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https://github.com/photonstorm/phaser
synced 2025-02-16 22:18:29 +00:00
Removing debug / console.log output.
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parent
ffd51479e4
commit
2293b64c94
7 changed files with 0 additions and 24 deletions
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@ -467,7 +467,6 @@ Phaser.Pointer.prototype = {
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// The pointer isn't currently over anything, check if we've got a lingering previous target
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if (this.targetObject)
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{
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// console.log("The pointer isn't currently over anything, check if we've got a lingering previous target");
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this.targetObject._pointerOutHandler(this);
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this.targetObject = null;
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}
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@ -477,18 +476,15 @@ Phaser.Pointer.prototype = {
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if (this.targetObject === null)
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{
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// And now set the new one
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// console.log('And now set the new one');
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this.targetObject = this._highestRenderObject;
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this._highestRenderObject._pointerOverHandler(this);
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}
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else
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{
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// We've got a target from the last update
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// console.log("We've got a target from the last update");
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if (this.targetObject === this._highestRenderObject)
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{
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// Same target as before, so update it
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// console.log("Same target as before, so update it");
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if (this._highestRenderObject.update(this) === false)
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{
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this.targetObject = null;
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@ -497,7 +493,6 @@ Phaser.Pointer.prototype = {
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else
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{
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// The target has changed, so tell the old one we've left it
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// console.log("The target has changed, so tell the old one we've left it");
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this.targetObject._pointerOutHandler(this);
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// And now set the new one
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@ -262,8 +262,6 @@ Phaser.Touch.prototype = {
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*/
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onTouchEnter: function (event) {
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console.log('touch enter', event);
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this.event = event;
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if (this.touchEnterCallback)
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@ -1289,8 +1289,6 @@ Phaser.Loader.prototype = {
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*/
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xhrLoad: function (index, url, type, onload, onerror) {
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// console.log('xhrLoad', index, url, type, onload, onerror);
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this._xhr.open("GET", url, true);
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this._xhr.responseType = type;
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@ -1114,8 +1114,6 @@ Phaser.Physics.Arcade.prototype = {
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// We only need do this if both axis have checking faces AND we're moving in both directions
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minX = Math.min(Math.abs(body.position.x - tile.right), Math.abs(body.right - tile.left));
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minY = Math.min(Math.abs(body.position.y - tile.bottom), Math.abs(body.bottom - tile.top));
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// console.log('checking faces', minX, minY);
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}
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if (minX < minY)
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@ -328,7 +328,6 @@ Phaser.Physics.Ninja.Circle.prototype = {
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}
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else
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{
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// console.log("ResolveCircleTile() was called with an empty (or unknown) tile!: ID=" + t.id + ")");
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return false;
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}
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@ -312,7 +312,6 @@ Phaser.Sound.prototype = {
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{
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this._sound = this.game.cache.getSoundData(this.key);
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this.totalDuration = this._sound.duration;
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// console.log('sound has unlocked' + this._sound);
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}
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},
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@ -382,31 +381,26 @@ Phaser.Sound.prototype = {
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if (this.currentTime >= this.durationMS)
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{
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// console.log(this.currentMarker, 'has hit duration');
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if (this.usingWebAudio)
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{
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if (this.loop)
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{
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// console.log('loop1');
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// won't work with markers, needs to reset the position
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this.onLoop.dispatch(this);
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if (this.currentMarker === '')
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{
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// console.log('loop2');
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this.currentTime = 0;
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this.startTime = this.game.time.now;
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}
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else
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{
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// console.log('loop3');
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this.onMarkerComplete.dispatch(this.currentMarker, this);
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this.play(this.currentMarker, 0, this.volume, true, true);
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}
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}
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else
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{
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// console.log('stopping, no loop for marker');
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this.stop();
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}
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}
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@ -588,16 +582,13 @@ Phaser.Sound.prototype = {
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}
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else
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{
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// console.log('Sound play Audio');
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if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked)
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{
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// console.log('tried playing locked sound, pending set, reload started');
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this.game.cache.reloadSound(this.key);
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this.pendingPlayback = true;
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}
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else
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{
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// console.log('sound not locked, state?', this._sound.readyState);
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if (this._sound && (this.game.device.cocoonJS || this._sound.readyState === 4))
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{
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this._sound.play();
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@ -610,7 +601,6 @@ Phaser.Sound.prototype = {
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this.durationMS = this.totalDuration * 1000;
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}
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// console.log('playing', this._sound);
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this._sound.currentTime = this.position;
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this._sound.muted = this._muted;
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@ -212,8 +212,6 @@ Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
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*/
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Phaser.TilemapLayer.prototype.postUpdate = function () {
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// console.log('layer pu');
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Phaser.Image.prototype.postUpdate.call(this);
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// Stops you being able to auto-scroll the camera if it's not following a sprite
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