Bumping to 3.50

This commit is contained in:
Richard Davey 2020-07-31 13:41:29 +01:00
parent 25e6868d2d
commit 4baa0522b9
34 changed files with 60 additions and 60 deletions

View file

@ -397,7 +397,7 @@ var BitmapText = new Class({
* character positions during render. It will only scan characters in their un-translated state.
*
* @method Phaser.GameObjects.BitmapText#getCharacterAt
* @since 3.25.0
* @since 3.50.0
*
* @param {number} x - The x position to check.
* @param {number} y - The y position to check.

View file

@ -5,7 +5,7 @@
* but are not translated into the local space of the Game Object itself.
*
* @typedef {object} Phaser.Types.GameObjects.BitmapText.BitmapTextCharacter
* @since 3.25.0
* @since 3.50.0
*
* @property {number} x - The x position of the character in the BitmapText.
* @property {number} y - The y position of the character in the BitmapText.

View file

@ -2,7 +2,7 @@
* Details about the line data in the `BitmapTextSize` object.
*
* @typedef {object} Phaser.Types.GameObjects.BitmapText.BitmapTextLines
* @since 3.25.0
* @since 3.50.0
*
* @property {number} shortest - The width of the shortest line of text.
* @property {number} longest - The width of the longest line of text.

View file

@ -2,7 +2,7 @@
* Details about a single world entry in the `BitmapTextSize` object words array.
*
* @typedef {object} Phaser.Types.GameObjects.BitmapText.BitmapTextWord
* @since 3.25.0
* @since 3.50.0
*
* @property {number} x - The x position of the word in the BitmapText.
* @property {number} y - The y position of the word in the BitmapText.

View file

@ -131,7 +131,7 @@ var Light = new Class({
*
* @name Phaser.GameObjects.Light#dirty
* @type {boolean}
* @since 3.25.0
* @since 3.50.0
*/
this.dirty = true;
},

View file

@ -14,7 +14,7 @@ var Vector3 = require('../../math/Vector3');
* the closest intersecting point from a group of line segments.
*
* @function Phaser.Geom.Intersects.GetLineToLine
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Geom.Line} line1 - The first line segment to check.
* @param {Phaser.Geom.Line} line2 - The second line segment to check.

View file

@ -27,7 +27,7 @@ var tempIntersect = new Vector3();
* The `w` component contains the index of the polygon, in the given array, that triggered the intersection.
*
* @function Phaser.Geom.Intersects.GetLineToPolygon
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Geom.Line} line - The line segment to check.
* @param {Phaser.Geom.Polygon | Phaser.Geom.Polygon[]} polygons - A single polygon, or array of polygons, to check.

View file

@ -8,7 +8,7 @@
* Tranlates the points of the given Polygon.
*
* @function Phaser.Geom.Polygon.Translate
* @since 3.25.0
* @since 3.50.0
*
* @generic {Phaser.Geom.Polygon} O - [polygon,$return]
*

View file

@ -1,6 +1,6 @@
/**
* @typedef {object} Phaser.Types.Math.Vector3Like
* @since 3.25.0
* @since 3.50.0
*
* @property {number} [x] - The x component.
* @property {number} [y] - The y component.

View file

@ -1,6 +1,6 @@
/**
* @typedef {object} Phaser.Types.Math.Vector4Like
* @since 3.25.0
* @since 3.50.0
*
* @property {number} [x] - The x component.
* @property {number} [y] - The y component.

View file

@ -158,7 +158,7 @@ module.exports = {
* Then tests this against the maximum number of iterations GLSL can support.
*
* @function Phaser.Renderer.WebGL.Utils.checkShaderMax
* @since 3.25.0
* @since 3.50.0
*
* @param {WebGLRenderingContext} gl - The WebGLContext used to create the shaders.
* @param {number} maxTextures - The Game Config maxTextures value.

View file

@ -242,7 +242,7 @@ var WebGLPipeline = new Class({
*
* @name Phaser.Renderer.WebGL.Pipelines.WebGLPipeline#currentUnit
* @type {number}
* @since 3.25.0
* @since 3.50.0
*/
this.currentUnit = 0;
@ -252,7 +252,7 @@ var WebGLPipeline = new Class({
*
* @name Phaser.Renderer.WebGL.WebGLPipeline#forceZero
* @type {boolean}
* @since 3.25.0
* @since 3.50.0
*/
this.forceZero = false;
},
@ -304,7 +304,7 @@ var WebGLPipeline = new Class({
* for the given Game Object. It must return the texture unit the Game Object was assigned.
*
* @method Phaser.Renderer.WebGL.Pipelines.WebGLPipeline#setGameObject
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object being rendered or added to the batch.
* @param {Phaser.Textures.Frame} [frame] - Optional frame to use. Can override that of the Game Object.
@ -414,7 +414,7 @@ var WebGLPipeline = new Class({
* This should only be called after the vertex buffer has been bound.
*
* @method Phaser.Renderer.WebGL.WebGLPipeline#setAttribPointers
* @since 3.25.0
* @since 3.50.0
*
* @return {this} This WebGLPipeline instance.
*/

View file

@ -218,7 +218,7 @@ var WebGLRenderer = new Class({
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#startActiveTexture
* @type {integer}
* @since 3.25.0
* @since 3.50.0
*/
this.startActiveTexture = 0;
@ -228,7 +228,7 @@ var WebGLRenderer = new Class({
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#maxTextures
* @type {integer}
* @since 3.25.0
* @since 3.50.0
*/
this.maxTextures = 0;
@ -239,7 +239,7 @@ var WebGLRenderer = new Class({
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#textureIndexes
* @type {array}
* @since 3.25.0
* @since 3.50.0
*/
this.textureIndexes;
@ -250,7 +250,7 @@ var WebGLRenderer = new Class({
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#tempTextures
* @type {array}
* @since 3.25.0
* @since 3.50.0
*/
this.tempTextures;
@ -259,7 +259,7 @@ var WebGLRenderer = new Class({
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#textureZero
* @type {?WebGLTexture}
* @since 3.25.0
* @since 3.50.0
*/
this.textureZero;
@ -268,7 +268,7 @@ var WebGLRenderer = new Class({
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#normalTexture
* @type {?WebGLTexture}
* @since 3.25.0
* @since 3.50.0
*/
this.normalTexture;
@ -609,7 +609,7 @@ var WebGLRenderer = new Class({
*
* @name Phaser.Renderer.WebGL.WebGLRenderer#textureFlush
* @type {number}
* @since 3.25.0
* @since 3.50.0
*/
this.textureFlush = 0;
@ -1379,7 +1379,7 @@ var WebGLRenderer = new Class({
* If none are available, it will flush the current pipeline first.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setTextureSource
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Textures.TextureSource} textureSource - The Texture Source to be assigned the texture unit.
*
@ -1430,7 +1430,7 @@ var WebGLRenderer = new Class({
* Checks to see if the given diffuse and normal map textures are already bound, or not.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#isNewNormalMap
* @since 3.25.0
* @since 3.50.0
*
* @param {WebGLTexture} texture - The WebGL diffuse texture.
* @param {WebGLTexture} normalMap - The WebGL normal map texture.
@ -1448,7 +1448,7 @@ var WebGLRenderer = new Class({
* Make sure to call `clearTextureZero` after using this method.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setTextureZero
* @since 3.25.0
* @since 3.50.0
*
* @param {WebGLTexture} texture - The WebGL texture that needs to be bound.
*/
@ -1469,7 +1469,7 @@ var WebGLRenderer = new Class({
* Clears the texture that was directly bound to texture unit zero.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#clearTextureZero
* @since 3.25.0
* @since 3.50.0
*/
clearTextureZero: function ()
{
@ -1482,7 +1482,7 @@ var WebGLRenderer = new Class({
* Make sure to call `clearNormalMap` after using this method.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setNormalMap
* @since 3.25.0
* @since 3.50.0
*
* @param {WebGLTexture} texture - The WebGL texture that needs to be bound.
*/
@ -1509,7 +1509,7 @@ var WebGLRenderer = new Class({
* increases the start active texture counter.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#clearNormalMap
* @since 3.25.0
* @since 3.50.0
*/
clearNormalMap: function ()
{
@ -1524,7 +1524,7 @@ var WebGLRenderer = new Class({
* Activates each texture, in turn, then binds them all to `null`.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#unbindTextures
* @since 3.25.0
* @since 3.50.0
*
* @param {boolean} [all=false] - Reset all textures, or just the first two?
*/
@ -1554,7 +1554,7 @@ var WebGLRenderer = new Class({
* counter and sets texture unit 1 as being active.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#resetTextures
* @since 3.25.0
* @since 3.50.0
*
* @param {boolean} [all=false] - Reset all textures, or just the first two?
*/
@ -1596,7 +1596,7 @@ var WebGLRenderer = new Class({
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setTexture2D
* @since 3.0.0
* @version 2.0 - Updated in 3.25.0 to remove the `textureUnit` and `flush` parameters.
* @version 2.0 - Updated in 3.50.0 to remove the `textureUnit` and `flush` parameters.
*
* @param {WebGLTexture} texture - The WebGL texture that needs to be bound.
*
@ -2228,7 +2228,7 @@ var WebGLRenderer = new Class({
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#getCurrentStencilMask
* @private
* @since 3.25.0
* @since 3.50.0
*/
getCurrentStencilMask: function ()
{
@ -3108,7 +3108,7 @@ var WebGLRenderer = new Class({
* If the shader is not currently active, it is made active first.
*
* @method Phaser.Renderer.WebGL.WebGLRenderer#setInt1iv
* @since 3.25.0
* @since 3.50.0
*
* @param {WebGLProgram} program - The target WebGLProgram from which the uniform location will be looked-up.
* @param {string} name - The name of the uniform to look-up and modify.

View file

@ -10,7 +10,7 @@ var SetIdentity = require('./SetIdentity');
* Loads an identity matrix into the model matrix.
*
* @method Phaser.Renderer.WebGL.MVP.Identity
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
*

View file

@ -10,7 +10,7 @@ var SetIdentity = require('./SetIdentity');
* Loads an identity matrix into the projection matrix.
*
* @method Phaser.Renderer.WebGL.MVP.ProjectIdentity
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
*

View file

@ -8,7 +8,7 @@
* Translates the model matrix by the given values.
*
* @method Phaser.Renderer.WebGL.MVP.ProjectOrtho
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} left - The left value.

View file

@ -8,7 +8,7 @@
* Sets up a perspective projection matrix into the projection matrix.
*
* @method Phaser.Renderer.WebGL.MVP.ProjectPerspective
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} fovY - The fov value.

View file

@ -8,7 +8,7 @@
* Rotates the model matrix around the X axis.
*
* @method Phaser.Renderer.WebGL.MVP.RotateX
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} radians - The amount to rotate by.

View file

@ -8,7 +8,7 @@
* Rotates the model matrix around the Y axis.
*
* @method Phaser.Renderer.WebGL.MVP.RotateY
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} radians - The amount to rotate by.

View file

@ -8,7 +8,7 @@
* Rotates the model matrix around the Z axis.
*
* @method Phaser.Renderer.WebGL.MVP.RotateZ
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} radians - The amount to rotate by.

View file

@ -8,7 +8,7 @@
* Scales the model matrix by the given values.
*
* @method Phaser.Renderer.WebGL.MVP.Scale
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} x - The x component.

View file

@ -8,7 +8,7 @@
* Loads an identity matrix into the model matrix.
*
* @method Phaser.Renderer.WebGL.MVP.SetIdentity
* @since 3.25.0
* @since 3.50.0
*
* @param {Float32Array} array - The array to set to be an identity matrix.
*/

View file

@ -8,7 +8,7 @@
* Translates the model matrix by the given values.
*
* @method Phaser.Renderer.WebGL.MVP.Translate
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} x - The x component.

View file

@ -10,7 +10,7 @@ var SetIdentity = require('./SetIdentity');
* Loads an identity matrix into the view matrix.
*
* @method Phaser.Renderer.WebGL.MVP.ViewIdentity
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
*

View file

@ -8,7 +8,7 @@
* Copies a 4x4 matrix into the view matrix
*
* @method Phaser.Renderer.WebGL.MVP.ViewLoad
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {Float32Array} matrix - A Float32Array containing the Matrix2d to copy into the MVP view matrix.

View file

@ -8,7 +8,7 @@
* Loads a 2D view matrix (3x2 matrix) into a 4x4 view matrix.
*
* @method Phaser.Renderer.WebGL.MVP.ViewLoad2D
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {Float32Array} matrix2D - The Matrix2D.

View file

@ -8,7 +8,7 @@
* Rotates the view matrix around the X axis.
*
* @method Phaser.Renderer.WebGL.MVP.ViewRotateX
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} radians - The amnount to rotate by.

View file

@ -8,7 +8,7 @@
* Rotates the view matrix around the Y axis.
*
* @method Phaser.Renderer.WebGL.MVP.ViewRotateY
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} radians - The amnount to rotate by.

View file

@ -8,7 +8,7 @@
* Rotates the view matrix around the Z axis.
*
* @method Phaser.Renderer.WebGL.MVP.ViewRotateZ
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} radians - The amnount to rotate by.

View file

@ -8,7 +8,7 @@
* Scales the view matrix.
*
* @method Phaser.Renderer.WebGL.MVP.ViewScale
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} x - The x component.

View file

@ -8,7 +8,7 @@
* Translates the view matrix.
*
* @method Phaser.Renderer.WebGL.MVP.ViewTranslate
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.Renderer.WebGL.Pipelines.ModelViewProjection} model - The Model View Projection object.
* @param {number} x - The x component.

View file

@ -63,7 +63,7 @@ var ForwardDiffuseLightPipeline = new Class({
*
* @name Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#defaultNormalMap
* @type {object}
* @since 3.25.0
* @since 3.50.0
*/
this.defaultNormalMap;
@ -72,7 +72,7 @@ var ForwardDiffuseLightPipeline = new Class({
*
* @name Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#lightCount
* @type {number}
* @since 3.25.0
* @since 3.50.0
*/
this.lightCount = 0;
@ -113,7 +113,7 @@ var ForwardDiffuseLightPipeline = new Class({
* Should only be called when changing pipeline.
*
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#bind
* @since 3.25.0
* @since 3.50.0
*
* @return {this} This WebGLPipeline instance.
*/
@ -260,7 +260,7 @@ var ForwardDiffuseLightPipeline = new Class({
* Assigns a texture to the current batch. If a different texture is already set it creates a new batch object.
*
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#setTexture2D
* @since 3.25.0
* @since 3.50.0
*
* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch. If not given uses blankTexture.
* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object being rendered or added to the batch.
@ -295,7 +295,7 @@ var ForwardDiffuseLightPipeline = new Class({
* for the given Game Object. It must return the texture unit the Game Object was assigned.
*
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#setGameObject
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object being rendered or added to the batch.
* @param {Phaser.Textures.Frame} [frame] - Optional frame to use. Can override that of the Game Object.
@ -330,7 +330,7 @@ var ForwardDiffuseLightPipeline = new Class({
* If the Game Object doesn't have one, it returns the default normal map from this pipeline instead.
*
* @method Phaser.Renderer.WebGL.Pipelines.ForwardDiffuseLightPipeline#getNormalMap
* @since 3.25.0
* @since 3.50.0
*
* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object to get the normal map from.
*

View file

@ -302,7 +302,7 @@ var TextureTintPipeline = new Class({
* Should only be called when changing pipeline.
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#bind
* @since 3.25.0
* @since 3.50.0
*
* @return {this} This WebGLPipeline instance.
*/

View file

@ -191,7 +191,7 @@ var TextureSource = new Class({
* @name Phaser.Textures.TextureSource#glIndex
* @type {number}
* @default 0
* @since 3.25.0
* @since 3.50.0
*/
this.glIndex = 0;
@ -202,7 +202,7 @@ var TextureSource = new Class({
* @name Phaser.Textures.TextureSource#glIndexCounter
* @type {number}
* @default -1
* @since 3.25.0
* @since 3.50.0
*/
this.glIndexCounter = -1;