This includes some minor breaking changes.
- Unifies SHOW_ALL and NO_SCALE being stretched in Firefox and IE
- As suggested by MDN: "..to emulate WebKit's behavior on Gecko, you
need to place the element you want to present inside another
element.."
- This done via an (overwritable) `createFullScreenTarget` function.
The (new) DOM element returned from this is placed into the DOM and
the canvas is added to (and later removed) as the full screen mode
changes.
- MINOR BREAK: may affect code that assumes the Phaser canvas has a
fixed DOM/CSS path (which should hopefully be nobody). To use to the
original behavior, where the canvas is not moved, simply set
`this.fullScreenTarget = game.canvas` manually.
- Updates the refresh/queue to be unified and uses a smarter back-off to
detect and react to parent dimension changes
- Cleans up some odd browser issues; not tried on mobile
- Fixes an issue were update might be called too much and spend time
doing nothing useful.
- `maxIterations` is no longer user and marked as deprecated
- MINOR BREAK: previous approach would occasionally (but not always)
back off updates the entire iteration/setTimeout sequence; under the
new approach "onResize" may be called more frequently.
- Fixes a number various transition issues, mostly around RESIZE
- MINOR BREAK, but correct: leaving RESIZE restores the original game
size possible
- Fixes assorted quirks with scales not being updated
- Layout
- MINOR BREAK: All Canvas margins are "OWNED" by the ScaleManager. They
will be reset in all modes as appropriate. This is for consistency
fixes as well as coping with the updated full screen.
- MINOR BREAK: Canvas right/bottom margins are set to negative margins
to counter left/top margins. This prevents Canvas margin adjustments
from affecting the flow .. much.
- `getParentBounds` rounds to the nearest pixel to avoid "close to"
value propagation from CSS.
- Fixes page-align center pushing canvas out of parent
- Misc.
- MINOR BREAK: `setScreenSize` will update the game size if the mode is
RESIZE. User-code shoulde use `refresh` instead to ensure that any
relevant changes are propagated.
- Corrected incorrect documentation
- In the "Particle Class" demo there was no explicitly-created FrameData which cause issues later on.
This cache updates ensures that FrameData will be automatically created for any added cached bitmap data, unless such is explicitly supplied or forbidden.
- Impact: low
- AnimationManager.loadFrameData is called for all Sprites with BitmapData (except those with an explicit null FrameData) added to the cache
- Initial support for generating PIXI-combined documentation
- Includes yuidoc-to-jsdoc for generating pixi-jsdoc.js
- Creates doc (using pixidoc + builddoc) tasks
- Adds sourceproxy JSDoc plugin to map in corrected file/line meta
- Added yuidocjs as a dev-dependency
This automatically fixes usage of the form
/** desc
* @property {T} name - desc
To
/** desc
* @member {T} name
Being careful to only make the transformation when it is logical to do and preserving both descriptions as appropriate.
Render update runs every frame.
Tweens moved into render update to maintain smooth motion.
Added Time.slowMotion factor, integrated with logic/render updates and tweens.
* pointerN are aliases to backed pointers[N-1] array. This simplifies (and increases the efficiency of) looping through all the pointers when applicable; also eliminates pointer-existance checks Removes various hard-coded limits (added MAX_POINTERS); changed maxPointers default
* Removed some special-casing from cases where it did not matter
* Removed === false/true, == usage for consistency, changed missing value check to typeof, etc.
* Updated documentation for specificty; added @public\@protected
* @deprecated currentPointers due to odd set pattern; totalCurrentPointers is more appropriate.
(thanks @pnstickne #1283)
- `pointerN` are aliases to backed `pointers[N-1]` array.
This simplifies (and increases the efficiency of) looping through all the pointers when applicable; also eliminates pointer-existance checks
Removes various hard-coded limits (added MAX_POINTERS); changed `maxPointers` default
- Removed some special-casing from cases where it did not matter
- Removed `=== false/true`, `==` usage for consistency, changed missing value check to `typeof`, etc.
- Updated documentation for specificty; added `@public\@protected`
- `@deprecated` currentPointers due to odd set pattern; `totalCurrentPointers` is more appropriate.
- This is needed to support Fullscreen on IE11 because IE only trusts 'click' events for this operation; click trampolines as a general solution, although they are only required in some "special" cases.