Tiled 0.13.0 added support for layer data compression when exporting as LUA or JSON. This means that any .tmx stored unsing base64 encoding will start exporting layer data as a base64 encoded string rather than a native array.
Phaser would try to load the level anyway without emitting any errors, resulting in a corrupted level while playing.
This PR adds detection and support for base64 encoded levels as long as they don't use compression.
- Impact: none; documentation and local variable names only
- Incorrect documentation that claimed to take a Pointer when they really
took a Pointer ID is fixed
- Also updates parameter names for consistenct/clarity
Time.desiredFpsMult is a pre-calculated multiplier used in Game.update.
Time.refresh updates the `Time.time` and `Time.elapsedMS` values and is called automatically by Game.update.
Time.physicsElapsed and Time.physicsElapsedMS are no longer calculated every frame, but only when the desiredFps is changed.
Time.update has been streamlined and the `updateSetTimeout` and `updateRAF` methods merged and duplicate code removed.
Event listeners added with true passed in as the useCapture flag are only removed when true is also passed into the removeEventListener call. Adding this flag to the stop method where appropriate fixes a memory leak in IE where events on window are never removed.
See https://msdn.microsoft.com/en-us/library/ff975250(v=vs.85).aspx
Replaced the booleans with a matching expression. Now, URLs
beginning with the following patterns will be ignored:
- blob:
- data:
- http://
- https://
- //
As suggested by @pnstickne.
Group.getFirstDead, Group.getFirstAlive and Group.getFirstExists all have new optional arguments: `createIfNull`, `x`, `y`, `key` and `frame`. If the method you call cannot find a matching child (i.e. getFirstDead cannot find any dead children) then the optional `createIfNull` allows you to instantly create a new child in the group using the position and texture arguments to do so. This allows you to always get a child back from the Group and remove the need to do null checks and Group inserts from your game code. The same arguments can also be used in a different way: if `createIfNull` is false AND you provide the extra arguments AND a child is found then it will be passed to the new `Group.resetChild` method. This allows you to retrieve a child from the Group and have it reset and instantly ready for use in your game without any extra code.