Commit graph

580 commits

Author SHA1 Message Date
photonstorm
35b4926eb8 Undoing previous change - doesn't actually work at all! #1620 2015-02-18 23:32:12 +00:00
photonstorm
4699770520 Adjusted function order. 2015-02-18 23:15:54 +00:00
photonstorm
9effb4a946 Stage.visibilityChange now has a second parameter fromPhaser. This is set to true by the Stage._onChange callback. This should mean that when Phaser is listening for window.onblur and window.onfocus events it will only trigger the visibilityChange if that event was generated by Phaser itself. If it was generated by something else on the page or iframe it should now be ignored (thanks @austinhallock #1620) 2015-02-18 23:12:08 +00:00
photonstorm
88f10f7f89 Updated fixedToCamera docs to reflect non-nesting (#1596) 2015-02-18 22:58:48 +00:00
photonstorm
b0261e4a5f Group.cursorIndex is the index of the item the Group cursor points to. This replaces Group._cache[8]. 2015-02-18 22:54:19 +00:00
photonstorm
9fd5ae119b jsdocs update. 2015-02-17 06:01:09 +00:00
photonstorm
8892f46a83 PIXI.WebGLRenderer.destroy has been fixed to decrement the glContextId and remove it from the PIXI.instances global. Game.destroy now hooks into this. This now means that you can now delete and create your Phaser game over and over without it crashing WebGL after the 4th attempt (#1260) 2015-02-11 21:02:15 +00:00
photonstorm
0e7820bde5 Group.forEach (and many other Group methods) now uses the children.length value directly instead of caching it, which both helps performance and stops the loop from breaking should you remove a Group child in the invoked callback. 2015-02-11 17:19:56 +00:00
photonstorm
42c75c0ad2 Updated jsdocs to mention roundPixels (#1377) 2015-02-11 15:32:52 +00:00
photonstorm
6506e8d7e6 JSdocs update (fix #1520) 2015-02-11 13:47:58 +00:00
photonstorm
7a066a3a8c World.setBounds will now adjust the World.x/y values to match those given (#1555) 2015-02-10 21:40:53 +00:00
photonstorm
0054dc996b The Loader now directly calls StateManager.loadComplete rather than the StateManager listening for the loadComplete event, because Loader.reset unbinds this event (and it's easy to accidentally remove it too)
Loader.onLoadComplete is dispatched *before* the Loader is reset. If you have a `create` method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually.
2015-02-10 17:04:04 +00:00
photonstorm
2b2ee27912 If for whatever reason you wish to hide the Phaser banner in the console.log you can set window.PhaserGlobal.hideBanner to true and it will skip the output. Honestly I'd rather if you didn't, but the option is now there. 2015-02-09 20:10:51 +00:00
photonstorm
5bd231d532 JSDoc fixes. 2015-02-05 05:13:22 +00:00
photonstorm
569483ab17 Game._kickstart forces Phaser to always call at least one logic update before being allowed to render. 2015-02-05 05:12:59 +00:00
Richard Davey
21823f65e3 Merge pull request #1576 from vulvulune/jsdoc
Correct comments
2015-02-03 20:47:32 +00:00
Richard Davey
ad9b8ae8e1 Merge pull request #1568 from Bilge/patch-1
Added missing plugins member in Phaser.Game class.
2015-02-03 20:31:26 +00:00
Bilge
92b89fb549 Added plugins property to Phaser.Game.
Property was previously being declared late without initialization at allocation time.
2015-01-29 22:51:38 +00:00
vulvulune
2e49f07b77 Correct comment Phaser.Stage
Replace @name => @method on some functions
2015-01-27 14:05:47 +01:00
vulvulune
8ef32f044c Correct comments
Correct comments:
-Phaser.Camera: checkWorldBounds =>checkBounds
-Phaser.RetroFont: Set correct @name for name and smoothed
-Phaser.DOM: inViewport => inLayoutViewport
2015-01-27 13:46:18 +01:00
photonstorm
3c2725addc Typo. 2015-01-18 12:24:00 +00:00
photonstorm
8973423e98 Sprite.frame and AnimationManager.frame wouldn't return the correct index if a sprite sheet was being used unless it had first been set via the setter. 2015-01-08 01:28:38 +00:00
photonstorm
30ef362e59 jsdoc fixes / typos. 2015-01-06 12:58:19 +00:00
photonstorm
4bc8fb3c8f Docs update #1489 2015-01-05 11:57:46 +00:00
Paul
81c872adf1 Simplified call to updateTransform
This change implements the original suggestion of using `updateTransform`,
but applies so globally instead of within a particular postUpdate
function.

Now the game loop calls `updateTransform` after each `updateLogic` call
unconditionally; it is updates that change the world that are accounted
for, not the rendering. This removes some previous checks that were
preventing correct behavior with the previous patch.

This makes the assumption that game objects (eg. Sprites) are only
modified within callbacks triggered before the completion of the
`postUpdate` walking of the scene graph.
- User code that runs outside of the "game update", such as a `setTimeout`
  timer, will need to explicitly update transformations so that the world
  is synced by the next `preUpdate`: but this is not the expected case and
  is already outside the Phaser update model.
- If this assumption does not hold or is too weak, the transformations
  could also be applied once at the start of every game update loop
  (before any render or update). This change would at most double the time
  spent on apply the transformations.

The constant application of `updateTransform` passes all reported failing
cases and resolves #1424 just as the original proposal of having the
change performed in the Sprite postUpdate but will work more consistently
across all scene-bound game objects.

On a desktop Chrome browser the inclusion also has minimal relative impact
as shown by the summarized results. The percentages given are the summed
CPU time of relevant required operations along with that of the
updateTransform itself:

- 10,000 non-collision particles:
  - 12% pre/post update, 2.4% updateTransform
- 100 colliding particles:
  - 2% pre/post update & collision, 0.3% updateTransform
- 1000 colliding particles:
  - 40% pre/post update & collision, 1% updateTransform

With this patch the updateTransform time does creep up _slightly_ (vs just
in `Sprite.postUpdate`) but it is still dominated by required game
updates, and more so, by any actual work like Physics.
2015-01-01 18:01:23 -08:00
photonstorm
ef610c7c10 Added init to State template class. 2014-12-17 13:07:19 +00:00
Richard Davey
091cb93ccd Merge pull request #1417 from pnstickne/wip-1410
Fixes #1410 where newChild.parent could be set to undefined before use
2014-12-11 21:52:55 +00:00
Richard Davey
9ef87ad395 Merge pull request #1428 from pnstickne/wip-1422-vertical-align
ScaleManager documentation updates
2014-12-10 17:16:46 +00:00
photonstorm
028943baad Moved the updateTransform to a Game level update on Stage and replaced the Pixi version.
Added a boolean check, so it can be either updated from updateLogic or render without duplicating the process.
#1424
2014-12-10 10:37:37 +00:00
Paul
6764517823 ScaleManager documentation updates
- Clarified proper usage of `pageAlignVertically` and add note about 2.2
  change and how to obtain 2.1 behavior.

- Removed the `@readonly` status of the `parentIsWindow` and `parentNode`;
  these can be updated in a controlled manner.

- Added intra-hyperlinks

- Updated some ancillary documentation
2014-12-08 18:06:26 -08:00
Paul
388ab1d98b Fix Full Screen launching in Android Chrome
The click trampoline added for IE prevents Chrome for Android from being
able to launch Full Screen mode with the default parameters for
`ScaleManger#startFullScreen`. (The desktop version of Chrome is not
affected.)

This fix adds an additional compatibility settings (`clickTrampoline`)
that can be used to configure when such is used. By default the
'when-not-mouse' mode is only enabled for Desktop browsers, where the
primary input is ubquitously a mouse.

There are no known breaking compatibility changes - the Full Screen should
be initiatable in Chrome for Android as it was in 2.1.x. The default
Android browser does not support Full Screen.
2014-12-06 12:30:40 -08:00
Paul
fe8c5021fa Fixes #1410
As pointed out, `newChild.parent` could be accessed after it was set to
undefined. This fix unifies the code from the various `destroy` methods so
the previou issue does not occur.
2014-12-05 19:34:17 -08:00
photonstorm
3371f9ff1e Added Game.debug reset method for when the debug manager is disabled (thanks @DanielSitarz #1407) 2014-12-03 20:56:39 +00:00
photonstorm
84e845db71 Various doc fixes. 2014-12-03 03:19:25 +00:00
photonstorm
3018eaece9 Setting forceMinimumDocumentHeight default to false. This is an iOS edge-case and messes with desktop browsers.
Fix #1399
2014-12-02 14:37:07 +00:00
photonstorm
35e2893db4 Game.lockRender is a new property. If false Phaser will automatically render the display list every update. If true the render loop will be skipped. You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application. Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully. 2014-12-02 09:03:55 +00:00
photonstorm
03ebb8d11c Docs update. 2014-12-02 09:03:55 +00:00
Richard Davey
152b26a668 Merge pull request #1378 from pnstickne/wip-minor-updatelogic-fix
Minor logic fix for Sprite life update
2014-12-01 12:07:56 +00:00
Richard Davey
81f356c235 Merge pull request #1386 from pnstickne/wip-docs-1130
Assorted documentation/consistency updates
2014-12-01 12:07:10 +00:00
Paul
d15037e283 Event-Signal object count optimization
There are a bunch of signals added for Sprites; more when input is
enabled. However, very few of these signals are ever actually used. While
the previous performance update related to Signals addressed the size of
each Signal object, this update is to reduce the number of Signal objects
as used by the Events type.

As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals;
with this change there less than 70 signals created when running the same
demo. (Each Event creates at 8 signals by default, and there is an Event
for each of the 400 particles.) While this is an idealized scenario, a
huge amount (of albeit small) object reduction should be expected.

It does this by creating a signal proxy property getter and a signal
dispatch proxy. When the event property (eg. `onEvent`) is accessed a new
Signal object is created (and cached in `_onEvent`) as required. This
ensures that no user code has to perform an existance-check on the event
property first: it just continues to use the signal property as normal.

When the Phaser game code needs to dispatch the event it uses
`event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This
special auto-generated method automatically takes care of checking for if
the Signal has been created and only dispatches the event if this is the
case. (If the game code used the `onEvent` property itself the event
deferal approach would be defeated.)

This approach is designed to require minimal changes, not negatively
affect performance, and reduce the number of Signal objects and
corresponding Signal/Event resource usage.

The only known user-code change is that code can add to signal (eg.
onInput) events even when input is not enabled - this will allow some
previously invalid code run without throwing an exception.
2014-11-30 21:39:25 -08:00
Paul
bedab931a9 Documentation - Signal 2014-11-30 15:56:20 -08:00
Paul
b66a32e3a1 Documentation - number refinement
Changed some {number} types to {integer} where such is trivially
verifiable.
2014-11-30 15:22:39 -08:00
Paul
fa95c53631 Documentation - Group
- Merged in group doc updates

- Added a DisplayObject stub type for better link-out across documentation
2014-11-30 15:13:55 -08:00
Paul
8b1c7625d4 Documentation - typo fix 2014-11-30 04:05:23 -08:00
Paul
dab8772de0 Documentation - consistency updates
- Updated `readOnly` doclet to `readonly`

- `array` refined to `type[]`, where such information was immediately
determinable.

- Updated {Any}/{*} to {any}; {...*} is standard exception

- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
photonstorm
cfbad72881 Documentation - general
Updated some documentation for formatting, consistency, and minor
corrections.
2014-11-30 04:02:45 -08:00
Paul
dfe7279090 Minor logic fix for Sprite life update
The substraction of `physicsElapsedMS` needs to be done for all individual
updates. (When current FPS ~ target FPS this is a 1-1 mapping, but catchup
updates can throw off the calculations.)

Also renamed `Game#updateNumber` (a poor initial name on my part) to
`currentUpdateID`. This matches the naming of
`Stage#currentRenderOrderID`.
2014-11-28 23:02:31 -08:00
photonstorm
fb733ddcca onPreRenderCallback wasn't being cleared on a State swap. 2014-11-26 13:12:51 +00:00
photonstorm
fc457f5aca Added missing docs. 2014-11-26 04:16:52 +00:00
photonstorm
3d3920efab Various jsdoc fixes. 2014-11-25 21:13:25 +00:00