Cutting out the noise.

This commit is contained in:
photonstorm 2016-12-06 15:25:24 +00:00
parent 048e11bc5e
commit 2b3127c405
5 changed files with 16 additions and 37 deletions

View file

@ -1,4 +1,4 @@
var CHECKSUM = {
build: 'b52ef110-bbc6-11e6-b803-3d5519c57e8c'
build: 'ecf1bb90-bbc7-11e6-beca-a9f2e8e0caf0'
};
module.exports = CHECKSUM;

View file

@ -131,8 +131,6 @@ EventBinding.prototype = {
dispatch: function (event)
{
console.log('EventBinding.dispatch', this.active.length);
if (this.state !== CONST.DISPATCHER_IDLE)
{
throw new Error('Error: Failed to execute \'EventDispatcher.dispatch\' on \'' + this.type + '\': The event is already being dispatched.');

View file

@ -40,8 +40,6 @@ EventDispatcher.prototype = {
binding.add(listener, priority, false);
}
console.log('on', binding);
return this;
},
@ -122,8 +120,6 @@ EventDispatcher.prototype = {
_dispatchHandler: function (event)
{
console.log('_dispatchHandler', event.type);
event.reset(this);
// Pass the event through the filters first
@ -144,9 +140,6 @@ EventDispatcher.prototype = {
var binding = this.getBinding(event.type);
console.log('_dispatchHandler', binding);
console.dir(this.bindings);
if (binding)
{
binding.dispatch(event);

View file

@ -86,7 +86,7 @@ BaseLoader.prototype = {
start: function ()
{
console.log('BaseLoader start. Files to load:', this.list.size);
// console.log('BaseLoader start. Files to load:', this.list.size);
if (!this.isReady())
{
@ -120,7 +120,7 @@ BaseLoader.prototype = {
processLoadQueue: function ()
{
console.log('BaseLoader processLoadQueue', this.list.size);
// console.log('BaseLoader processLoadQueue', this.list.size);
var _this = this;
@ -128,7 +128,7 @@ BaseLoader.prototype = {
{
if (file.state === CONST.FILE_PENDING && _this.inflight.size < _this.maxParallelDownloads)
{
console.log('ADDED TO QUEUE:', file.key);
// console.log('ADDED TO QUEUE:', file.key);
_this.inflight.add(file);
@ -150,7 +150,7 @@ BaseLoader.prototype = {
// private
loadFile: function (file)
{
console.log('LOADING', file.key);
// console.log('LOADING', file.key);
// If the file doesn't have its own crossOrigin set,
// we'll use the Loaders (which is undefined by default)
@ -164,7 +164,7 @@ BaseLoader.prototype = {
nextFile: function (previousFile, success)
{
console.log('LOADED:', previousFile.src, success);
// console.log('LOADED:', previousFile.src, success);
// Move the file that just loaded from the inflight list to the queue or failed Set
@ -181,19 +181,19 @@ BaseLoader.prototype = {
if (this.list.size > 0)
{
console.log('nextFile - still something in the list');
// console.log('nextFile - still something in the list');
this.processLoadQueue();
}
else if (this.inflight.size === 0)
{
console.log('nextFile calling finishedLoading');
// console.log('nextFile calling finishedLoading');
this.finishedLoading();
}
},
finishedLoading: function ()
{
console.log('BaseLoader.finishedLoading PROCESSING');
// console.log('BaseLoader.finishedLoading PROCESSING');
this._state = CONST.LOADER_PROCESSING;
@ -223,9 +223,7 @@ BaseLoader.prototype = {
this.inflight.clear();
this.queue.clear();
console.log('Loader Complete. Loaded:', storage.size, 'Failed:', this.failed.size);
console.log('BaseLoader COMPLETE - dispatching event');
// console.log('Loader Complete. Loaded:', storage.size, 'Failed:', this.failed.size);
this._state = CONST.LOADER_COMPLETE;

View file

@ -75,8 +75,6 @@ StateManager.prototype = {
// this.game.onPause.add(this.pause, this);
// this.game.onResume.add(this.resume, this);
console.log('StateManager.boot');
for (var i = 0; i < this._pending.length; i++)
{
var entry = this._pending[i];
@ -137,7 +135,7 @@ StateManager.prototype = {
autoStart: autoStart
});
console.log('StateManager not yet booted, adding to list', this._pending.length);
// console.log('StateManager not yet booted, adding to list', this._pending.length);
return;
}
@ -148,12 +146,12 @@ StateManager.prototype = {
if (stateConfig instanceof State)
{
console.log('StateManager.add from instance', key);
// console.log('StateManager.add from instance', key);
newState = this.createStateFromInstance(key, stateConfig);
}
else if (typeof stateConfig === 'object')
{
console.log('StateManager.add from object', key);
// console.log('StateManager.add from object', key);
stateConfig.key = key;
@ -161,7 +159,7 @@ StateManager.prototype = {
}
else if (typeof stateConfig === 'function')
{
console.log('StateManager.add from function', key);
// console.log('StateManager.add from function', key);
newState = this.createStateFromFunction(key, stateConfig);
}
@ -319,7 +317,7 @@ StateManager.prototype = {
// if not booted, then put state into a holding pattern
if (!this.game.isBooted)
{
console.log('StateManager not yet booted, setting autoStart on pending list');
// console.log('StateManager not yet booted, setting autoStart on pending list');
for (var i = 0; i < this._pending.length; i++)
{
@ -361,16 +359,13 @@ StateManager.prototype = {
// Is the loader empty?
if (state.sys.load.list.size === 0)
{
console.log('Loader: Empty queue');
this.startCreate(state);
}
else
{
console.log('-------------------> Loader: Start');
// Start the loader going as we have something in the queue
state.sys.load.events.on('LOADER_COMPLETE_EVENT', this.loadComplete.bind(this));
state.sys.load.events.once('LOADER_COMPLETE_EVENT', this.loadComplete.bind(this));
state.sys.load.start();
}
@ -386,13 +381,8 @@ StateManager.prototype = {
loadComplete: function (event)
{
console.log('Loader: Complete');
console.log(arguments);
var state = event.loader.state;
console.log(state);
// Make sure to do load-update one last time before state is set to _created
// Stop doing this ...