No known breaking changes - as it's still dev/internal stuff.
- Added Phaser.DOM to house new DOM functions, moved stuff
over from ScaleManager as appropriate
- Fixed a fiew cases of missing functions
- Changed some of the new signatures to protected for the interim.
(Maybe a `beta` tag would fit better? Public is promises!)
- Moved generic support from Canvas to DOM and added proxy/notes
- Updated internal usages
- Updated some comments for consistency
- Access always on bottom for members/properties, public assumed
- Made deprecated entries more apparent
- A deprecation notice is moved above the description to make
it actually obvious
- The navigation item is marked (currently with line-through)
to visual discourage even thinking about it.
- "protected" members are displayed as "internal"
- Enforces the idea that using them from outside the core library
is possible even though there is no public guarantee
- There is also and advice note added to the "Deprecated/Internal"
section reminding the users of such.
- The "Type" heading is removed when such is trivially visible in the
type-signature of the item.
- The "Returns" section for methods is moved before the details
(So it is displayed about the "Source" and other details.)
- The type is better integrated into "Returns"
There are no known breaking changes.
- Timer
- Uses standard Math.min/Math.max (it's better 2, 3 items).
- Math
- Updated documentation
- Marked various Math functions as deprecated, proxying as appropriate
- Array-based functions -> ArrayUtils
- RNG-based functions -> Utils
- Updated core-usage
- floor/ceil should not be used (alternatives provided)
- Altered for some equivalencies
- Also fixes some assorted issues
- Marked a few internal functions as private
- Utils
- Moved polyfills to their own file for better visibility
- Moved array functions to ArrayUtils and marked proxies as deprecated
- Created Phaser.ArrayUtils for array-related functions
- polyfills moved to their own file
- Functions given function names
- Added Math.trunc
Some cache getters returned nothing on a missing entry (which is evaluated to undefined).
This fixes the issue by making the getters return null, as is the case with other functions in Phaser.Cache.
- Added `compatibility` settings
- CHANGE (2.1.2-4): moved `supportsFullScreen` and `noMargins` into it
- Added additional properties for greater control and up-front settings.
- `scrollTo`: where the browser will scrollTo, if anywhere
- `forceMinimumDocumentHeight`: apply document element style?
- `allowShowAllExpand`: allow SHOW_ALL to try to expand? (It already
could, this allows configuration.)
- Removed `windowConstraints.top/left`. This may be a feature in the
future, but scrubbed for now.
- Added `USER_SCALE` scale mode. This is like NO_SCALE but it scales off
of a user-specified scale factor, as set by `setUserScale`. This is
marked as "experimental" as the exactly semantics of non-adjusting modes
(e.g. NO_SCALE and USER_SCALE) wrt. Canvas and "maximum" size clamps
need to be re-examined.
- FIX: `onSizeChange` now works as documented, which means it is also
fired if the game size changes even though the game canvas size does
not.
- CHANGE (no known breaking): `margins` is now non-Point/non-Rectangle
that uses top/left/bottom/right properties (any quasi-updated x/y). This
is to get around the issue that Rectangle is only designed for positive
width/height cases.
- Cleaned up property access / quotes for consistency
- Various documentation cleanup and consistency
- Fixed issue with not clearing an unparented `_createdFullScreenTarget`
- Added Phaser.Rectangle.sameDimensions which does a strict equality check
over the `width` and `height` properties of two objects, perhaps
Rectangles.
We have separated the logic and render updates to permit slow motion and time slicing effects. We've fixed time calling to fix physics problems caused by variable time updates (i.e. collisions sometimes missing, objects tunneling, etc)
Once per frame calling for rendering and tweening to keep things as smooth as possible
Calculates a `suggestedFps` value (in multiples of 5 fps) based on a 2 second average of actual elapsed time values in the `Time.update` method. This is recalculated every 2 seconds so it could be used on a level-by-level basis if a game varies dramatically. I.e. if the fps rate consistently drops, you can adjust your game effects accordingly.
Game loop now tries to "catch up" frames if it is falling behind by iterating the logic update. This will help if the logic is occasionally causing things to run too slow, or if the renderer occasionally pushes the combined frame time over the FPS time. It's not a band-aid for a game that floods a low powered device however, so you still need to code accordingly. But it should help capture issues such as gc spikes or temporarily overloaded CPUs.
It now detects 'spiralling' which happens if a lot of frames are pushed out in succession meaning the CPU can never "catch up". It skips frames instead of trying to catch them up in this case. Note: the time value passed to the logic update functions is always constant regardless of these shenanigans.
Signals to the game program if there is a problem which might be fixed by lowering the desiredFps
Time.desiredFps is the new desired frame rate for your game.
Time.suggestedFps is the suggested frame rate for the game based on system load.
Time.slowMotion allows you to push the game into a slow motion mode. The default value is 1.0. 2.0 would be half speed, and so on.
Time.timeCap is no longer used and now deprecated. All timing is now handled by the fixed time-step code we've introduced.
ScaleManager.calibrate is a private method that calibrates element coordinates for viewport checks.
ScaleManager.aspect gets the viewport aspect ratio (or the aspect ratio of an object or element)
ScaleManager.inViewport tests if the given DOM element is within the viewport, with an optional cushion parameter that allows you to specify a distance.
ScaleManager.scaleSprite takes a Sprite or Image object and scales it to fit the given dimensions. Scaling happens proportionally without distortion to the sprites texture. The letterBox parameter controls if scaling will produce a letter-box effect or zoom the sprite until it fills the given values.
ScaleManager.viewportWidth returns the viewport width in pixels.
ScaleManager.viewportHeight returns the viewport height in pixels.
ScaleManager.documentWidth returns the document width in pixels.
ScaleManager.documentHeight returns the document height in pixels.
- Adds `ScaleManager#windowContraints`
- In 2.1.3 and prior the scale modes (EXACT_FIT, SHOW_ALL) were actually
based off the window dimensions, even though the parent element did
not correctly reflect this nature.
- When set (the default now is that right and bottom are set) the
behavior will mostly correctly mimic the 2.1.3 (minus bugs) and
before.
- CHANGE (from 2.1.3): The window constraints also affect the RESIZE
mode, arguably this is more consistent.
- To disable this "constrain to window" behavior, simply set the
appropriate property to false, as in:
`game.scale.windowConstraints.bottom = false`
- Sizing events:
- CHANGE: The `onResize` callback is called only from `preUpdate` (which
may be triggered from a window resize) and it will be called on
refreshes even if the parent size has not actually changed.
- A new `onSizeChange` Signal has been added. It is called _only_ when
the Game size or Game canvas size has changed and is generally more
applicable for performing layout updates.
- Game documentation now links to ScaleManager#setGameSize (which was
renamed from #setGameDimensions)
- Removed extra/legacy full-screen restore code
- Margins:
- Added `noMargins` flag; if set to true the Canvas margins will never
be altered. This also means that
- Margins are now set/cleared individually to avoid conflict with
'margins' style compound property
- Code consistency updates