Commit graph

2975 commits

Author SHA1 Message Date
photonstorm
d8fee414b8 Merge remote-tracking branch 'origin/dev' 2014-12-03 10:40:35 +00:00
photonstorm
95ffa83e34 Phaser 2.2.0 Docs. 2014-12-03 10:39:20 +00:00
photonstorm
1d6fd31bd7 Phaser 2.2.0. 2014-12-03 09:34:51 +00:00
photonstorm
eb6a09ca0a Pixi update. 2014-12-03 09:18:43 +00:00
photonstorm
75238c2cce Template updates. 2014-12-03 03:19:25 +00:00
photonstorm
84e845db71 Various doc fixes. 2014-12-03 03:19:25 +00:00
Richard Davey
183a9cbe2d Merge pull request #1398 from clark-stevenson/dev
Minor Typescript Updates
2014-12-02 15:11:16 +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
Clark Stevenson
c43f26cfc7 Minor Updates 2014-12-02 14:11:43 +00:00
Clark Stevenson
cff41566e0 2.2.0 2014-12-02 13:31:07 +00:00
photonstorm
9d79605447 Pixi 2.2.0 merged. 2014-12-02 11:01:57 +00:00
photonstorm
a51e22a497 Phaser 2.2 RC13 Build Files. 2014-12-02 09:04:58 +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
def662f28f Text.setShadow has had the default color value changed from rgba(0,0,0,0) to rgba(0,0,0,1) so it appears as a black shadow by default - before the alpha channel made it invisible. 2014-12-02 09:03:55 +00:00
photonstorm
03ebb8d11c Docs update. 2014-12-02 09:03:55 +00:00
photonstorm
5b6e41b112 Readme updated. 2014-12-02 09:03:55 +00:00
photonstorm
1ca260562a Small TS defs update. 2014-12-02 09:03:55 +00:00
photonstorm
2380d1827b Updated to latest Pixi dev branch. 2014-12-02 09:03:55 +00:00
Richard Davey
5d5a5ce2de Merge pull request #1393 from pnstickne/wip-namealias-fix
jsdoc - namealias fix
2014-12-02 08:20:56 +00:00
Richard Davey
7795f9c003 Merge pull request #1395 from pnstickne/wip-transpose-fix
ArrayUtils - minor corrections
2014-12-02 08:17:49 +00:00
Paul
fb9eab76e7 Utils - cleanup
- Updated linked documentation

- Also updated `removeRandomItem` per the contract and for consistency with
  `getRandomItem`.
2014-12-01 23:19:32 -08:00
Paul
bdacef8170 ArrayUtils - minor corrections
- 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
2014-12-01 23:06:06 -08:00
Paul
cc8c2944fa jsdoc - namealias fix
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.
2014-12-01 17:09:19 -08:00
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
Richard Davey
83f4eb4134 Merge pull request #1385 from pnstickne/wip-jsdoc-core2
jsdoc core/plugins
2014-12-01 12:06:18 +00:00
Richard Davey
d19a2ab8d5 Merge pull request #1389 from pnstickne/wip-event-signal-redux2
Event-Signal object count optimization
2014-12-01 12:00:55 +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
5645690174 General docs - reverting src/pixi changes
(Because outside of control, really.)
2014-11-30 13:04:02 -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
Paul
d99044a782 Documentation templates - edited resource entries
Added Game and Particle entries.
2014-11-30 04:03:34 -08:00
photonstorm
cfbad72881 Documentation - general
Updated some documentation for formatting, consistency, and minor
corrections.
2014-11-30 04:02:45 -08:00
Paul
bf16b97bdf jsdoc - namealias fix
Fixed issue with namealias and class doclects without names.
2014-11-30 03:06:28 -08:00
Paul
c8b0052743 jsdoc - sourceproxy docs and cleanup 2014-11-30 02:32:29 -08:00
Paul
2f6c109901 jsdoc - short/friendly @link plugin
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.
2014-11-30 02:32:10 -08:00
Paul
352d53802f jsdoc - added namealias
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.
2014-11-30 02:32:09 -08:00
Paul
6203ae0722 jsdoc - PIXI documentation filtering
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.
2014-11-30 02:31:55 -08:00
Paul
3299588326 Sprite - removed comment
The comment was no longer valid after the previos changes.
2014-11-29 14:12:14 -08:00
photonstorm
0744dddbc0 Small defs fix. 2014-11-29 19:40:50 +00:00
photonstorm
d5dfa464c0 Added alpha setting to getContext. 2014-11-29 19:40:50 +00:00
photonstorm
af4e3b1cb5 Added optional 'no physics' flags. 2014-11-29 19:40:50 +00:00
photonstorm
a012d8caa2 jsdoc update 2014-11-29 19:40:50 +00:00
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
Richard Davey
157fce81a9 Merge pull request #1374 from pnstickne/wip-time-quibs
Time/Time - documentation updates and minor cleanup
2014-11-28 18:25:17 +00:00
Paul
fb5a1b9946 TimerEvent - tabs to spaces
Converted tabs to spaces, for consistency
2014-11-27 23:57:42 -08:00
Paul
c5381f96ef Time/Time - documentation updates and minor cleanup
- 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.
2014-11-27 23:54:42 -08:00