Removing debug / console.log output.

This commit is contained in:
photonstorm 2014-07-09 05:49:13 +01:00
parent ffd51479e4
commit 2293b64c94
7 changed files with 0 additions and 24 deletions

View file

@ -467,7 +467,6 @@ Phaser.Pointer.prototype = {
// The pointer isn't currently over anything, check if we've got a lingering previous target
if (this.targetObject)
{
// console.log("The pointer isn't currently over anything, check if we've got a lingering previous target");
this.targetObject._pointerOutHandler(this);
this.targetObject = null;
}
@ -477,18 +476,15 @@ Phaser.Pointer.prototype = {
if (this.targetObject === null)
{
// And now set the new one
// console.log('And now set the new one');
this.targetObject = this._highestRenderObject;
this._highestRenderObject._pointerOverHandler(this);
}
else
{
// We've got a target from the last update
// console.log("We've got a target from the last update");
if (this.targetObject === this._highestRenderObject)
{
// Same target as before, so update it
// console.log("Same target as before, so update it");
if (this._highestRenderObject.update(this) === false)
{
this.targetObject = null;
@ -497,7 +493,6 @@ Phaser.Pointer.prototype = {
else
{
// The target has changed, so tell the old one we've left it
// console.log("The target has changed, so tell the old one we've left it");
this.targetObject._pointerOutHandler(this);
// And now set the new one

View file

@ -262,8 +262,6 @@ Phaser.Touch.prototype = {
*/
onTouchEnter: function (event) {
console.log('touch enter', event);
this.event = event;
if (this.touchEnterCallback)

View file

@ -1289,8 +1289,6 @@ Phaser.Loader.prototype = {
*/
xhrLoad: function (index, url, type, onload, onerror) {
// console.log('xhrLoad', index, url, type, onload, onerror);
this._xhr.open("GET", url, true);
this._xhr.responseType = type;

View file

@ -1114,8 +1114,6 @@ Phaser.Physics.Arcade.prototype = {
// We only need do this if both axis have checking faces AND we're moving in both directions
minX = Math.min(Math.abs(body.position.x - tile.right), Math.abs(body.right - tile.left));
minY = Math.min(Math.abs(body.position.y - tile.bottom), Math.abs(body.bottom - tile.top));
// console.log('checking faces', minX, minY);
}
if (minX < minY)

View file

@ -328,7 +328,6 @@ Phaser.Physics.Ninja.Circle.prototype = {
}
else
{
// console.log("ResolveCircleTile() was called with an empty (or unknown) tile!: ID=" + t.id + ")");
return false;
}

View file

@ -312,7 +312,6 @@ Phaser.Sound.prototype = {
{
this._sound = this.game.cache.getSoundData(this.key);
this.totalDuration = this._sound.duration;
// console.log('sound has unlocked' + this._sound);
}
},
@ -382,31 +381,26 @@ Phaser.Sound.prototype = {
if (this.currentTime >= this.durationMS)
{
// console.log(this.currentMarker, 'has hit duration');
if (this.usingWebAudio)
{
if (this.loop)
{
// console.log('loop1');
// won't work with markers, needs to reset the position
this.onLoop.dispatch(this);
if (this.currentMarker === '')
{
// console.log('loop2');
this.currentTime = 0;
this.startTime = this.game.time.now;
}
else
{
// console.log('loop3');
this.onMarkerComplete.dispatch(this.currentMarker, this);
this.play(this.currentMarker, 0, this.volume, true, true);
}
}
else
{
// console.log('stopping, no loop for marker');
this.stop();
}
}
@ -588,16 +582,13 @@ Phaser.Sound.prototype = {
}
else
{
// console.log('Sound play Audio');
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked)
{
// console.log('tried playing locked sound, pending set, reload started');
this.game.cache.reloadSound(this.key);
this.pendingPlayback = true;
}
else
{
// console.log('sound not locked, state?', this._sound.readyState);
if (this._sound && (this.game.device.cocoonJS || this._sound.readyState === 4))
{
this._sound.play();
@ -610,7 +601,6 @@ Phaser.Sound.prototype = {
this.durationMS = this.totalDuration * 1000;
}
// console.log('playing', this._sound);
this._sound.currentTime = this.position;
this._sound.muted = this._muted;

View file

@ -212,8 +212,6 @@ Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
*/
Phaser.TilemapLayer.prototype.postUpdate = function () {
// console.log('layer pu');
Phaser.Image.prototype.postUpdate.call(this);
// Stops you being able to auto-scroll the camera if it's not following a sprite