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Build Phaser v2.10.4
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samme committed May 3, 2018
1 parent f7b417d commit bc61e33
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Showing 218 changed files with 10,194 additions and 8,940 deletions.
2 changes: 1 addition & 1 deletion build/custom/creature.min.js

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2 changes: 1 addition & 1 deletion build/custom/p2.min.js

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201 changes: 157 additions & 44 deletions build/custom/phaser-arcade-physics.js

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2 changes: 1 addition & 1 deletion build/custom/phaser-arcade-physics.map

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4 changes: 2 additions & 2 deletions build/custom/phaser-arcade-physics.min.js

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188 changes: 148 additions & 40 deletions build/custom/phaser-creature.js

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2 changes: 1 addition & 1 deletion build/custom/phaser-creature.map

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4 changes: 2 additions & 2 deletions build/custom/phaser-creature.min.js

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74 changes: 53 additions & 21 deletions build/custom/phaser-minimum.js
Expand Up @@ -7,7 +7,7 @@
*
* Phaser - http://phaser.io
*
* v2.10.3 "2018-03-22" - Built: Thu Mar 22 2018 10:07:14
* v2.10.4 "2018-05-03" - Built: Thu May 03 2018 15:47:58
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
Expand Down Expand Up @@ -1953,7 +1953,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession, matrix)
PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
{
// If the sprite is not visible or the alpha is 0 then no need to render this element
if (!this.visible || this.alpha === 0 || !this.renderable || this.texture.crop.width <= 0 || this.texture.crop.height <= 0)
if (!this.visible || this.alpha === 0 || !this.renderable || this.texture.crop.width < 1 || this.texture.crop.height < 1)
{
return;
}
Expand Down Expand Up @@ -2054,6 +2054,14 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
dx /= resolution;
dy /= resolution;

cw |= 0;
ch |= 0;

if (!cw || !ch)
{
return;
}

if (this.tint !== 0xFFFFFF)
{
if (this.texture.requiresReTint || this.cachedTint !== this.tint)
Expand All @@ -2071,9 +2079,6 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
var cx = this.texture.crop.x;
var cy = this.texture.crop.y;

cw = Math.floor(cw)
ch = Math.floor(ch)

renderSession.context.drawImage(this.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
}

Expand Down Expand Up @@ -7591,7 +7596,7 @@ var Phaser = Phaser || { // jshint ignore:line
* @constant Phaser.VERSION
* @type {string}
*/
VERSION: '2.10.3',
VERSION: '2.10.4',

/**
* An array of Phaser game instances.
Expand Down Expand Up @@ -9683,13 +9688,10 @@ Phaser.Ellipse.prototype = {
if (out === undefined) { out = new Phaser.Point(); }

var p = Math.random() * Math.PI * 2;
var r = Math.random();
var r = Math.sqrt(Math.random());

out.x = Math.sqrt(r) * Math.cos(p);
out.y = Math.sqrt(r) * Math.sin(p);

out.x = this.x + (out.x * this.width / 2.0);
out.y = this.y + (out.y * this.height / 2.0);
out.x = this.centerX + 0.5 * r * Math.cos(p) * this.width;
out.y = this.centerY + 0.5 * r * Math.sin(p) * this.height;

return out;

Expand Down Expand Up @@ -9794,6 +9796,34 @@ Object.defineProperty(Phaser.Ellipse.prototype, "bottom", {

});

/**
* The x coordinate of the center of the Ellipse.
* @name Phaser.Ellipse#centerX
* @property {number} centerX
* @readonly
*/
Object.defineProperty(Phaser.Ellipse.prototype, "centerX", {

get: function () {
return this.x + 0.5 * this.width;
}

});

/**
* The y coordinate of the center of the Ellipse.
* @name Phaser.Ellipse#centerY
* @property {number} centerY
* @readonly
*/
Object.defineProperty(Phaser.Ellipse.prototype, "centerY", {

get: function () {
return this.y + 0.5 * this.height;
}

});

/**
* Determines whether or not this Ellipse object is empty. Will return a value of true if the Ellipse objects dimensions are less than or equal to 0; otherwise false.
* If set to true it will reset all of the Ellipse objects properties to 0. An Ellipse object is empty if its width or height is less than or equal to 0.
Expand Down Expand Up @@ -14902,7 +14932,7 @@ Phaser.State = function () {
this.stage = null;

/**
* @property {Phaser.StateManager} stage - A reference to the State Manager, which controls state changes.
* @property {Phaser.StateManager} state - A reference to the State Manager, which controls state changes.
*/
this.state = null;

Expand Down Expand Up @@ -22005,7 +22035,7 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
* @property {number} [GameConfig.scaleV=1] - Vertical scaling factor for USER_SCALE scale mode.
* @property {number} [GameConfig.seed] - Seed for {@link Phaser.RandomDataGenerator}.
* @property {object} [GameConfig.state]
* @property {boolean} [GameConfig.transparent=false]
* @property {boolean|string} [GameConfig.transparent=false] - Sets {@link Phaser.Game#transparent}. `'notMultiplied'` disables the WebGL context attribute `premultipliedAlpha`.
* @property {number} [GameConfig.trimH=0] - Horizontal trim for USER_SCALE scale mode.
* @property {number} [GameConfig.trimV=0] - Vertical trim for USER_SCALE scale mode.
* @property {number|string} [GameConfig.width=800]
Expand Down Expand Up @@ -23400,12 +23430,13 @@ Phaser.Input.prototype = {
/**
* Adds a callback that is fired every time the activePointer receives a DOM move event such as a mousemove or touchmove.
*
* The callback will be sent 4 parameters:
* The callback will be sent 5 parameters:
*
* A reference to the Phaser.Pointer object that moved,
* The x position of the pointer,
* The y position,
* A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down).
* - A reference to the Phaser.Pointer object that moved
* - The x position of the pointer
* - The y position
* - A boolean indicating if the movement was the result of a 'click' event (such as a mouse click or touch down)
* - The DOM move event
*
* It will be called every time the activePointer moves, which in a multi-touch game can be a lot of times, so this is best
* to only use if you've limited input to a single pointer (i.e. mouse or touch).
Expand Down Expand Up @@ -26479,7 +26510,7 @@ Phaser.Pointer.prototype = {

while (i--)
{
input.moveCallbacks[i].callback.call(input.moveCallbacks[i].context, this, this.x, this.y, fromClick);
input.moveCallbacks[i].callback.call(input.moveCallbacks[i].context, this, this.x, this.y, fromClick, event);
}

// Easy out if we're dragging something and it still exists
Expand Down Expand Up @@ -40773,7 +40804,7 @@ Phaser.Animation.prototype = {

/**
* Plays this animation.
*
*
* If you need to jump to a specific frame of this animation, then call `play` and immediately after it,
* set the frame you require (i.e. `animation.play(); animation.frame = 4`).
*
Expand Down Expand Up @@ -41264,6 +41295,7 @@ Phaser.Animation.prototype = {

this._frameIndex = this._frames.length - 1;
this.currentFrame = this._frameData.getFrame(this._frames[this._frameIndex]);
this.updateCurrentFrame(false);

this.isPlaying = false;
this.isFinished = true;
Expand Down
2 changes: 1 addition & 1 deletion build/custom/phaser-minimum.map

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4 changes: 2 additions & 2 deletions build/custom/phaser-minimum.min.js

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