- 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
Corrected the namealias jsdoc plugin to not include PIXI-from-YUI docs.
This is because they lack corresponding javascript code and need the
'name' property to remain intact.
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}
Added support for short `{@link #member}` markup. This makes interlinking
much cleaner and shorter; similar short-link support was available in
previous versions of jsdoc.
The namealias plugin gets jsdoc to detect lots of documentation it was not
correctly picking up due to the application of the `name` property. This
can be read about in
https://github.com/jsdoc3/jsdoc/issues/804#event-195287680 - this results
in _much_ more complete documentation generation, especially when
properties are defined in constructors.
Added the filterpixi.js jsdoc plugin which marks some PIXI
interaction-related methods and properties as private. This ensures that
they do not show up in the final Phaser documentation.
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`.
Previously XHD was special-cased for 'json' file assets, but not all JSON
requests. Now it is used for all XHR transfers when `useXDomainRequest` is
enabled.
If XDR is used outside of IE 9 then a warning is emitted to the console.
The `useXDomainRequest` property has also been deprecated
This may address consistency issues as mentioned in
https://github.com/photonstorm/phaser/issues/1361
Some minor cleanup of font component handling and comments.
Also adds a warning if an "unparsable font" string is encountered. Might
save someone some trouble.
Fulfills: https://github.com/photonstorm/phaser/issues/1370
This allows `fontSize` and `fontWeight` to be specified as part of the
style as supplied to the Text constructor (and `setStyle` method). In
addition the `fontStyle` and `fontVariant` properties can also be set -
although these are not exposed later.
This also fixes edge cases that could be caused if `Text#fontSize` was
used without `Text#fontWeight`, where the applied style defaults would be
overwritten/reset.