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Removed the cacheKey parameters from the AnimationParser methods as they're no longer used.
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3 changed files with 7 additions and 9 deletions
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@ -69,6 +69,7 @@ Version 2.0.6 - "Jornhill" - -in development-
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* Swapped to using escaped Unicode characters for the console output.
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* Frame.setTrim no longer modifies the Frame width and height values.
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* AnimationParser doesn't populate the Pixi.TextureCache for every frame any longer. Each display object has its own texture property instead.
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* Removed the cacheKey parameters from the AnimationParser methods as they're no longer used.
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### CocoonJS Specific Updates
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6
build/phaser.d.ts
vendored
6
build/phaser.d.ts
vendored
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@ -1118,10 +1118,10 @@ declare module Phaser {
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class AnimationParser {
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static JSONData(game: Phaser.Game, json: Object, cacheKey: string): Phaser.FrameData;
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static JSONDataHash(game: Phaser.Game, json: Object, cacheKey: string): Phaser.FrameData;
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static JSONData(game: Phaser.Game, json: Object): Phaser.FrameData;
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static JSONDataHash(game: Phaser.Game, json: Object): Phaser.FrameData;
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static spriteSheet(game: Phaser.Game, key: string, frameWidth: number, frameHeight: number, frameMax?: number, margin?: number, spacing?: number): Phaser.FrameData;
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static XMLData(game: Phaser.Game, xml: Object, cacheKey: string): Phaser.FrameData;
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static XMLData(game: Phaser.Game, xml: Object): Phaser.FrameData;
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}
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@ -94,10 +94,9 @@ Phaser.AnimationParser = {
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* @method Phaser.AnimationParser.JSONData
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} json - The JSON data from the Texture Atlas. Must be in Array format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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JSONData: function (game, json, cacheKey) {
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JSONData: function (game, json) {
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// Malformed?
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if (!json['frames'])
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@ -152,10 +151,9 @@ Phaser.AnimationParser = {
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* @method Phaser.AnimationParser.JSONDataHash
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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JSONDataHash: function (game, json, cacheKey) {
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JSONDataHash: function (game, json) {
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// Malformed?
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if (!json['frames'])
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@ -213,10 +211,9 @@ Phaser.AnimationParser = {
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* @method Phaser.AnimationParser.XMLData
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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XMLData: function (game, xml, cacheKey) {
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XMLData: function (game, xml) {
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// Malformed?
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if (!xml.getElementsByTagName('TextureAtlas'))
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