mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
Phaser 2.2.0 - Release Candidate 6.
This commit is contained in:
parent
527934d909
commit
d8d2ebdb31
13 changed files with 587 additions and 191 deletions
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@ -145,6 +145,7 @@ The proxy methods are generated one-time dynamically but only when needed.
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* Faster parent checks (if required)
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* NO_SCALE should not not scale (vs previous behavior of having no behavior)
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* Correct usage of scaleMode depending on mode
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* Fullscreen Mode always scaling to fill screen in Firefox (#1256)
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* AudioSprite - removed an unnecessary if-statement (thanks @DaanHaaz #1312)
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* ArcadePhysics.skipQuadTree is now set to `true` by default. A QuadTree is a wonderful thing if the objects in your game are well spaced out. But in tightly packed games, especially those with tilemaps or single-screen games, they are a considerable performance drain and eat up CPU. We've taken the decision to disable the Arcade Physics QuadTree by default. It's all still in there and can be re-enabled via `game.physics.arcade.skipQuadTree = false`, but please only do so if you're sure your game benefits from this.
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* Phaser.DOM now houses new DOM functions. Some have been moved over from ScaleManager as appropriate.
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@ -7,7 +7,7 @@
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*
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* Phaser - http://phaser.io
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*
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* v2.2.0 "Bethal" - Built: Wed Nov 12 2014 22:48:42
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* v2.2.0 "Bethal" - Built: Fri Nov 14 2014 08:15:57
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -11885,7 +11885,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
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*
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* Phaser - http://phaser.io
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*
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* v2.2.0 "Bethal" - Built: Wed Nov 12 2014 22:48:42
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* v2.2.0 "Bethal" - Built: Fri Nov 14 2014 08:15:57
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -11928,7 +11928,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
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*/
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var Phaser = Phaser || {
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VERSION: '2.2.0-RC5',
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VERSION: '2.2.0-RC6',
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GAMES: [],
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AUTO: 0,
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@ -12002,11 +12002,6 @@ PIXI.InteractionManager = PIXI.InteractionManager || function () {};
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// Equally we're going to supress the Pixi console log, with their agreement.
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PIXI.dontSayHello = true;
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// PIXI.Polygon.prototype.type = PIXI.Graphics.POLY;
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// PIXI.Rectangle.prototype.type = PIXI.Graphics.RECT;
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// PIXI.Circle.prototype.type = PIXI.Graphics.CIRC;
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// PIXI.Ellipse.prototype.type = PIXI.Graphics.ELIP;
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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@ -20225,7 +20220,7 @@ Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
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get: function () {
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return !PIXI.scaleModes.LINEAR;
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return PIXI.scaleModes.DEFAULT === PIXI.scaleModes.LINEAR;
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},
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@ -20233,11 +20228,11 @@ Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
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if (value)
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{
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PIXI.scaleModes.LINEAR = 0;
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PIXI.scaleModes.DEFAULT = PIXI.scaleModes.LINEAR;
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}
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else
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{
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PIXI.scaleModes.LINEAR = 1;
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PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;
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}
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}
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@ -25613,13 +25608,13 @@ Phaser.Game.prototype = {
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if (this.device.chrome)
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{
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var args = [
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'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + ' http://phaser.io %c %c \u2665%c\u2665%c\u2665 ',
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'background: #7a66a3',
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'background: #625186',
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'color: #ffffff; background: #43375b;',
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'background: #625186',
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'background: #ccb9f2',
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'background: #625186'
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'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665',
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'background: #3db79f',
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'background: #329582',
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'color: #ffffff; background: #226558;',
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'background: #329582',
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'background: #3db79f',
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'background: #ffffff'
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];
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for (var i = 0; i < 3; i++)
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@ -27177,13 +27172,13 @@ Phaser.Key = function (game, keycode) {
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this.event = null;
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/**
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* @property {boolean} isDown - The "down" state of the key.
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* @property {boolean} isDown - The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.
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* @default
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*/
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this.isDown = false;
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/**
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* @property {boolean} isUp - The "up" state of the key.
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* @property {boolean} isUp - The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.
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* @default
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*/
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this.isUp = true;
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@ -27256,10 +27251,28 @@ Phaser.Key = function (game, keycode) {
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*/
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this.onUp = new Phaser.Signal();
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/**
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* @property {boolean} _justDown - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
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* @private
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*/
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this._justDown = false;
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/**
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* @property {boolean} _justUp - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
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* @private
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*/
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this._justUp = false;
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};
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Phaser.Key.prototype = {
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/**
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* Called automatically by Phaser.Keyboard.
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*
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* @method Phaser.Key#update
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* @protected
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*/
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update: function () {
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if (!this._enabled) { return; }
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@ -27279,8 +27292,9 @@ Phaser.Key.prototype = {
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/**
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* Called automatically by Phaser.Keyboard.
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*
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* @method Phaser.Key#processKeyDown
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* @param {KeyboardEvent} event.
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* @param {KeyboardEvent} event - The DOM event that triggered this.
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* @protected
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*/
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processKeyDown: function (event) {
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@ -27289,6 +27303,7 @@ Phaser.Key.prototype = {
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this.event = event;
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// exit if this key down is from auto-repeat
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if (this.isDown)
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{
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return;
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@ -27304,14 +27319,19 @@ Phaser.Key.prototype = {
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this.duration = 0;
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this.repeats = 0;
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// _justDown will remain true until it is read via the justDown Getter
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// this enables the game to poll for past presses, or reset it at the start of a new game state
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this._justDown = true;
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this.onDown.dispatch(this);
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},
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/**
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* Called automatically by Phaser.Keyboard.
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*
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* @method Phaser.Key#processKeyUp
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* @param {KeyboardEvent} event.
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* @param {KeyboardEvent} event - The DOM event that triggered this.
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* @protected
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*/
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processKeyUp: function (event) {
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@ -27330,6 +27350,10 @@ Phaser.Key.prototype = {
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this.timeUp = this.game.time.time;
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this.duration = this.game.time.time - this.timeDown;
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// _justUp will remain true until it is read via the justUp Getter
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// this enables the game to poll for past presses, or reset it at the start of a new game state
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this._justUp = true;
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this.onUp.dispatch(this);
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},
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@ -27352,6 +27376,8 @@ Phaser.Key.prototype = {
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this.timeUp = this.game.time.time;
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this.duration = 0;
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this._enabled = true; // .enabled causes reset(false)
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this._justDown = false;
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this._justUp = false;
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if (hard)
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{
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@ -27364,12 +27390,14 @@ Phaser.Key.prototype = {
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},
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/**
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* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given.
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* @method Phaser.Key#justPressed
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* @param {number} [duration=50] - The duration below which the key is considered as being just pressed.
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* @return {boolean} True if the key is just pressed otherwise false.
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* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
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* or was pressed down longer ago than then given duration.
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*
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* @method Phaser.Key#downDuration
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* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
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* @return {boolean} True if the key was pressed down within the given duration.
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*/
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justPressed: function (duration) {
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downDuration: function (duration) {
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if (typeof duration === "undefined") { duration = 50; }
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@ -27378,12 +27406,14 @@ Phaser.Key.prototype = {
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},
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/**
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* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given.
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* @method Phaser.Key#justReleased
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* @param {number} [duration=50] - The duration below which the key is considered as being just released.
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* @return {boolean} True if the key is just released otherwise false.
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* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
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* or was pressed down longer ago than then given duration.
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*
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* @method Phaser.Key#upDuration
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* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
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* @return {boolean} True if the key was released down within the given duration.
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*/
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justReleased: function (duration) {
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upDuration: function (duration) {
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if (typeof duration === "undefined") { duration = 50; }
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@ -27393,9 +27423,54 @@ Phaser.Key.prototype = {
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};
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/**
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* The justDown value allows you to test if this Key has just been pressed down or not.
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* When you check this value it will return `true` if the Key is down, otherwise `false`.
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* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
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* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
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*
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* @property {boolean} justDown
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* @memberof Phaser.Key
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* @default false
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*/
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Object.defineProperty(Phaser.Key.prototype, "justDown", {
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get: function () {
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var current = this._justDown;
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this._justDown = false;
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return current;
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}
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});
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/**
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* The justUp value allows you to test if this Key has just been released or not.
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* When you check this value it will return `true` if the Key is up, otherwise `false`.
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* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
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* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
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*
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* @property {boolean} justUp
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* @memberof Phaser.Key
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* @default false
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*/
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Object.defineProperty(Phaser.Key.prototype, "justUp", {
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get: function () {
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var current = this._justUp;
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this._justUp = false;
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return current;
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}
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});
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/**
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* An enabled key processes its update and dispatches events.
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* A key can be disabled momentarily at runtime instead of deleting it.
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*
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* @property {boolean} enabled
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* @memberof Phaser.Key
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* @default true
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@ -27403,9 +27478,13 @@ Phaser.Key.prototype = {
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Object.defineProperty(Phaser.Key.prototype, "enabled", {
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get: function () {
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return this._enabled;
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},
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set: function (value) {
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value = !!value;
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if (value !== this._enabled)
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@ -27414,6 +27493,7 @@ Object.defineProperty(Phaser.Key.prototype, "enabled", {
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{
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this.reset(false);
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}
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this._enabled = value;
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}
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}
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@ -41833,7 +41913,6 @@ Phaser.Button.prototype.removedFromWorld = function () {
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*/
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Phaser.Button.prototype.setStateFrame = function (state, frame, switchImmediately)
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{
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var frameKey = '_on' + state + 'Frame';
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if (frame != null) // not null or undefined
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10
build/custom/phaser-arcade-physics.min.js
vendored
10
build/custom/phaser-arcade-physics.min.js
vendored
File diff suppressed because one or more lines are too long
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@ -7,7 +7,7 @@
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*
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* Phaser - http://phaser.io
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*
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* v2.2.0 "Bethal" - Built: Wed Nov 12 2014 22:48:42
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* v2.2.0 "Bethal" - Built: Fri Nov 14 2014 08:15:58
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -11885,7 +11885,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
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*
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* Phaser - http://phaser.io
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*
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* v2.2.0 "Bethal" - Built: Wed Nov 12 2014 22:48:42
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* v2.2.0 "Bethal" - Built: Fri Nov 14 2014 08:15:57
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -11928,7 +11928,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
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*/
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var Phaser = Phaser || {
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VERSION: '2.2.0-RC5',
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VERSION: '2.2.0-RC6',
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GAMES: [],
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AUTO: 0,
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@ -12002,11 +12002,6 @@ PIXI.InteractionManager = PIXI.InteractionManager || function () {};
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// Equally we're going to supress the Pixi console log, with their agreement.
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PIXI.dontSayHello = true;
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// PIXI.Polygon.prototype.type = PIXI.Graphics.POLY;
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// PIXI.Rectangle.prototype.type = PIXI.Graphics.RECT;
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// PIXI.Circle.prototype.type = PIXI.Graphics.CIRC;
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// PIXI.Ellipse.prototype.type = PIXI.Graphics.ELIP;
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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@ -20225,7 +20220,7 @@ Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
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get: function () {
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return !PIXI.scaleModes.LINEAR;
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return PIXI.scaleModes.DEFAULT === PIXI.scaleModes.LINEAR;
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},
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@ -20233,11 +20228,11 @@ Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
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if (value)
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{
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PIXI.scaleModes.LINEAR = 0;
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PIXI.scaleModes.DEFAULT = PIXI.scaleModes.LINEAR;
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}
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else
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{
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PIXI.scaleModes.LINEAR = 1;
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PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;
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}
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}
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@ -25613,13 +25608,13 @@ Phaser.Game.prototype = {
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if (this.device.chrome)
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{
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var args = [
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'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + ' http://phaser.io %c %c \u2665%c\u2665%c\u2665 ',
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'background: #7a66a3',
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'background: #625186',
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'color: #ffffff; background: #43375b;',
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'background: #625186',
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'background: #ccb9f2',
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'background: #625186'
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'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665',
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'background: #3db79f',
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'background: #329582',
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'color: #ffffff; background: #226558;',
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'background: #329582',
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'background: #3db79f',
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'background: #ffffff'
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];
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for (var i = 0; i < 3; i++)
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@ -27177,13 +27172,13 @@ Phaser.Key = function (game, keycode) {
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this.event = null;
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/**
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* @property {boolean} isDown - The "down" state of the key.
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* @property {boolean} isDown - The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.
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* @default
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*/
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this.isDown = false;
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/**
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* @property {boolean} isUp - The "up" state of the key.
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* @property {boolean} isUp - The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.
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* @default
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*/
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this.isUp = true;
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@ -27256,10 +27251,28 @@ Phaser.Key = function (game, keycode) {
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*/
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this.onUp = new Phaser.Signal();
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/**
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* @property {boolean} _justDown - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
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* @private
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*/
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this._justDown = false;
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/**
|
||||
* @property {boolean} _justUp - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
|
||||
* @private
|
||||
*/
|
||||
this._justUp = false;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Key.prototype = {
|
||||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#update
|
||||
* @protected
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
if (!this._enabled) { return; }
|
||||
|
@ -27279,8 +27292,9 @@ Phaser.Key.prototype = {
|
|||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#processKeyDown
|
||||
* @param {KeyboardEvent} event.
|
||||
* @param {KeyboardEvent} event - The DOM event that triggered this.
|
||||
* @protected
|
||||
*/
|
||||
processKeyDown: function (event) {
|
||||
|
@ -27289,6 +27303,7 @@ Phaser.Key.prototype = {
|
|||
|
||||
this.event = event;
|
||||
|
||||
// exit if this key down is from auto-repeat
|
||||
if (this.isDown)
|
||||
{
|
||||
return;
|
||||
|
@ -27304,14 +27319,19 @@ Phaser.Key.prototype = {
|
|||
this.duration = 0;
|
||||
this.repeats = 0;
|
||||
|
||||
// _justDown will remain true until it is read via the justDown Getter
|
||||
// this enables the game to poll for past presses, or reset it at the start of a new game state
|
||||
this._justDown = true;
|
||||
|
||||
this.onDown.dispatch(this);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#processKeyUp
|
||||
* @param {KeyboardEvent} event.
|
||||
* @param {KeyboardEvent} event - The DOM event that triggered this.
|
||||
* @protected
|
||||
*/
|
||||
processKeyUp: function (event) {
|
||||
|
@ -27330,6 +27350,10 @@ Phaser.Key.prototype = {
|
|||
this.timeUp = this.game.time.time;
|
||||
this.duration = this.game.time.time - this.timeDown;
|
||||
|
||||
// _justUp will remain true until it is read via the justUp Getter
|
||||
// this enables the game to poll for past presses, or reset it at the start of a new game state
|
||||
this._justUp = true;
|
||||
|
||||
this.onUp.dispatch(this);
|
||||
|
||||
},
|
||||
|
@ -27352,6 +27376,8 @@ Phaser.Key.prototype = {
|
|||
this.timeUp = this.game.time.time;
|
||||
this.duration = 0;
|
||||
this._enabled = true; // .enabled causes reset(false)
|
||||
this._justDown = false;
|
||||
this._justUp = false;
|
||||
|
||||
if (hard)
|
||||
{
|
||||
|
@ -27364,12 +27390,14 @@ Phaser.Key.prototype = {
|
|||
},
|
||||
|
||||
/**
|
||||
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given.
|
||||
* @method Phaser.Key#justPressed
|
||||
* @param {number} [duration=50] - The duration below which the key is considered as being just pressed.
|
||||
* @return {boolean} True if the key is just pressed otherwise false.
|
||||
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
|
||||
* or was pressed down longer ago than then given duration.
|
||||
*
|
||||
* @method Phaser.Key#downDuration
|
||||
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
|
||||
* @return {boolean} True if the key was pressed down within the given duration.
|
||||
*/
|
||||
justPressed: function (duration) {
|
||||
downDuration: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 50; }
|
||||
|
||||
|
@ -27378,12 +27406,14 @@ Phaser.Key.prototype = {
|
|||
},
|
||||
|
||||
/**
|
||||
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given.
|
||||
* @method Phaser.Key#justReleased
|
||||
* @param {number} [duration=50] - The duration below which the key is considered as being just released.
|
||||
* @return {boolean} True if the key is just released otherwise false.
|
||||
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
|
||||
* or was pressed down longer ago than then given duration.
|
||||
*
|
||||
* @method Phaser.Key#upDuration
|
||||
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
|
||||
* @return {boolean} True if the key was released down within the given duration.
|
||||
*/
|
||||
justReleased: function (duration) {
|
||||
upDuration: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 50; }
|
||||
|
||||
|
@ -27393,9 +27423,54 @@ Phaser.Key.prototype = {
|
|||
|
||||
};
|
||||
|
||||
/**
|
||||
* The justDown value allows you to test if this Key has just been pressed down or not.
|
||||
* When you check this value it will return `true` if the Key is down, otherwise `false`.
|
||||
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
|
||||
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
|
||||
*
|
||||
* @property {boolean} justDown
|
||||
* @memberof Phaser.Key
|
||||
* @default false
|
||||
*/
|
||||
Object.defineProperty(Phaser.Key.prototype, "justDown", {
|
||||
|
||||
get: function () {
|
||||
|
||||
var current = this._justDown;
|
||||
this._justDown = false;
|
||||
return current;
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* The justUp value allows you to test if this Key has just been released or not.
|
||||
* When you check this value it will return `true` if the Key is up, otherwise `false`.
|
||||
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
|
||||
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
|
||||
*
|
||||
* @property {boolean} justUp
|
||||
* @memberof Phaser.Key
|
||||
* @default false
|
||||
*/
|
||||
Object.defineProperty(Phaser.Key.prototype, "justUp", {
|
||||
|
||||
get: function () {
|
||||
|
||||
var current = this._justUp;
|
||||
this._justUp = false;
|
||||
return current;
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* An enabled key processes its update and dispatches events.
|
||||
* A key can be disabled momentarily at runtime instead of deleting it.
|
||||
*
|
||||
* @property {boolean} enabled
|
||||
* @memberof Phaser.Key
|
||||
* @default true
|
||||
|
@ -27403,9 +27478,13 @@ Phaser.Key.prototype = {
|
|||
Object.defineProperty(Phaser.Key.prototype, "enabled", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this._enabled;
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
value = !!value;
|
||||
|
||||
if (value !== this._enabled)
|
||||
|
@ -27414,6 +27493,7 @@ Object.defineProperty(Phaser.Key.prototype, "enabled", {
|
|||
{
|
||||
this.reset(false);
|
||||
}
|
||||
|
||||
this._enabled = value;
|
||||
}
|
||||
}
|
||||
|
@ -41833,7 +41913,6 @@ Phaser.Button.prototype.removedFromWorld = function () {
|
|||
*/
|
||||
Phaser.Button.prototype.setStateFrame = function (state, frame, switchImmediately)
|
||||
{
|
||||
|
||||
var frameKey = '_on' + state + 'Frame';
|
||||
|
||||
if (frame != null) // not null or undefined
|
||||
|
|
10
build/custom/phaser-ninja-physics.min.js
vendored
10
build/custom/phaser-ninja-physics.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -7,7 +7,7 @@
|
|||
*
|
||||
* Phaser - http://phaser.io
|
||||
*
|
||||
* v2.2.0 "Bethal" - Built: Wed Nov 12 2014 22:48:42
|
||||
* v2.2.0 "Bethal" - Built: Fri Nov 14 2014 08:15:57
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -50,7 +50,7 @@
|
|||
*/
|
||||
var Phaser = Phaser || {
|
||||
|
||||
VERSION: '2.2.0-RC5',
|
||||
VERSION: '2.2.0-RC6',
|
||||
GAMES: [],
|
||||
|
||||
AUTO: 0,
|
||||
|
@ -124,11 +124,6 @@ PIXI.InteractionManager = PIXI.InteractionManager || function () {};
|
|||
// Equally we're going to supress the Pixi console log, with their agreement.
|
||||
PIXI.dontSayHello = true;
|
||||
|
||||
// PIXI.Polygon.prototype.type = PIXI.Graphics.POLY;
|
||||
// PIXI.Rectangle.prototype.type = PIXI.Graphics.RECT;
|
||||
// PIXI.Circle.prototype.type = PIXI.Graphics.CIRC;
|
||||
// PIXI.Ellipse.prototype.type = PIXI.Graphics.ELIP;
|
||||
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
|
@ -8347,7 +8342,7 @@ Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
|
|||
|
||||
get: function () {
|
||||
|
||||
return !PIXI.scaleModes.LINEAR;
|
||||
return PIXI.scaleModes.DEFAULT === PIXI.scaleModes.LINEAR;
|
||||
|
||||
},
|
||||
|
||||
|
@ -8355,11 +8350,11 @@ Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
|
|||
|
||||
if (value)
|
||||
{
|
||||
PIXI.scaleModes.LINEAR = 0;
|
||||
PIXI.scaleModes.DEFAULT = PIXI.scaleModes.LINEAR;
|
||||
}
|
||||
else
|
||||
{
|
||||
PIXI.scaleModes.LINEAR = 1;
|
||||
PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -13735,13 +13730,13 @@ Phaser.Game.prototype = {
|
|||
if (this.device.chrome)
|
||||
{
|
||||
var args = [
|
||||
'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + ' http://phaser.io %c %c \u2665%c\u2665%c\u2665 ',
|
||||
'background: #7a66a3',
|
||||
'background: #625186',
|
||||
'color: #ffffff; background: #43375b;',
|
||||
'background: #625186',
|
||||
'background: #ccb9f2',
|
||||
'background: #625186'
|
||||
'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665',
|
||||
'background: #3db79f',
|
||||
'background: #329582',
|
||||
'color: #ffffff; background: #226558;',
|
||||
'background: #329582',
|
||||
'background: #3db79f',
|
||||
'background: #ffffff'
|
||||
];
|
||||
|
||||
for (var i = 0; i < 3; i++)
|
||||
|
@ -15299,13 +15294,13 @@ Phaser.Key = function (game, keycode) {
|
|||
this.event = null;
|
||||
|
||||
/**
|
||||
* @property {boolean} isDown - The "down" state of the key.
|
||||
* @property {boolean} isDown - The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.
|
||||
* @default
|
||||
*/
|
||||
this.isDown = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} isUp - The "up" state of the key.
|
||||
* @property {boolean} isUp - The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.
|
||||
* @default
|
||||
*/
|
||||
this.isUp = true;
|
||||
|
@ -15378,10 +15373,28 @@ Phaser.Key = function (game, keycode) {
|
|||
*/
|
||||
this.onUp = new Phaser.Signal();
|
||||
|
||||
/**
|
||||
* @property {boolean} _justDown - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
|
||||
* @private
|
||||
*/
|
||||
this._justDown = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} _justUp - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
|
||||
* @private
|
||||
*/
|
||||
this._justUp = false;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Key.prototype = {
|
||||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#update
|
||||
* @protected
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
if (!this._enabled) { return; }
|
||||
|
@ -15401,8 +15414,9 @@ Phaser.Key.prototype = {
|
|||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#processKeyDown
|
||||
* @param {KeyboardEvent} event.
|
||||
* @param {KeyboardEvent} event - The DOM event that triggered this.
|
||||
* @protected
|
||||
*/
|
||||
processKeyDown: function (event) {
|
||||
|
@ -15411,6 +15425,7 @@ Phaser.Key.prototype = {
|
|||
|
||||
this.event = event;
|
||||
|
||||
// exit if this key down is from auto-repeat
|
||||
if (this.isDown)
|
||||
{
|
||||
return;
|
||||
|
@ -15426,14 +15441,19 @@ Phaser.Key.prototype = {
|
|||
this.duration = 0;
|
||||
this.repeats = 0;
|
||||
|
||||
// _justDown will remain true until it is read via the justDown Getter
|
||||
// this enables the game to poll for past presses, or reset it at the start of a new game state
|
||||
this._justDown = true;
|
||||
|
||||
this.onDown.dispatch(this);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#processKeyUp
|
||||
* @param {KeyboardEvent} event.
|
||||
* @param {KeyboardEvent} event - The DOM event that triggered this.
|
||||
* @protected
|
||||
*/
|
||||
processKeyUp: function (event) {
|
||||
|
@ -15452,6 +15472,10 @@ Phaser.Key.prototype = {
|
|||
this.timeUp = this.game.time.time;
|
||||
this.duration = this.game.time.time - this.timeDown;
|
||||
|
||||
// _justUp will remain true until it is read via the justUp Getter
|
||||
// this enables the game to poll for past presses, or reset it at the start of a new game state
|
||||
this._justUp = true;
|
||||
|
||||
this.onUp.dispatch(this);
|
||||
|
||||
},
|
||||
|
@ -15474,6 +15498,8 @@ Phaser.Key.prototype = {
|
|||
this.timeUp = this.game.time.time;
|
||||
this.duration = 0;
|
||||
this._enabled = true; // .enabled causes reset(false)
|
||||
this._justDown = false;
|
||||
this._justUp = false;
|
||||
|
||||
if (hard)
|
||||
{
|
||||
|
@ -15486,12 +15512,14 @@ Phaser.Key.prototype = {
|
|||
},
|
||||
|
||||
/**
|
||||
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given.
|
||||
* @method Phaser.Key#justPressed
|
||||
* @param {number} [duration=50] - The duration below which the key is considered as being just pressed.
|
||||
* @return {boolean} True if the key is just pressed otherwise false.
|
||||
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
|
||||
* or was pressed down longer ago than then given duration.
|
||||
*
|
||||
* @method Phaser.Key#downDuration
|
||||
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
|
||||
* @return {boolean} True if the key was pressed down within the given duration.
|
||||
*/
|
||||
justPressed: function (duration) {
|
||||
downDuration: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 50; }
|
||||
|
||||
|
@ -15500,12 +15528,14 @@ Phaser.Key.prototype = {
|
|||
},
|
||||
|
||||
/**
|
||||
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given.
|
||||
* @method Phaser.Key#justReleased
|
||||
* @param {number} [duration=50] - The duration below which the key is considered as being just released.
|
||||
* @return {boolean} True if the key is just released otherwise false.
|
||||
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
|
||||
* or was pressed down longer ago than then given duration.
|
||||
*
|
||||
* @method Phaser.Key#upDuration
|
||||
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
|
||||
* @return {boolean} True if the key was released down within the given duration.
|
||||
*/
|
||||
justReleased: function (duration) {
|
||||
upDuration: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 50; }
|
||||
|
||||
|
@ -15515,9 +15545,54 @@ Phaser.Key.prototype = {
|
|||
|
||||
};
|
||||
|
||||
/**
|
||||
* The justDown value allows you to test if this Key has just been pressed down or not.
|
||||
* When you check this value it will return `true` if the Key is down, otherwise `false`.
|
||||
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
|
||||
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
|
||||
*
|
||||
* @property {boolean} justDown
|
||||
* @memberof Phaser.Key
|
||||
* @default false
|
||||
*/
|
||||
Object.defineProperty(Phaser.Key.prototype, "justDown", {
|
||||
|
||||
get: function () {
|
||||
|
||||
var current = this._justDown;
|
||||
this._justDown = false;
|
||||
return current;
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* The justUp value allows you to test if this Key has just been released or not.
|
||||
* When you check this value it will return `true` if the Key is up, otherwise `false`.
|
||||
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
|
||||
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
|
||||
*
|
||||
* @property {boolean} justUp
|
||||
* @memberof Phaser.Key
|
||||
* @default false
|
||||
*/
|
||||
Object.defineProperty(Phaser.Key.prototype, "justUp", {
|
||||
|
||||
get: function () {
|
||||
|
||||
var current = this._justUp;
|
||||
this._justUp = false;
|
||||
return current;
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* An enabled key processes its update and dispatches events.
|
||||
* A key can be disabled momentarily at runtime instead of deleting it.
|
||||
*
|
||||
* @property {boolean} enabled
|
||||
* @memberof Phaser.Key
|
||||
* @default true
|
||||
|
@ -15525,9 +15600,13 @@ Phaser.Key.prototype = {
|
|||
Object.defineProperty(Phaser.Key.prototype, "enabled", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this._enabled;
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
value = !!value;
|
||||
|
||||
if (value !== this._enabled)
|
||||
|
@ -15536,6 +15615,7 @@ Object.defineProperty(Phaser.Key.prototype, "enabled", {
|
|||
{
|
||||
this.reset(false);
|
||||
}
|
||||
|
||||
this._enabled = value;
|
||||
}
|
||||
}
|
||||
|
@ -29955,7 +30035,6 @@ Phaser.Button.prototype.removedFromWorld = function () {
|
|||
*/
|
||||
Phaser.Button.prototype.setStateFrame = function (state, frame, switchImmediately)
|
||||
{
|
||||
|
||||
var frameKey = '_on' + state + 'Frame';
|
||||
|
||||
if (frame != null) // not null or undefined
|
||||
|
|
12
build/custom/phaser-no-libs.min.js
vendored
12
build/custom/phaser-no-libs.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -7,7 +7,7 @@
|
|||
*
|
||||
* Phaser - http://phaser.io
|
||||
*
|
||||
* v2.2.0 "Bethal" - Built: Wed Nov 12 2014 22:48:42
|
||||
* v2.2.0 "Bethal" - Built: Fri Nov 14 2014 08:15:58
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -11898,7 +11898,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
|
|||
*/
|
||||
var Phaser = Phaser || {
|
||||
|
||||
VERSION: '2.2.0-RC5',
|
||||
VERSION: '2.2.0-RC6',
|
||||
GAMES: [],
|
||||
|
||||
AUTO: 0,
|
||||
|
@ -11972,11 +11972,6 @@ PIXI.InteractionManager = PIXI.InteractionManager || function () {};
|
|||
// Equally we're going to supress the Pixi console log, with their agreement.
|
||||
PIXI.dontSayHello = true;
|
||||
|
||||
// PIXI.Polygon.prototype.type = PIXI.Graphics.POLY;
|
||||
// PIXI.Rectangle.prototype.type = PIXI.Graphics.RECT;
|
||||
// PIXI.Circle.prototype.type = PIXI.Graphics.CIRC;
|
||||
// PIXI.Ellipse.prototype.type = PIXI.Graphics.ELIP;
|
||||
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
|
@ -20195,7 +20190,7 @@ Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
|
|||
|
||||
get: function () {
|
||||
|
||||
return !PIXI.scaleModes.LINEAR;
|
||||
return PIXI.scaleModes.DEFAULT === PIXI.scaleModes.LINEAR;
|
||||
|
||||
},
|
||||
|
||||
|
@ -20203,11 +20198,11 @@ Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
|
|||
|
||||
if (value)
|
||||
{
|
||||
PIXI.scaleModes.LINEAR = 0;
|
||||
PIXI.scaleModes.DEFAULT = PIXI.scaleModes.LINEAR;
|
||||
}
|
||||
else
|
||||
{
|
||||
PIXI.scaleModes.LINEAR = 1;
|
||||
PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -25583,13 +25578,13 @@ Phaser.Game.prototype = {
|
|||
if (this.device.chrome)
|
||||
{
|
||||
var args = [
|
||||
'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + ' http://phaser.io %c %c \u2665%c\u2665%c\u2665 ',
|
||||
'background: #7a66a3',
|
||||
'background: #625186',
|
||||
'color: #ffffff; background: #43375b;',
|
||||
'background: #625186',
|
||||
'background: #ccb9f2',
|
||||
'background: #625186'
|
||||
'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665',
|
||||
'background: #3db79f',
|
||||
'background: #329582',
|
||||
'color: #ffffff; background: #226558;',
|
||||
'background: #329582',
|
||||
'background: #3db79f',
|
||||
'background: #ffffff'
|
||||
];
|
||||
|
||||
for (var i = 0; i < 3; i++)
|
||||
|
@ -27147,13 +27142,13 @@ Phaser.Key = function (game, keycode) {
|
|||
this.event = null;
|
||||
|
||||
/**
|
||||
* @property {boolean} isDown - The "down" state of the key.
|
||||
* @property {boolean} isDown - The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.
|
||||
* @default
|
||||
*/
|
||||
this.isDown = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} isUp - The "up" state of the key.
|
||||
* @property {boolean} isUp - The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.
|
||||
* @default
|
||||
*/
|
||||
this.isUp = true;
|
||||
|
@ -27226,10 +27221,28 @@ Phaser.Key = function (game, keycode) {
|
|||
*/
|
||||
this.onUp = new Phaser.Signal();
|
||||
|
||||
/**
|
||||
* @property {boolean} _justDown - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
|
||||
* @private
|
||||
*/
|
||||
this._justDown = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} _justUp - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
|
||||
* @private
|
||||
*/
|
||||
this._justUp = false;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Key.prototype = {
|
||||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#update
|
||||
* @protected
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
if (!this._enabled) { return; }
|
||||
|
@ -27249,8 +27262,9 @@ Phaser.Key.prototype = {
|
|||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#processKeyDown
|
||||
* @param {KeyboardEvent} event.
|
||||
* @param {KeyboardEvent} event - The DOM event that triggered this.
|
||||
* @protected
|
||||
*/
|
||||
processKeyDown: function (event) {
|
||||
|
@ -27259,6 +27273,7 @@ Phaser.Key.prototype = {
|
|||
|
||||
this.event = event;
|
||||
|
||||
// exit if this key down is from auto-repeat
|
||||
if (this.isDown)
|
||||
{
|
||||
return;
|
||||
|
@ -27274,14 +27289,19 @@ Phaser.Key.prototype = {
|
|||
this.duration = 0;
|
||||
this.repeats = 0;
|
||||
|
||||
// _justDown will remain true until it is read via the justDown Getter
|
||||
// this enables the game to poll for past presses, or reset it at the start of a new game state
|
||||
this._justDown = true;
|
||||
|
||||
this.onDown.dispatch(this);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#processKeyUp
|
||||
* @param {KeyboardEvent} event.
|
||||
* @param {KeyboardEvent} event - The DOM event that triggered this.
|
||||
* @protected
|
||||
*/
|
||||
processKeyUp: function (event) {
|
||||
|
@ -27300,6 +27320,10 @@ Phaser.Key.prototype = {
|
|||
this.timeUp = this.game.time.time;
|
||||
this.duration = this.game.time.time - this.timeDown;
|
||||
|
||||
// _justUp will remain true until it is read via the justUp Getter
|
||||
// this enables the game to poll for past presses, or reset it at the start of a new game state
|
||||
this._justUp = true;
|
||||
|
||||
this.onUp.dispatch(this);
|
||||
|
||||
},
|
||||
|
@ -27322,6 +27346,8 @@ Phaser.Key.prototype = {
|
|||
this.timeUp = this.game.time.time;
|
||||
this.duration = 0;
|
||||
this._enabled = true; // .enabled causes reset(false)
|
||||
this._justDown = false;
|
||||
this._justUp = false;
|
||||
|
||||
if (hard)
|
||||
{
|
||||
|
@ -27334,12 +27360,14 @@ Phaser.Key.prototype = {
|
|||
},
|
||||
|
||||
/**
|
||||
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given.
|
||||
* @method Phaser.Key#justPressed
|
||||
* @param {number} [duration=50] - The duration below which the key is considered as being just pressed.
|
||||
* @return {boolean} True if the key is just pressed otherwise false.
|
||||
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
|
||||
* or was pressed down longer ago than then given duration.
|
||||
*
|
||||
* @method Phaser.Key#downDuration
|
||||
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
|
||||
* @return {boolean} True if the key was pressed down within the given duration.
|
||||
*/
|
||||
justPressed: function (duration) {
|
||||
downDuration: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 50; }
|
||||
|
||||
|
@ -27348,12 +27376,14 @@ Phaser.Key.prototype = {
|
|||
},
|
||||
|
||||
/**
|
||||
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given.
|
||||
* @method Phaser.Key#justReleased
|
||||
* @param {number} [duration=50] - The duration below which the key is considered as being just released.
|
||||
* @return {boolean} True if the key is just released otherwise false.
|
||||
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
|
||||
* or was pressed down longer ago than then given duration.
|
||||
*
|
||||
* @method Phaser.Key#upDuration
|
||||
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
|
||||
* @return {boolean} True if the key was released down within the given duration.
|
||||
*/
|
||||
justReleased: function (duration) {
|
||||
upDuration: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 50; }
|
||||
|
||||
|
@ -27363,9 +27393,54 @@ Phaser.Key.prototype = {
|
|||
|
||||
};
|
||||
|
||||
/**
|
||||
* The justDown value allows you to test if this Key has just been pressed down or not.
|
||||
* When you check this value it will return `true` if the Key is down, otherwise `false`.
|
||||
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
|
||||
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
|
||||
*
|
||||
* @property {boolean} justDown
|
||||
* @memberof Phaser.Key
|
||||
* @default false
|
||||
*/
|
||||
Object.defineProperty(Phaser.Key.prototype, "justDown", {
|
||||
|
||||
get: function () {
|
||||
|
||||
var current = this._justDown;
|
||||
this._justDown = false;
|
||||
return current;
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* The justUp value allows you to test if this Key has just been released or not.
|
||||
* When you check this value it will return `true` if the Key is up, otherwise `false`.
|
||||
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
|
||||
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
|
||||
*
|
||||
* @property {boolean} justUp
|
||||
* @memberof Phaser.Key
|
||||
* @default false
|
||||
*/
|
||||
Object.defineProperty(Phaser.Key.prototype, "justUp", {
|
||||
|
||||
get: function () {
|
||||
|
||||
var current = this._justUp;
|
||||
this._justUp = false;
|
||||
return current;
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* An enabled key processes its update and dispatches events.
|
||||
* A key can be disabled momentarily at runtime instead of deleting it.
|
||||
*
|
||||
* @property {boolean} enabled
|
||||
* @memberof Phaser.Key
|
||||
* @default true
|
||||
|
@ -27373,9 +27448,13 @@ Phaser.Key.prototype = {
|
|||
Object.defineProperty(Phaser.Key.prototype, "enabled", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this._enabled;
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
value = !!value;
|
||||
|
||||
if (value !== this._enabled)
|
||||
|
@ -27384,6 +27463,7 @@ Object.defineProperty(Phaser.Key.prototype, "enabled", {
|
|||
{
|
||||
this.reset(false);
|
||||
}
|
||||
|
||||
this._enabled = value;
|
||||
}
|
||||
}
|
||||
|
@ -41803,7 +41883,6 @@ Phaser.Button.prototype.removedFromWorld = function () {
|
|||
*/
|
||||
Phaser.Button.prototype.setStateFrame = function (state, frame, switchImmediately)
|
||||
{
|
||||
|
||||
var frameKey = '_on' + state + 'Frame';
|
||||
|
||||
if (frame != null) // not null or undefined
|
||||
|
|
10
build/custom/phaser-no-physics.min.js
vendored
10
build/custom/phaser-no-physics.min.js
vendored
File diff suppressed because one or more lines are too long
145
build/phaser.js
145
build/phaser.js
|
@ -7,7 +7,7 @@
|
|||
*
|
||||
* Phaser - http://phaser.io
|
||||
*
|
||||
* v2.2.0 "Bethal" - Built: Wed Nov 12 2014 22:48:43
|
||||
* v2.2.0 "Bethal" - Built: Fri Nov 14 2014 08:15:58
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -11885,7 +11885,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
|
|||
*
|
||||
* Phaser - http://phaser.io
|
||||
*
|
||||
* v2.2.0 "Bethal" - Built: Wed Nov 12 2014 22:48:42
|
||||
* v2.2.0 "Bethal" - Built: Fri Nov 14 2014 08:15:57
|
||||
*
|
||||
* By Richard Davey http://www.photonstorm.com @photonstorm
|
||||
*
|
||||
|
@ -11928,7 +11928,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
|
|||
*/
|
||||
var Phaser = Phaser || {
|
||||
|
||||
VERSION: '2.2.0-RC5',
|
||||
VERSION: '2.2.0-RC6',
|
||||
GAMES: [],
|
||||
|
||||
AUTO: 0,
|
||||
|
@ -12002,11 +12002,6 @@ PIXI.InteractionManager = PIXI.InteractionManager || function () {};
|
|||
// Equally we're going to supress the Pixi console log, with their agreement.
|
||||
PIXI.dontSayHello = true;
|
||||
|
||||
// PIXI.Polygon.prototype.type = PIXI.Graphics.POLY;
|
||||
// PIXI.Rectangle.prototype.type = PIXI.Graphics.RECT;
|
||||
// PIXI.Circle.prototype.type = PIXI.Graphics.CIRC;
|
||||
// PIXI.Ellipse.prototype.type = PIXI.Graphics.ELIP;
|
||||
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
|
@ -20225,7 +20220,7 @@ Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
|
|||
|
||||
get: function () {
|
||||
|
||||
return !PIXI.scaleModes.LINEAR;
|
||||
return PIXI.scaleModes.DEFAULT === PIXI.scaleModes.LINEAR;
|
||||
|
||||
},
|
||||
|
||||
|
@ -20233,11 +20228,11 @@ Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
|
|||
|
||||
if (value)
|
||||
{
|
||||
PIXI.scaleModes.LINEAR = 0;
|
||||
PIXI.scaleModes.DEFAULT = PIXI.scaleModes.LINEAR;
|
||||
}
|
||||
else
|
||||
{
|
||||
PIXI.scaleModes.LINEAR = 1;
|
||||
PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -25613,13 +25608,13 @@ Phaser.Game.prototype = {
|
|||
if (this.device.chrome)
|
||||
{
|
||||
var args = [
|
||||
'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + ' http://phaser.io %c %c \u2665%c\u2665%c\u2665 ',
|
||||
'background: #7a66a3',
|
||||
'background: #625186',
|
||||
'color: #ffffff; background: #43375b;',
|
||||
'background: #625186',
|
||||
'background: #ccb9f2',
|
||||
'background: #625186'
|
||||
'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665',
|
||||
'background: #3db79f',
|
||||
'background: #329582',
|
||||
'color: #ffffff; background: #226558;',
|
||||
'background: #329582',
|
||||
'background: #3db79f',
|
||||
'background: #ffffff'
|
||||
];
|
||||
|
||||
for (var i = 0; i < 3; i++)
|
||||
|
@ -27177,13 +27172,13 @@ Phaser.Key = function (game, keycode) {
|
|||
this.event = null;
|
||||
|
||||
/**
|
||||
* @property {boolean} isDown - The "down" state of the key.
|
||||
* @property {boolean} isDown - The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.
|
||||
* @default
|
||||
*/
|
||||
this.isDown = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} isUp - The "up" state of the key.
|
||||
* @property {boolean} isUp - The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.
|
||||
* @default
|
||||
*/
|
||||
this.isUp = true;
|
||||
|
@ -27256,10 +27251,28 @@ Phaser.Key = function (game, keycode) {
|
|||
*/
|
||||
this.onUp = new Phaser.Signal();
|
||||
|
||||
/**
|
||||
* @property {boolean} _justDown - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
|
||||
* @private
|
||||
*/
|
||||
this._justDown = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} _justUp - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
|
||||
* @private
|
||||
*/
|
||||
this._justUp = false;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Key.prototype = {
|
||||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#update
|
||||
* @protected
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
if (!this._enabled) { return; }
|
||||
|
@ -27279,8 +27292,9 @@ Phaser.Key.prototype = {
|
|||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#processKeyDown
|
||||
* @param {KeyboardEvent} event.
|
||||
* @param {KeyboardEvent} event - The DOM event that triggered this.
|
||||
* @protected
|
||||
*/
|
||||
processKeyDown: function (event) {
|
||||
|
@ -27289,6 +27303,7 @@ Phaser.Key.prototype = {
|
|||
|
||||
this.event = event;
|
||||
|
||||
// exit if this key down is from auto-repeat
|
||||
if (this.isDown)
|
||||
{
|
||||
return;
|
||||
|
@ -27304,14 +27319,19 @@ Phaser.Key.prototype = {
|
|||
this.duration = 0;
|
||||
this.repeats = 0;
|
||||
|
||||
// _justDown will remain true until it is read via the justDown Getter
|
||||
// this enables the game to poll for past presses, or reset it at the start of a new game state
|
||||
this._justDown = true;
|
||||
|
||||
this.onDown.dispatch(this);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Called automatically by Phaser.Keyboard.
|
||||
*
|
||||
* @method Phaser.Key#processKeyUp
|
||||
* @param {KeyboardEvent} event.
|
||||
* @param {KeyboardEvent} event - The DOM event that triggered this.
|
||||
* @protected
|
||||
*/
|
||||
processKeyUp: function (event) {
|
||||
|
@ -27330,6 +27350,10 @@ Phaser.Key.prototype = {
|
|||
this.timeUp = this.game.time.time;
|
||||
this.duration = this.game.time.time - this.timeDown;
|
||||
|
||||
// _justUp will remain true until it is read via the justUp Getter
|
||||
// this enables the game to poll for past presses, or reset it at the start of a new game state
|
||||
this._justUp = true;
|
||||
|
||||
this.onUp.dispatch(this);
|
||||
|
||||
},
|
||||
|
@ -27352,6 +27376,8 @@ Phaser.Key.prototype = {
|
|||
this.timeUp = this.game.time.time;
|
||||
this.duration = 0;
|
||||
this._enabled = true; // .enabled causes reset(false)
|
||||
this._justDown = false;
|
||||
this._justUp = false;
|
||||
|
||||
if (hard)
|
||||
{
|
||||
|
@ -27364,12 +27390,14 @@ Phaser.Key.prototype = {
|
|||
},
|
||||
|
||||
/**
|
||||
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given.
|
||||
* @method Phaser.Key#justPressed
|
||||
* @param {number} [duration=50] - The duration below which the key is considered as being just pressed.
|
||||
* @return {boolean} True if the key is just pressed otherwise false.
|
||||
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
|
||||
* or was pressed down longer ago than then given duration.
|
||||
*
|
||||
* @method Phaser.Key#downDuration
|
||||
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
|
||||
* @return {boolean} True if the key was pressed down within the given duration.
|
||||
*/
|
||||
justPressed: function (duration) {
|
||||
downDuration: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 50; }
|
||||
|
||||
|
@ -27378,12 +27406,14 @@ Phaser.Key.prototype = {
|
|||
},
|
||||
|
||||
/**
|
||||
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given.
|
||||
* @method Phaser.Key#justReleased
|
||||
* @param {number} [duration=50] - The duration below which the key is considered as being just released.
|
||||
* @return {boolean} True if the key is just released otherwise false.
|
||||
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
|
||||
* or was pressed down longer ago than then given duration.
|
||||
*
|
||||
* @method Phaser.Key#upDuration
|
||||
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
|
||||
* @return {boolean} True if the key was released down within the given duration.
|
||||
*/
|
||||
justReleased: function (duration) {
|
||||
upDuration: function (duration) {
|
||||
|
||||
if (typeof duration === "undefined") { duration = 50; }
|
||||
|
||||
|
@ -27393,9 +27423,54 @@ Phaser.Key.prototype = {
|
|||
|
||||
};
|
||||
|
||||
/**
|
||||
* The justDown value allows you to test if this Key has just been pressed down or not.
|
||||
* When you check this value it will return `true` if the Key is down, otherwise `false`.
|
||||
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
|
||||
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
|
||||
*
|
||||
* @property {boolean} justDown
|
||||
* @memberof Phaser.Key
|
||||
* @default false
|
||||
*/
|
||||
Object.defineProperty(Phaser.Key.prototype, "justDown", {
|
||||
|
||||
get: function () {
|
||||
|
||||
var current = this._justDown;
|
||||
this._justDown = false;
|
||||
return current;
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* The justUp value allows you to test if this Key has just been released or not.
|
||||
* When you check this value it will return `true` if the Key is up, otherwise `false`.
|
||||
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
|
||||
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
|
||||
*
|
||||
* @property {boolean} justUp
|
||||
* @memberof Phaser.Key
|
||||
* @default false
|
||||
*/
|
||||
Object.defineProperty(Phaser.Key.prototype, "justUp", {
|
||||
|
||||
get: function () {
|
||||
|
||||
var current = this._justUp;
|
||||
this._justUp = false;
|
||||
return current;
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* An enabled key processes its update and dispatches events.
|
||||
* A key can be disabled momentarily at runtime instead of deleting it.
|
||||
*
|
||||
* @property {boolean} enabled
|
||||
* @memberof Phaser.Key
|
||||
* @default true
|
||||
|
@ -27403,9 +27478,13 @@ Phaser.Key.prototype = {
|
|||
Object.defineProperty(Phaser.Key.prototype, "enabled", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this._enabled;
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
value = !!value;
|
||||
|
||||
if (value !== this._enabled)
|
||||
|
@ -27414,6 +27493,7 @@ Object.defineProperty(Phaser.Key.prototype, "enabled", {
|
|||
{
|
||||
this.reset(false);
|
||||
}
|
||||
|
||||
this._enabled = value;
|
||||
}
|
||||
}
|
||||
|
@ -41833,7 +41913,6 @@ Phaser.Button.prototype.removedFromWorld = function () {
|
|||
*/
|
||||
Phaser.Button.prototype.setStateFrame = function (state, frame, switchImmediately)
|
||||
{
|
||||
|
||||
var frameKey = '_on' + state + 'Frame';
|
||||
|
||||
if (frame != null) // not null or undefined
|
||||
|
|
File diff suppressed because one or more lines are too long
10
build/phaser.min.js
vendored
10
build/phaser.min.js
vendored
File diff suppressed because one or more lines are too long
|
@ -10,7 +10,7 @@
|
|||
*/
|
||||
var Phaser = Phaser || {
|
||||
|
||||
VERSION: '2.2.0-RC5',
|
||||
VERSION: '2.2.0-RC6',
|
||||
GAMES: [],
|
||||
|
||||
AUTO: 0,
|
||||
|
|
Loading…
Reference in a new issue