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.
- Corrected off-by-one issue; the effect is the same but it is arguably
more correct.
- Fixed getRandomItem; it would previously return null for false'y values
(false/''/0) which was against the defined contract.
- Updated documentation / documented types
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.
- 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}
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`.
- Removed `Time.pausedTime`
Time.pausedTime has not been used / updated since
b255fea85f in Feb 2014.
There might be a case to re-explore how pause time is
reported/observable, possibly with a distinction of 'current' and 'last'
and the semantics of such. For instance, pause duration is only updated
after the resume occurs and reflects the duration-of-the-last-pause..
- Removed `Time` _i and _len properties These are better suited by local
variables.
- General documentation updates.
- Marked several methods such as `Timer.order` as protected - there are
advanced use-cases for them, but different user-facing methods and
documentations are likely in order. Also marked `Timer.sortHandler` as
private; but did not change any interfaces.
Addresses https://github.com/photonstorm/phaser/issues/1371 - where Tiled
used floor calculations and Phaser used round calculations.
There are no breaking changes with the demos; however, if there was code
that relied on behavior that _deviated_ from the defactor Tilemap behavior
then may be prone to "incorrect results" if using tileset images that are
not correctly aligned to tilesize multiples.
This also adds/corrects some warnings:
- A warning when the tileset size is not an even multiple (it was
suppressed due to using `round` prior to the checks.
- A warning if loading an image changes the cols/rows of a Tileset
- A specific warning for Tileset Image Collections which are not yet
supported