updated to [Pixi.js 1.5.3](https://github.com/GoodBoyDigital/pixi.js/releases/tag/v1.5.3)
* Updated to latest [p2.js](https://github.com/schteppe/p2.js/commits/master) - all commits from 0.5.0 to Apr 27th 2014.
* TypeScript definitions fixes and updates (thanks @clark-stevenson @metrofun @killalau)
* Timer has removed all use of local temporary vars in the core update loop.
* The Input.reset `hard` reset parameter is now passed down to the Keyboard and Key reset methods.
@ -88,7 +89,9 @@ Version 2.0.4 - "Mos Shirare" - in development
### New Features
* New Phaser Project Template specifically for requireJS in the `resources/Project Templates` folder (many thanks @ashatch)
* Loader now has an onFileStart event you can listen for (thanks @codevinsky, #705)
* Group.classType allows you to change the type of object that Group.create or createMultiple makes from Phaser.Sprite to your own custom class.
* Timer.clearPendingEvents will purge any events marked for deletion, this is run automatically at the start of the update loop.
* Device.crosswalk detects if your game is running under Intels Crosswalk XDK.
* Keyboard.reset has a new `hard` parameter which controls the severity of the reset. A soft reset doesn't remove any callbacks or event listeners.
@ -96,14 +99,14 @@ Version 2.0.4 - "Mos Shirare" - in development
* InputManager.resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
* Group.resetCursor will reset the Group cursor back to the start of the group, or to the given index value.
* World.wrap will take a game object and if its x/y coordinates fall outside of the world bounds it will be repositioned on the opposite side, for a wrap-around effect.
* Group.classType allows you to change the type of object that Group.create or createMultiple makes from Phaser.Sprite to your own custom class.
* Game.scratch is a single handy BitmapData instance that can be used as a visual scratch-pad, for off-screen bitmap manipulation (and is used as such by BitmapData itself).
* Device.support32bit is a new boolean that sets if the context supports 32bit pixel manipulation using array buffer views or not.
* BitmapData.processPixelRGB lets you perform a custom callback on every pixel in the BitmapData.
* P2.World now has its own pause and resume methods, so you can pause the physics simulation independent of your game (thanks @georgiee)
* Phaser.ArrayList is a new iterative object, similar in principal to a linked list but operating on a single array without modifying the object structure.
* Phaser.ArrayList is a new iterative object, similar in principal to a set data structure, but operating on a single array without modifying the object structure.
* Add scaleMode params to FilterTexture and RenderTexture (pixi.js update by @giraluna)
* Your State can now have a pauseUpdate method, which is called constantly when the game is paused.
* Timer.timeCap is a new setting allowing your Timers to protect against unexpectedly large delta timers (such as raf de-vis or CPU grind).
* Camera.unfollow allows you to easily unfollow a tracked object (thanks @alvinsight, #755)
* Animation.setFrame allows you to set the animation to a specific frame (thanks @adamholdenyall, #706)
* Point.dot - get the dot product of two Point objects.
* Point.cross - get the cross product of two Point objects.
* Point.cross - get the cross product of two Point objects.
@ -118,8 +121,6 @@ Version 2.0.4 - "Mos Shirare" - in development
* Point.multiplyAdd - Adds two 2D Points together and multiplies the result by the given scalar.
* Point.negative - Creates a negative Point.
* Point.interpolate - Interpolates the two given Points, based on the `f` value (between 0 and 1) and returns a new Point.
* Your State can now have a pauseUpdate method, which is called constantly when the game is paused.
* The Input system is now updated even while the game is paused.
* Color.packPixel packs an rgb component into a single integer.
* Color.unpackPixel unpacks an integer into a color object.
* Color.fromRGBA converts an integer in 0xRRGGBBAA format to a color object.
@ -133,10 +134,15 @@ Version 2.0.4 - "Mos Shirare" - in development
* Color.RGBtoString converts an rgba color into a # or 0x color string.
* Color.HSVColorWheel will return an array with 360 color objects for each segment of an HSV color wheel, you can optionally set the saturation and value amounts.
* Color.HSLColorWheel will return an array with 360 color objects for each segment of an HSL color wheel, you can optionally set the saturation and lightness amounts.
* Timer.timeCap is a new setting allowing your Timers to protect against unexpectedly large delta timers (such as raf de-vis or CPU grind).
* Camera.unfollow allows you to easily unfollow a tracked object (thanks @alvinsight, #755)
* Animation.setFrame allows you to set the animation to a specific frame (thanks @adamholdenyall, #706)
* New Phaser Project Template specifically for requireJS in the `resources/Project Templates` folder (many thanks @ashatch)
* BitmapData.cls clears the current context.
* BitmapData.fill fills the context with the given color.
* BitmapData.processPixelRGB lets you perform a custom callback on every pixel in the BitmapData by passing the pixels color object to your callback.
* BitmapData.processPixel lets you perform a custom callback on every pixel in the BitmapData by passing the pixels color value to your callback.
* BitmapData.replaceRGB will scan the bitmap for a specific color and replace it with the new given one.
* BitmapData.setHSL sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
* BitmapData.shiftHSL shifts the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
* BitmapData.extract scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.
* BitmapData.circle draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size.
### Bug Fixes

View file

@ -434,7 +434,7 @@ Phaser.BitmapData.prototype = {
},
/**
* Sets any or all of the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
* Sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
*
* @method Phaser.BitmapData#setHSL
* @param {number} [h=null] - The hue, in the range 0 - 1.

File diff suppressed because it is too large Load diff