mirror of
https://github.com/photonstorm/phaser
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3.18.1 Build Files
This commit is contained in:
parent
f999e640e1
commit
3184f2843a
6 changed files with 30 additions and 24 deletions
16
dist/phaser-arcade-physics.js
vendored
16
dist/phaser-arcade-physics.js
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@ -5026,7 +5026,7 @@ var CONST = {
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* @type {string}
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* @since 3.0.0
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*/
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VERSION: '3.18.0',
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VERSION: '3.18.1',
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BlendModes: __webpack_require__(52),
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@ -61424,18 +61424,17 @@ var InputManager = new Class({
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* @method Phaser.Input.InputManager#preRender
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* @private
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* @since 3.18.0
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*
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* @param {number} time - The time stamp value of this game step.
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*/
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preRender: function (time)
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preRender: function ()
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{
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var time = this.game.loop.now;
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var delta = this.game.loop.delta;
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var scenes = this.game.scene.getScenes(true, true);
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this.time = time;
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this.events.emit(Events.MANAGER_UPDATE);
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var scenes = this.game.scene.getScenes(true, true);
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var delta = this.game.loop.delta;
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for (var i = 0; i < scenes.length; i++)
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{
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var scene = scenes[i];
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@ -151277,6 +151276,9 @@ var InputPlugin = new Class({
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*
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* @method Phaser.Input.InputPlugin#updatePoll
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* @since 3.18.0
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*
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* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
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* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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*
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* @return {boolean} `true` if the plugin and the Scene it belongs to is active.
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*/
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2
dist/phaser-arcade-physics.min.js
vendored
2
dist/phaser-arcade-physics.min.js
vendored
File diff suppressed because one or more lines are too long
16
dist/phaser-facebook-instant-games.js
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16
dist/phaser-facebook-instant-games.js
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@ -6806,7 +6806,7 @@ var CONST = {
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* @type {string}
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* @since 3.0.0
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*/
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VERSION: '3.18.0',
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VERSION: '3.18.1',
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BlendModes: __webpack_require__(42),
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@ -73878,18 +73878,17 @@ var InputManager = new Class({
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* @method Phaser.Input.InputManager#preRender
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* @private
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* @since 3.18.0
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*
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* @param {number} time - The time stamp value of this game step.
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*/
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preRender: function (time)
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preRender: function ()
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{
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var time = this.game.loop.now;
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var delta = this.game.loop.delta;
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var scenes = this.game.scene.getScenes(true, true);
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this.time = time;
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this.events.emit(Events.MANAGER_UPDATE);
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var scenes = this.game.scene.getScenes(true, true);
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var delta = this.game.loop.delta;
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for (var i = 0; i < scenes.length; i++)
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{
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var scene = scenes[i];
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@ -167349,6 +167348,9 @@ var InputPlugin = new Class({
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*
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* @method Phaser.Input.InputPlugin#updatePoll
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* @since 3.18.0
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*
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* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
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* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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*
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* @return {boolean} `true` if the plugin and the Scene it belongs to is active.
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*/
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2
dist/phaser-facebook-instant-games.min.js
vendored
2
dist/phaser-facebook-instant-games.min.js
vendored
File diff suppressed because one or more lines are too long
16
dist/phaser.js
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16
dist/phaser.js
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@ -5026,7 +5026,7 @@ var CONST = {
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* @type {string}
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* @since 3.0.0
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*/
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VERSION: '3.18.0',
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VERSION: '3.18.1',
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BlendModes: __webpack_require__(52),
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@ -65630,18 +65630,17 @@ var InputManager = new Class({
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* @method Phaser.Input.InputManager#preRender
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* @private
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* @since 3.18.0
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*
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* @param {number} time - The time stamp value of this game step.
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*/
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preRender: function (time)
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preRender: function ()
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{
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var time = this.game.loop.now;
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var delta = this.game.loop.delta;
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var scenes = this.game.scene.getScenes(true, true);
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this.time = time;
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this.events.emit(Events.MANAGER_UPDATE);
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var scenes = this.game.scene.getScenes(true, true);
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var delta = this.game.loop.delta;
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for (var i = 0; i < scenes.length; i++)
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{
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var scene = scenes[i];
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@ -155918,6 +155917,9 @@ var InputPlugin = new Class({
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*
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* @method Phaser.Input.InputPlugin#updatePoll
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* @since 3.18.0
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*
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* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
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* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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*
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* @return {boolean} `true` if the plugin and the Scene it belongs to is active.
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*/
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2
dist/phaser.min.js
vendored
2
dist/phaser.min.js
vendored
File diff suppressed because one or more lines are too long
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