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https://github.com/photonstorm/phaser
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Updated docs and lint fixes
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7 changed files with 64 additions and 22 deletions
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@ -2,6 +2,10 @@
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## Version 3.next - in development
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### New Plugin Manager
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TODO
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### New Features
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* You can pass in your own `canvas` and `context` elements in your Game Config and Phaser will use those to render with instead of creating its own. This also allows you to pass in a WebGL 2 context. Fix #3653 (thanks @tgrajewski)
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@ -11,9 +15,12 @@
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### Updates
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* Game.step now emits a `prestep` event, which some of the global systems hook in to, like Sound and Input. You can use it to perform pre-step tasks, ideally from plugins.
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* Game.step now emits a `step` event. This is emitted once per frame. You can hook into it from plugins or code that exists outside of a Scene.
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* Game.step now emits a `poststep` event. This is the last chance you get to do things before the render process begins.
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* Optimized TextureTintPipeline.drawBlitter so it skips bobs that have alpha of zero and only calls `setTexture2D` if the bob sourceIndex has changed, previously it called it for every single bob.
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* Game.context used to be undefined if running in WebGL. It is now set to be the `WebGLRenderingContext` during WebGLRenderer.init. If you provided your own custom context, it is set to this instead.
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* Game.onStepCallback has been removed.
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* The Game `onStepCallback` has been removed. You can now listen for the new step events instead.
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* Phaser.EventEmitter was incorrectly namespaced, it's now only available under Phaser.Events.EventEmitter (thanks Tigran)
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### Bug Fixes
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@ -113,7 +113,6 @@ var ValueToColor = require('../display/color/ValueToColor');
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* @since 3.0.0
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*
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* @param {GameConfig} [GameConfig] - The configuration object for your Phaser Game instance.
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*
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*/
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var Config = new Class({
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@ -452,9 +451,11 @@ var Config = new Class({
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* the default plugins like previously, or a config object.
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*
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* plugins: {
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* install: [
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* { key: 'TestPlugin', plugin: TestPlugin, start: false, isScenePlugin: false },
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* { key: 'WireFramePlugin', plugin: WireFramePlugin, start: true, isScenePlugin: true }
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* global: [
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* { key: 'TestPlugin', plugin: TestPlugin, start: true },
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* ],
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* scene: [
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* { key: 'WireFramePlugin', plugin: WireFramePlugin, systemKey: 'wireFramePlugin', sceneKey: 'wireframe' }
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* ],
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* default: [], OR
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* defaultMerge: {
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@ -17,7 +17,6 @@ var Device = require('../device');
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var DOMContentLoaded = require('../dom/DOMContentLoaded');
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var EventEmitter = require('eventemitter3');
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var InputManager = require('../input/InputManager');
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var NOOP = require('../utils/NOOP');
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var PluginManager = require('../plugins/PluginManager');
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var SceneManager = require('../scene/SceneManager');
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var SoundManagerCreator = require('../sound/SoundManagerCreator');
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@ -328,6 +327,40 @@ var Game = new Class({
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eventEmitter.on('focus', this.onFocus, this);
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},
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/**
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* Game Pre-Step event.
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*
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* This event is dispatched before the main Step starts.
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* By this point none of the Scene updates have happened.
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* Hook into it from plugins or systems that need to update before the Scene Manager does.
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*
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* @event Phaser.Game#prestepEvent
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* @param {number} time - [description]
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* @param {number} delta - [description]
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*/
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/**
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* Game Step event.
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*
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* This event is dispatched after Pre-Step and before the Scene Manager steps.
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* Hook into it from plugins or systems that need to update before the Scene Manager does, but after core Systems.
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*
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* @event Phaser.Game#stepEvent
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* @param {number} time - [description]
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* @param {number} delta - [description]
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*/
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/**
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* Game Post-Step event.
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*
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* This event is dispatched after the Scene Manager has updated.
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* Hook into it from plugins or systems that need to do things before the render starts.
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*
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* @event Phaser.Game#poststepEvent
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* @param {number} time - [description]
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* @param {number} delta - [description]
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*/
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/**
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* Game Pre-Render event.
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*
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@ -358,6 +391,9 @@ var Game = new Class({
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* It will then render each Scene in turn, via the Renderer. This process emits `prerender` and `postrender` events.
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*
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* @method Phaser.Game#step
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* @fires Phaser.Game#prestepEvent
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* @fires Phaser.Game#stepEvent
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* @fires Phaser.Game#poststepEvent
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* @fires Phaser.Game#prerenderEvent
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* @fires Phaser.Game#postrenderEvent
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* @since 3.0.0
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@ -8,8 +8,4 @@
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* @namespace Phaser.Events
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*/
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module.exports = {
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EventEmitter: require('./EventEmitter')
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};
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module.exports = { EventEmitter: require('./EventEmitter') };
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@ -10,7 +10,6 @@ var File = require('../File');
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var FileTypesManager = require('../FileTypesManager');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var IsPlainObject = require('../../utils/object/IsPlainObject');
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var PluginManager = require('../../plugins/PluginManager');
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/**
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* @typedef {object} Phaser.Loader.FileTypes.PluginFileConfig
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@ -10,7 +10,6 @@ var File = require('../File');
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var FileTypesManager = require('../FileTypesManager');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var IsPlainObject = require('../../utils/object/IsPlainObject');
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var PluginManager = require('../../plugins/PluginManager');
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/**
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* @typedef {object} Phaser.Loader.FileTypes.ScenePluginFileConfig
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var Class = require('../utils/Class');
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var EventEmitter = require('eventemitter3');
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var IsPlainObject = require('../utils/object/IsPlainObject');
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var GetFastValue = require('../utils/object/GetFastValue');
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// Contains the plugins that Phaser uses globally and locally.
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boot: function ()
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{
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var i;
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var entry;
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var key;
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var plugin;
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var start;
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var mapping;
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var config = this.game.config;
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// Any plugins to install?
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for (i = 0; i < list.length; i++)
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{
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var entry = list[i];
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entry = list[i];
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// { key: 'TestPlugin', plugin: TestPlugin, start: true }
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var key = GetFastValue(entry, 'key', null);
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var plugin = GetFastValue(entry, 'plugin', null);
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var start = GetFastValue(entry, 'start', false);
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key = GetFastValue(entry, 'key', null);
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plugin = GetFastValue(entry, 'plugin', null);
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start = GetFastValue(entry, 'start', false);
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if (key && plugin)
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{
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for (i = 0; i < list.length; i++)
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{
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var entry = list[i];
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entry = list[i];
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// { key: 'moveSpritePlugin', plugin: MoveSpritePlugin, , mapping: 'move' }
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var key = GetFastValue(entry, 'key', null);
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var plugin = GetFastValue(entry, 'plugin', null);
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var mapping = GetFastValue(entry, 'mapping', null);
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key = GetFastValue(entry, 'key', null);
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plugin = GetFastValue(entry, 'plugin', null);
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mapping = GetFastValue(entry, 'mapping', null);
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if (key && plugin)
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{
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