New dist build

This commit is contained in:
Richard Davey 2019-07-17 14:40:58 +01:00
parent e1d10e32cd
commit d5d9d990d8
2 changed files with 190 additions and 5 deletions

View file

@ -2329,6 +2329,160 @@ var BlendMode = {
module.exports = BlendMode;
/***/ }),
/***/ "../../../src/gameobjects/components/ComputedSize.js":
/*!*********************************************************************!*\
!*** D:/wamp/www/phaser/src/gameobjects/components/ComputedSize.js ***!
\*********************************************************************/
/*! no static exports found */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Provides methods used for calculating and setting the size of a non-Frame based Game Object.
* Should be applied as a mixin and not used directly.
*
* @namespace Phaser.GameObjects.Components.ComputedSize
* @since 3.0.0
*/
var ComputedSize = {
/**
* The native (un-scaled) width of this Game Object.
*
* Changing this value will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or use
* the `displayWidth` property.
*
* @name Phaser.GameObjects.Components.ComputedSize#width
* @type {number}
* @since 3.0.0
*/
width: 0,
/**
* The native (un-scaled) height of this Game Object.
*
* Changing this value will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or use
* the `displayHeight` property.
*
* @name Phaser.GameObjects.Components.ComputedSize#height
* @type {number}
* @since 3.0.0
*/
height: 0,
/**
* The displayed width of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Components.ComputedSize#displayWidth
* @type {number}
* @since 3.0.0
*/
displayWidth: {
get: function ()
{
return this.scaleX * this.width;
},
set: function (value)
{
this.scaleX = value / this.width;
}
},
/**
* The displayed height of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Components.ComputedSize#displayHeight
* @type {number}
* @since 3.0.0
*/
displayHeight: {
get: function ()
{
return this.scaleY * this.height;
},
set: function (value)
{
this.scaleY = value / this.height;
}
},
/**
* Sets the internal size of this Game Object, as used for frame or physics body creation.
*
* This will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or call the
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
* to do so by giving pixel values.
*
* If you have enabled this Game Object for input, changing the size will _not_ change the
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
*
* @method Phaser.GameObjects.Components.ComputedSize#setSize
* @since 3.4.0
*
* @param {number} width - The width of this Game Object.
* @param {number} height - The height of this Game Object.
*
* @return {this} This Game Object instance.
*/
setSize: function (width, height)
{
this.width = width;
this.height = height;
return this;
},
/**
* Sets the display size of this Game Object.
*
* Calling this will adjust the scale.
*
* @method Phaser.GameObjects.Components.ComputedSize#setDisplaySize
* @since 3.4.0
*
* @param {number} width - The width of this Game Object.
* @param {number} height - The height of this Game Object.
*
* @return {this} This Game Object instance.
*/
setDisplaySize: function (width, height)
{
this.displayWidth = width;
this.displayHeight = height;
return this;
}
};
module.exports = ComputedSize;
/***/ }),
/***/ "../../../src/gameobjects/components/Depth.js":
@ -11536,7 +11690,7 @@ var SpinePlugin = new Class({
this.debugRenderer;
this.debugShader;
console.log('SpinePlugin created. WebGL:', this.isWebGL);
console.log('SpinePlugin created', '- WebGL:', this.isWebGL, this.cache, this.spineTextures);
if (this.isWebGL)
{
@ -11570,6 +11724,11 @@ var SpinePlugin = new Class({
{
this.bootCanvas();
}
var eventEmitter = this.systems.events;
eventEmitter.once('shutdown', this.shutdown, this);
eventEmitter.once('destroy', this.destroy, this);
},
bootCanvas: function ()
@ -11777,10 +11936,7 @@ var SpinePlugin = new Class({
{
var eventEmitter = this.systems.events;
eventEmitter.off('update', this.update, this);
eventEmitter.off('shutdown', this.shutdown, this);
this.removeAll();
},
/**
@ -11795,10 +11951,25 @@ var SpinePlugin = new Class({
{
this.shutdown();
this.pluginManager.removeGameObject('spine', true, true);
this.pluginManager = null;
this.game = null;
this.scene = null;
this.systems = null;
// Create a custom cache to store the spine data (.atlas files)
this.cache = null;
this.spineTextures = null;
this.json = null;
this.textures = null;
this.skeletonRenderer = null;
this.gl = null;
this.mvp = null;
this.shader = null;
this.batcher = null;
this.debugRenderer = null;
this.debugShader = null;
}
});
@ -11824,6 +11995,7 @@ module.exports = SpinePlugin;
var Class = __webpack_require__(/*! ../../../../src/utils/Class */ "../../../src/utils/Class.js");
var ComponentsAlpha = __webpack_require__(/*! ../../../../src/gameobjects/components/Alpha */ "../../../src/gameobjects/components/Alpha.js");
var ComponentsBlendMode = __webpack_require__(/*! ../../../../src/gameobjects/components/BlendMode */ "../../../src/gameobjects/components/BlendMode.js");
var ComponentsComputedSize = __webpack_require__(/*! ../../../../src/gameobjects/components/ComputedSize */ "../../../src/gameobjects/components/ComputedSize.js");
var ComponentsDepth = __webpack_require__(/*! ../../../../src/gameobjects/components/Depth */ "../../../src/gameobjects/components/Depth.js");
var ComponentsFlip = __webpack_require__(/*! ../../../../src/gameobjects/components/Flip */ "../../../src/gameobjects/components/Flip.js");
var ComponentsScrollFactor = __webpack_require__(/*! ../../../../src/gameobjects/components/ScrollFactor */ "../../../src/gameobjects/components/ScrollFactor.js");
@ -11850,6 +12022,7 @@ var SpineGameObject = new Class({
Mixins: [
ComponentsAlpha,
ComponentsBlendMode,
ComponentsComputedSize,
ComponentsDepth,
ComponentsFlip,
ComponentsScrollFactor,
@ -11877,6 +12050,9 @@ var SpineGameObject = new Class({
this.timeScale = 1;
this.displayOriginX = 0;
this.displayOriginY = 0;
this.setPosition(x, y);
if (key)
@ -11953,6 +12129,15 @@ var SpineGameObject = new Class({
this.root = this.getRootBone();
var w = this.skeletonData.width;
var h = this.skeletonData.height;
this.width = w;
this.height = h;
this.displayOriginX = w / 2;
this.displayOriginY = h / 2;
return this;
},

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