From d2517bf5f6463b1d38b6d0d180de8ea1d40659f1 Mon Sep 17 00:00:00 2001 From: Richard Davey Date: Tue, 25 Aug 2020 15:36:08 +0100 Subject: [PATCH] Updated date --- plugins/spine/src/SpinePlugin.js | 4 +- plugins/spine/src/events/COMPLETE_EVENT.js | 2 +- plugins/spine/src/events/DISPOSE_EVENT.js | 2 +- plugins/spine/src/events/END_EVENT.js | 2 +- plugins/spine/src/events/EVENT_EVENT.js | 2 +- plugins/spine/src/events/INTERRUPTED_EVENT.js | 2 +- plugins/spine/src/events/START_EVENT.js | 2 +- plugins/spine/src/events/index.js | 2 +- .../spine/src/gameobject/SpineGameObject.js | 168 +++++++++--------- .../SpineGameObjectCanvasRenderer.js | 2 +- .../src/gameobject/SpineGameObjectRender.js | 2 +- .../SpineGameObjectWebGLRenderer.js | 2 +- 12 files changed, 97 insertions(+), 95 deletions(-) diff --git a/plugins/spine/src/SpinePlugin.js b/plugins/spine/src/SpinePlugin.js index f024423e2..5856a2bb8 100644 --- a/plugins/spine/src/SpinePlugin.js +++ b/plugins/spine/src/SpinePlugin.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ @@ -1082,6 +1082,8 @@ var SpinePlugin = new Class({ }); +SpinePlugin.SpineGameObject = SpineGameObject; + /** * Creates a new Spine Game Object and adds it to the Scene. * diff --git a/plugins/spine/src/events/COMPLETE_EVENT.js b/plugins/spine/src/events/COMPLETE_EVENT.js index 3e3c6286f..1fddd73e1 100644 --- a/plugins/spine/src/events/COMPLETE_EVENT.js +++ b/plugins/spine/src/events/COMPLETE_EVENT.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ diff --git a/plugins/spine/src/events/DISPOSE_EVENT.js b/plugins/spine/src/events/DISPOSE_EVENT.js index 7b77958ed..fe1ec5f92 100644 --- a/plugins/spine/src/events/DISPOSE_EVENT.js +++ b/plugins/spine/src/events/DISPOSE_EVENT.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ diff --git a/plugins/spine/src/events/END_EVENT.js b/plugins/spine/src/events/END_EVENT.js index 2397ce82d..1c7dbf9ed 100644 --- a/plugins/spine/src/events/END_EVENT.js +++ b/plugins/spine/src/events/END_EVENT.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ diff --git a/plugins/spine/src/events/EVENT_EVENT.js b/plugins/spine/src/events/EVENT_EVENT.js index ec919e12d..9020c9a73 100644 --- a/plugins/spine/src/events/EVENT_EVENT.js +++ b/plugins/spine/src/events/EVENT_EVENT.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ diff --git a/plugins/spine/src/events/INTERRUPTED_EVENT.js b/plugins/spine/src/events/INTERRUPTED_EVENT.js index c79d4f5a5..46fdf0c0a 100644 --- a/plugins/spine/src/events/INTERRUPTED_EVENT.js +++ b/plugins/spine/src/events/INTERRUPTED_EVENT.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ diff --git a/plugins/spine/src/events/START_EVENT.js b/plugins/spine/src/events/START_EVENT.js index 98bc69190..56c98ce0b 100644 --- a/plugins/spine/src/events/START_EVENT.js +++ b/plugins/spine/src/events/START_EVENT.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ diff --git a/plugins/spine/src/events/index.js b/plugins/spine/src/events/index.js index 16b612868..896774c2f 100644 --- a/plugins/spine/src/events/index.js +++ b/plugins/spine/src/events/index.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ diff --git a/plugins/spine/src/gameobject/SpineGameObject.js b/plugins/spine/src/gameobject/SpineGameObject.js index 9e3016f56..d03a7c4a5 100644 --- a/plugins/spine/src/gameobject/SpineGameObject.js +++ b/plugins/spine/src/gameobject/SpineGameObject.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ @@ -25,24 +25,24 @@ var SpineGameObjectRender = require('./SpineGameObjectRender'); * A Spine Game Object is a Phaser level object that can be added to your Phaser Scenes. It encapsulates * a Spine Skeleton with Spine Animation Data and Animation State, with helper methods to allow you to * easily change the skin, slot attachment, bone positions and more. - * + * * Spine Game Objects can be created via the Game Object Factory, Game Object Creator, or directly. * You can only create them if the Spine plugin has been loaded into Phaser. - * + * * The quickest way is the Game Object Factory: - * + * * ```javascript * let jelly = this.add.spine(512, 550, 'jelly', 'jelly-think', true); * ``` - * + * * Here we are creating a new Spine Game Object positioned at 512 x 550. It's using the `jelly` * Spine data, which has previously been loaded into your Scene. The `jelly-think` argument is * an optional animation to start playing on the skeleton. The final argument `true` sets the * animation to loop. Look at the documentation for further details on each of these options. - * + * * For more control, you can use the Game Object Creator, passing in a Spine Game Object * Configuration object: - * + * * ```javascript * let jelly = this.make.spine({ * x: 512, y: 550, key: 'jelly', @@ -52,28 +52,28 @@ var SpineGameObjectRender = require('./SpineGameObjectRender'); * slotName: 'hat', attachmentName: 'images/La_14' * }); * ``` - * + * * Here, you've got the ability to specify extra details, such as the slot name, attachments or * overall scale. - * + * * If you wish to instantiate a Spine Game Object directly you can do so, but in order for it to * update and render, it must be added to the display and update lists of your Scene: - * + * * ```javascript * let jelly = new SpineGameObject(this, this.spine, 512, 550, 'jelly', 'jelly-think', true); * this.sys.displayList.add(jelly); * this.sys.updateList.add(jelly); * ``` - * + * * It's possible to enable Spine Game Objects for input, but you should be aware that it will use * the bounds of the skeletons current pose to create the hit area from. Sometimes this is ok, but * often not. Make use of the `InputPlugin.enableDebug` method to view the input shape being created. * If it's not suitable, provide your own shape to the `setInteractive` method. - * + * * Due to the way Spine handles scaling, it's not recommended to enable a Spine Game Object for * physics directly. Instead, you should look at creating a proxy body and syncing the Spine Game * Object position with it. See the examples for further details. - * + * * If your Spine Game Object has black outlines around the different parts of the texture when it * renders then you have exported the files from Spine with pre-multiplied alpha enabled, but have * forgotten to set that flag when loading the Spine data. Please see the loader docs for more details. @@ -173,7 +173,7 @@ var SpineGameObject = new Class({ * @since 3.19.0 */ this.bounds = null; - + /** * A Game Object level flag that allows you to enable debug drawing * to the Skeleton Debug Renderer by toggling it. @@ -257,9 +257,9 @@ var SpineGameObject = new Class({ /** * Set the Alpha level for the whole Skeleton of this Game Object. - * + * * The alpha controls the opacity of the Game Object as it renders. - * + * * Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque. * * @method SpineGameObject#setAlpha @@ -292,7 +292,7 @@ var SpineGameObject = new Class({ /** * The alpha value of the Skeleton. - * + * * A value between 0 and 1. * * This is a global value, impacting the entire Skeleton, not just a region of it. @@ -331,7 +331,7 @@ var SpineGameObject = new Class({ /** * The amount of red used when rendering the Skeleton. - * + * * A value between 0 and 1. * * This is a global value, impacting the entire Skeleton, not just a region of it. @@ -361,7 +361,7 @@ var SpineGameObject = new Class({ /** * The amount of green used when rendering the Skeleton. - * + * * A value between 0 and 1. * * This is a global value, impacting the entire Skeleton, not just a region of it. @@ -391,7 +391,7 @@ var SpineGameObject = new Class({ /** * The amount of blue used when rendering the Skeleton. - * + * * A value between 0 and 1. * * This is a global value, impacting the entire Skeleton, not just a region of it. @@ -427,7 +427,7 @@ var SpineGameObject = new Class({ * * @param {integer} [color=0xffffff] - The color being applied to the Skeleton or named Slot. Set to white to disable any previously set color. * @param {string} [slotName] - The name of the slot to set the color on. If not give, will be set on the whole skeleton. - * + * * @return {this} This Game Object instance. */ setColor: function (color, slotName) @@ -469,7 +469,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#setSkeletonFromJSON * @since 3.19.0 - * + * * @param {string} atlasDataKey - The key of the Spine data to use for this Skeleton. * @param {object} skeletonJSON - The JSON data for the Skeleton. * @param {string} [animationName] - Optional name of the animation to set on the Skeleton. @@ -484,13 +484,13 @@ var SpineGameObject = new Class({ /** * Sets this Game Object to use the given Skeleton based on its cache key. - * + * * Typically, once set, the Skeleton doesn't change. Instead, you change the skin, * or slot attachment, or any other property to adjust it. * * @method SpineGameObject#setSkeleton * @since 3.19.0 - * + * * @param {string} atlasDataKey - The key of the Spine data to use for this Skeleton. * @param {object} skeletonJSON - The JSON data for the Skeleton. * @param {string} [animationName] - Optional name of the animation to set on the Skeleton. @@ -567,7 +567,7 @@ var SpineGameObject = new Class({ * @fires SpinePluginEvents#COMPLETE * @private * @since 3.19.0 - * + * * @param {any} entry - The event data from Spine. */ onComplete: function (entry) @@ -582,7 +582,7 @@ var SpineGameObject = new Class({ * @fires SpinePluginEvents#DISPOSE * @private * @since 3.19.0 - * + * * @param {any} entry - The event data from Spine. */ onDispose: function (entry) @@ -597,7 +597,7 @@ var SpineGameObject = new Class({ * @fires SpinePluginEvents#END * @private * @since 3.19.0 - * + * * @param {any} entry - The event data from Spine. */ onEnd: function (entry) @@ -612,7 +612,7 @@ var SpineGameObject = new Class({ * @fires SpinePluginEvents#EVENT * @private * @since 3.19.0 - * + * * @param {any} entry - The event data from Spine. * @param {spine.Event} event - The Spine event. */ @@ -628,7 +628,7 @@ var SpineGameObject = new Class({ * @fires SpinePluginEvents#INTERRUPTED * @private * @since 3.19.0 - * + * * @param {any} entry - The event data from Spine. */ onInterrupted: function (entry) @@ -643,7 +643,7 @@ var SpineGameObject = new Class({ * @fires SpinePluginEvents#START * @private * @since 3.19.0 - * + * * @param {any} entry - The event data from Spine. */ onStart: function (entry) @@ -653,15 +653,15 @@ var SpineGameObject = new Class({ /** * Refreshes the data about the current Skeleton. - * + * * This will reset the rotation, position and size of the Skeleton to match this Game Object. - * + * * Call this method if you need to access the Skeleton data directly, and it may have changed * recently. * * @method SpineGameObject#refresh * @since 3.19.0 - * + * * @return {this} This Game Object. */ refresh: function () @@ -681,20 +681,20 @@ var SpineGameObject = new Class({ /** * Sets the size of this Game Object. - * + * * If no arguments are given it uses the current skeleton data dimensions. - * + * * You can use this method to set a fixed size of this Game Object, such as for input detection, * when the skeleton data doesn't match what is required in-game. * * @method SpineGameObject#setSize * @since 3.19.0 - * + * * @param {number} [width] - The width of the Skeleton. If not given it defaults to the Skeleton Data width. * @param {number} [height] - The height of the Skeleton. If not given it defaults to the Skeleton Data height. * @param {number} [offsetX=0] - The horizontal offset of the Skeleton from its x and y coordinate. * @param {number} [offsetY=0] - The vertical offset of the Skeleton from its x and y coordinate. - * + * * @return {this} This Game Object. */ setSize: function (width, height, offsetX, offsetY) @@ -717,15 +717,15 @@ var SpineGameObject = new Class({ /** * Sets the offset of this Game Object from the Skeleton position. - * + * * You can use this method to adjust how the position of this Game Object relates to the Skeleton it is using. * * @method SpineGameObject#setOffset * @since 3.19.0 - * + * * @param {number} [offsetX=0] - The horizontal offset of the Skeleton from its x and y coordinate. * @param {number} [offsetY=0] - The vertical offset of the Skeleton from its x and y coordinate. - * + * * @return {this} This Game Object. */ setOffset: function (offsetX, offsetY) @@ -744,13 +744,13 @@ var SpineGameObject = new Class({ /** * Internal method that syncs all of the Game Object position and scale data to the Skeleton. * It then syncs the skeleton bounds back to this Game Object. - * + * * This method is called automatically as needed internally, however, it's also exposed should * you require overriding the size settings. * * @method SpineGameObject#updateSize * @since 3.19.0 - * + * * @return {this} This Game Object. */ updateSize: function () @@ -839,7 +839,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#getBoneList * @since 3.19.0 - * + * * @return {string[]} An array containing the names of all the bones in the Skeleton Data. */ getBoneList: function () @@ -864,7 +864,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#getSkinList * @since 3.19.0 - * + * * @return {string[]} An array containing the names of all the skins in the Skeleton Data. */ getSkinList: function () @@ -889,7 +889,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#getSlotList * @since 3.19.0 - * + * * @return {string[]} An array containing the names of all the slots in the Skeleton. */ getSlotList: function () @@ -911,7 +911,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#getAnimationList * @since 3.19.0 - * + * * @return {string[]} An array containing the names of all the animations in the Skeleton Data. */ getAnimationList: function () @@ -936,9 +936,9 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#getCurrentAnimation * @since 3.19.0 - * + * * @param {integer} [trackIndex=0] - The track to return the current animation on. - * + * * @return {?spine.Animation} The current Animation on the given track, or `undefined` if there is no current animation. */ getCurrentAnimation: function (trackIndex) @@ -956,7 +956,7 @@ var SpineGameObject = new Class({ /** * Sets the current animation for a track, discarding any queued animations. * If the formerly current track entry was never applied to a skeleton, it is replaced (not mixed from). - * + * * Animations are referenced by a unique string-based key, as defined in the Spine software. * * @method SpineGameObject#play @@ -979,7 +979,7 @@ var SpineGameObject = new Class({ /** * Sets the current animation for a track, discarding any queued animations. * If the formerly current track entry was never applied to a skeleton, it is replaced (not mixed from). - * + * * Animations are referenced by a unique string-based key, as defined in the Spine software. * * @method SpineGameObject#setAnimation @@ -1001,7 +1001,7 @@ var SpineGameObject = new Class({ if (ignoreIfPlaying && this.state) { var currentTrack = this.state.getCurrent(0); - + if (currentTrack && currentTrack.animation.name === animationName && !currentTrack.isComplete()) { return; @@ -1017,9 +1017,9 @@ var SpineGameObject = new Class({ /** * Adds an animation to be played after the current or last queued animation for a track. * If the track is empty, it is equivalent to calling setAnimation. - * + * * Animations are referenced by a unique string-based key, as defined in the Spine software. - * + * * The delay is a float. If > 0, sets delay. If <= 0, the delay set is the duration of the previous * track entry minus any mix duration (from the AnimationStateData) plus the specified delay * (ie the mix ends at (delay = 0) or before (delay < 0) the previous track entry duration). @@ -1043,13 +1043,13 @@ var SpineGameObject = new Class({ /** * Sets an empty animation for a track, discarding any queued animations, and sets the track * entry's mixDuration. An empty animation has no timelines and serves as a placeholder for mixing in or out. - * + * * Mixing out is done by setting an empty animation with a mix duration using either setEmptyAnimation, * setEmptyAnimations, or addEmptyAnimation. Mixing to an empty animation causes the previous animation to be * applied less and less over the mix duration. Properties keyed in the previous animation transition to * the value from lower tracks or to the setup pose value if no lower tracks key the property. * A mix duration of 0 still mixes out over one frame. - * + * * Mixing in is done by first setting an empty animation, then adding an animation using addAnimation * and on the returned track entry, set the mixDuration. Mixing from an empty animation causes the new * animation to be applied more and more over the mix duration. Properties keyed in the new animation @@ -1071,7 +1071,7 @@ var SpineGameObject = new Class({ /** * Removes all animations from the track, leaving skeletons in their current pose. - * + * * It may be desired to use setEmptyAnimation to mix the skeletons back to the setup pose, * rather than leaving them in their current pose. * @@ -1088,10 +1088,10 @@ var SpineGameObject = new Class({ return this; }, - + /** * Removes all animations from all tracks, leaving skeletons in their current pose. - * + * * It may be desired to use setEmptyAnimation to mix the skeletons back to the setup pose, * rather than leaving them in their current pose. * @@ -1109,11 +1109,11 @@ var SpineGameObject = new Class({ /** * Sets the skin used to look up attachments before looking in the defaultSkin. - * + * * Attachments from the new skin are attached if the corresponding attachment from the * old skin was attached. If there was no old skin, each slot's setup mode attachment is * attached from the new skin. - * + * * After changing the skin, the visible attachments can be reset to those attached in the * setup pose by calling setSlotsToSetupPose. Also, often apply is called before the next time * the skeleton is rendered to allow any attachment keys in the current animation(s) to hide @@ -1121,7 +1121,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#setSkinByName * @since 3.19.0 - * + * * @param {string} skinName - The name of the skin to set. * * @return {this} This Game Object. @@ -1141,11 +1141,11 @@ var SpineGameObject = new Class({ /** * Sets the skin used to look up attachments before looking in the defaultSkin. - * + * * Attachments from the new skin are attached if the corresponding attachment from the * old skin was attached. If there was no old skin, each slot's setup mode attachment is * attached from the new skin. - * + * * After changing the skin, the visible attachments can be reset to those attached in the * setup pose by calling setSlotsToSetupPose. Also, often apply is called before the next time * the skeleton is rendered to allow any attachment keys in the current animation(s) to hide @@ -1153,7 +1153,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#setSkin * @since 3.19.0 - * + * * @param {?spine.Skin} newSkin - The Skin to set. May be `null`. * * @return {this} This Game Object. @@ -1176,7 +1176,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#setMix * @since 3.19.0 - * + * * @param {string} fromName - The animation to mix from. * @param {string} toName - The animation to mix to. * @param {number} [duration] - Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData getMix based on the animation before this animation (if any). @@ -1197,7 +1197,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#getAttachment * @since 3.19.0 - * + * * @param {integer} slotIndex - The slot index to search. * @param {string} attachmentName - The attachment name to look for. * @@ -1213,7 +1213,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#getAttachmentByName * @since 3.19.0 - * + * * @param {string} slotName - The slot name to search. * @param {string} attachmentName - The attachment name to look for. * @@ -1230,7 +1230,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#setAttachment * @since 3.19.0 - * + * * @param {string} slotName - The slot name to add the attachment to. * @param {string} attachmentName - The attachment name to add. * @@ -1318,7 +1318,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#angleBoneToXY * @since 3.19.0 - * + * * @param {spine.Bone} bone - The bone to rotate towards the world position. * @param {number} worldX - The world x coordinate to rotate the bone towards. * @param {number} worldY - The world y coordinate to rotate the bone towards. @@ -1350,7 +1350,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#findBone * @since 3.19.0 - * + * * @param {string} boneName - The name of the bone to find. * * @return {spine.Bone} The bone, or null. @@ -1366,7 +1366,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#findBoneIndex * @since 3.19.0 - * + * * @param {string} boneName - The name of the bone to find. * * @return {integer} The bone index. Or -1 if the bone was not found. @@ -1382,7 +1382,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#findSlot * @since 3.19.0 - * + * * @param {string} slotName - The name of the slot to find. * * @return {spine.Slot} The Slot. May be null. @@ -1398,7 +1398,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#findSlotIndex * @since 3.19.0 - * + * * @param {string} slotName - The name of the slot to find. * * @return {integer} The slot index. Or -1 if the Slot was not found. @@ -1414,7 +1414,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#findSkin * @since 3.19.0 - * + * * @param {string} skinName - The name of the skin to find. * * @return {spine.Skin} The Skin. May be null. @@ -1430,7 +1430,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#findEvent * @since 3.19.0 - * + * * @param {string} eventDataName - The name of the event to find. * * @return {spine.EventData} The Event Data. May be null. @@ -1446,7 +1446,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#findAnimation * @since 3.19.0 - * + * * @param {string} animationName - The name of the animation to find. * * @return {spine.Animation} The Animation. May be null. @@ -1462,7 +1462,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#findIkConstraint * @since 3.19.0 - * + * * @param {string} constraintName - The name of the constraint to find. * * @return {spine.IkConstraintData} The IK constraint. May be null. @@ -1478,7 +1478,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#findTransformConstraint * @since 3.19.0 - * + * * @param {string} constraintName - The name of the constraint to find. * * @return {spine.TransformConstraintData} The transform constraint. May be null. @@ -1494,7 +1494,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#findPathConstraint * @since 3.19.0 - * + * * @param {string} constraintName - The name of the constraint to find. * * @return {spine.PathConstraintData} The path constraint. May be null. @@ -1510,7 +1510,7 @@ var SpineGameObject = new Class({ * * @method SpineGameObject#findPathConstraintIndex * @since 3.19.0 - * + * * @param {string} constraintName - The name of the constraint to find. * * @return {integer} The constraint index. Or -1 if the constraint was not found. @@ -1522,15 +1522,15 @@ var SpineGameObject = new Class({ /** * Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose. - * + * * The returned object contains two properties: `offset` and `size`: - * + * * `offset` - The distance from the skeleton origin to the bottom left corner of the AABB. * `size` - The width and height of the AABB. * * @method SpineGameObject#getBounds * @since 3.19.0 - * + * * @return {any} The bounds object. */ getBounds: function () @@ -1544,7 +1544,7 @@ var SpineGameObject = new Class({ * @method SpineGameObject#preUpdate * @protected * @since 3.19.0 - * + * * @param {number} time - The current timestamp. * @param {number} delta - The delta time, in ms, elapsed since the last frame. */ diff --git a/plugins/spine/src/gameobject/SpineGameObjectCanvasRenderer.js b/plugins/spine/src/gameobject/SpineGameObjectCanvasRenderer.js index 567643042..a05c5d0d3 100644 --- a/plugins/spine/src/gameobject/SpineGameObjectCanvasRenderer.js +++ b/plugins/spine/src/gameobject/SpineGameObjectCanvasRenderer.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ diff --git a/plugins/spine/src/gameobject/SpineGameObjectRender.js b/plugins/spine/src/gameobject/SpineGameObjectRender.js index 8ec1766f5..f89d408e2 100644 --- a/plugins/spine/src/gameobject/SpineGameObjectRender.js +++ b/plugins/spine/src/gameobject/SpineGameObjectRender.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ diff --git a/plugins/spine/src/gameobject/SpineGameObjectWebGLRenderer.js b/plugins/spine/src/gameobject/SpineGameObjectWebGLRenderer.js index cdfcf623e..b4a669537 100644 --- a/plugins/spine/src/gameobject/SpineGameObjectWebGLRenderer.js +++ b/plugins/spine/src/gameobject/SpineGameObjectWebGLRenderer.js @@ -1,6 +1,6 @@ /** * @author Richard Davey - * @copyright 2019 Photon Storm Ltd. + * @copyright 2020 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */