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https://github.com/photonstorm/phaser
synced 2024-12-03 18:10:10 +00:00
Tween no longer copies all the object properties into the _valuesStart
object on creation.
Fixed shadow bug in Debug.text Fixed tween examples.
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76040d303e
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7 changed files with 55 additions and 34 deletions
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@ -159,6 +159,7 @@ Updates:
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* Pausing the game will now mute audio and resuming will un-mute, unless it was muted via the game (fixes #439)
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* ScaleManager has 2 new events: ScaleManager.enterFullScreen and ScaleManager.leaveFullScreen, so you can respond to fullscreen changes directly.
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* RandomDataGenerator.integerInRange(min, max) now includes both `min` and `max` within its range (#501)
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* Tween no longer copies all the object properties into the `_valuesStart` object on creation.
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Bug Fixes:
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@ -91,6 +91,7 @@
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<script src="../src/input/SinglePad.js"></script>
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<script src="../src/input/GamepadButton.js"></script>
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<script src="../src/input/InputHandler.js"></script>
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<script src="../src/input/Gestures.js"></script>
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<script src="../src/gameobjects/Events.js"></script>
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<script src="../src/gameobjects/GameObjectCreator.js"></script>
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@ -91,6 +91,7 @@
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<script src="../src/input/SinglePad.js"></script>
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<script src="../src/input/GamepadButton.js"></script>
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<script src="../src/input/InputHandler.js"></script>
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<script src="../src/input/Gestures.js"></script>
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<script src="../src/gameobjects/Events.js"></script>
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<script src="../src/gameobjects/GameObjectCreator.js"></script>
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@ -31,16 +31,16 @@ function create() {
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// Also set the origin to the center since we don't want to
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// see the shadow scale to the left top.
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shadow.anchor.setTo(0.5, 0.5);
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game.add.tween(shadow.scale).to({x: 1.0, y: 1.0}, 2400, Phaser.Easing.Bounce.Out);
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game.add.tween(shadow.scale).to({x: 1.0, y: 1.0}, 2400, Phaser.Easing.Bounce.Out, true);
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// Add characters on top of shadows.
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item = game.add.sprite(190 + 69 * i, -100, 'phaser', i);
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item = game.add.sprite(190 + 69 * i, -50, 'phaser', i);
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// Set origin to the center to make the rotation look better.
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item.anchor.setTo(0.5, 0.5);
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// Add a simple bounce tween to each character's position.
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tween = game.add.tween(item).to({y: 240}, 2400, Phaser.Easing.Bounce.Out);
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tween = game.add.tween(item).to( { y: 245 }, 2400, Phaser.Easing.Bounce.Out, true);
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}
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}
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@ -100,7 +100,9 @@ Phaser.Gestures.prototype = {
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delete this._gestures[i];
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}
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}
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this._gestures = this._gestures.filter(function(a){return typeof a !== 'undefined';});
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},
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/**
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@ -112,12 +114,14 @@ Phaser.Gestures.prototype = {
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if (this.active && this._pointers.length > 0)
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{
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var hasPointers = this._pointers.filter(function(p){return p.isDown;}).length > 0;
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for (var i = this._gestures.length - 1; i >= 0; --i)
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{
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if (!this._gestures[i].hasStarted)
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{
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this._gestures[i].hasStarted = true;
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this._gestures[i].gesture.start(this._pointers);
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if (this._gestures[i].onGestureStarted != null)
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{
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this._gestures[i].onGestureStarted();
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@ -126,8 +130,11 @@ Phaser.Gestures.prototype = {
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else
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{
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var result = this._gestures[i].gesture.update(this._pointers);
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if(result){
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if (result)
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{
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var data = this._gestures[i].gesture.getData();
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if (this._gestures[i].onGestureUpdated != null)
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{
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this._gestures[i].onGestureUpdated(data);
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@ -137,6 +144,7 @@ Phaser.Gestures.prototype = {
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{
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this._gestures[i].gesture.stop(this._pointers);
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this._gestures[i].hasStarted = false;
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if (this._gestures[i].onGestureStopped != null)
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{
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this._gestures[i].onGestureStopped();
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@ -147,6 +155,7 @@ Phaser.Gestures.prototype = {
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this._pointers = this._pointers.filter(function(p){return p.isDown;});
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}
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},
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/**
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@ -157,6 +166,7 @@ Phaser.Gestures.prototype = {
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_updatePointerState: function (pointer) {
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var pointerObject = null;
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for (var i = this._pointers.length - 1; i >= 0; --i)
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{
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if (this._pointers[i].pointer == pointer)
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@ -174,6 +184,7 @@ Phaser.Gestures.prototype = {
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isUp: false,
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isDown: true
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}
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this._pointers.push(pointerObject);
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}
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else if (pointerObject != null)
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@ -183,6 +194,7 @@ Phaser.Gestures.prototype = {
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pointerObject.isUp = pointer.isUp;
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}
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}
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};
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Phaser.Gestures.prototype.constructor = Phaser.Gestures;
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@ -201,6 +213,7 @@ Phaser.Gestures.Helpers = {
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createOrFindPointerData: function(pointerArray, pointer) {
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var pointerObject = null;
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for (var i = pointerArray.length - 1; i >= 0; --i)
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{
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if (pointerArray[i].pointer == pointer)
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@ -209,16 +222,20 @@ Phaser.Gestures.Helpers = {
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break;
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}
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}
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if (pointerObject == null)
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{
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pointerObject = {
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pointer:pointer,
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isNew: true
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}
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pointerArray.push(pointerObject);
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}
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return pointerObject;
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}
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};
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Phaser.Gesture = {};
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@ -158,11 +158,11 @@ Phaser.Tween = function (object, game) {
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*/
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this.pendingDelete = false;
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// Set all starting values present on the target object
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for (var field in object)
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{
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this._valuesStart[field] = parseFloat(object[field], 10);
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}
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// Set all starting values present on the target object - why? this will copy loads of properties we don't need - commenting out for now
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// for (var field in object)
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// {
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// this._valuesStart[field] = parseFloat(object[field], 10);
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// }
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/**
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* @property {Phaser.Signal} onStart - The onStart event is fired when the Tween begins.
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@ -277,7 +277,7 @@ Phaser.Tween.prototype = {
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for (var property in this._valuesEnd)
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{
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// check if an Array was provided as property value
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if (this._valuesEnd[property] instanceof Array)
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if (Array.isArray(this._valuesEnd[property]))
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{
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if (this._valuesEnd[property].length === 0)
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{
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@ -290,7 +290,7 @@ Phaser.Tween.prototype = {
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this._valuesStart[property] = this._object[property];
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if ((this._valuesStart[property] instanceof Array) === false)
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if (!Array.isArray(this._valuesStart[property]))
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{
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this._valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
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}
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@ -581,15 +581,16 @@ Phaser.Utils.Debug.prototype = {
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this.start();
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this.context.font = font;
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this.context.fillStyle = color;
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this.context.fillText(text, x, y);
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if (this.renderShadow)
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{
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this.context.fillStyle = 'rgb(0,0,0)';
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this.context.fillText(text, this.currentX + 1, this.currentY + 1);
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this.context.fillText(text, x + 1, y + 1);
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}
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this.context.fillStyle = color;
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this.context.fillText(text, x, y);
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this.stop();
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},
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