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New build files for RC testing.
1 parent c47d9ea commit a74a181

15 files changed

Lines changed: 352 additions & 262 deletions

build/custom/ninja.min.js

Lines changed: 1 addition & 1 deletion
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build/custom/p2.min.js

Lines changed: 1 addition & 1 deletion
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build/custom/phaser-arcade-physics.js

Lines changed: 63 additions & 45 deletions
Original file line numberDiff line numberDiff line change
@@ -7,7 +7,7 @@
77
*
88
* Phaser - http://phaser.io
99
*
10-
* v2.1.4 "Bethal" - Built: Sat Nov 08 2014 19:03:01
10+
* v2.2.0 "Bethal" - Built: Sat Nov 08 2014 19:24:51
1111
*
1212
* By Richard Davey http://www.photonstorm.com @photonstorm
1313
*
@@ -365,8 +365,8 @@ PIXI.Matrix.prototype.apply = function(pos, newPos)
365365
{
366366
newPos = newPos || new PIXI.Point();
367367

368-
newPos.x = this.a * pos.x + this.b * pos.y + this.tx;
369-
newPos.y = this.c * pos.x + this.d * pos.y + this.ty;
368+
newPos.x = this.a * pos.x + this.c * pos.y + this.tx;
369+
newPos.y = this.b * pos.x + this.d * pos.y + this.ty;
370370

371371
return newPos;
372372
};
@@ -1802,8 +1802,8 @@ PIXI.DisplayObjectContainer.prototype._renderCanvas = function(renderSession)
18021802
* @extends DisplayObjectContainer
18031803
* @constructor
18041804
* @param texture {Texture} The texture for this sprite
1805-
*
1806-
* A sprite can be created directly from an image like this :
1805+
*
1806+
* A sprite can be created directly from an image like this :
18071807
* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
18081808
* yourStage.addChild(sprite);
18091809
* then obviously don't forget to add it to the stage you have already created
@@ -1857,7 +1857,7 @@ PIXI.Sprite = function(texture)
18571857
* @default 0xFFFFFF
18581858
*/
18591859
this.tint = 0xFFFFFF;
1860-
1860+
18611861
/**
18621862
* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
18631863
*
@@ -1882,8 +1882,7 @@ PIXI.Sprite = function(texture)
18821882
}
18831883
else
18841884
{
1885-
this.onTextureUpdateBind = this.onTextureUpdate.bind(this);
1886-
this.texture.on( 'update', this.onTextureUpdateBind );
1885+
this.texture.on( 'update', this.onTextureUpdate.bind(this) );
18871886
}
18881887

18891888
this.renderable = true;
@@ -2037,14 +2036,14 @@ PIXI.Sprite.prototype.getBounds = function(matrix)
20372036
* Renders the object using the WebGL renderer
20382037
*
20392038
* @method _renderWebGL
2040-
* @param renderSession {RenderSession}
2039+
* @param renderSession {RenderSession}
20412040
* @private
20422041
*/
20432042
PIXI.Sprite.prototype._renderWebGL = function(renderSession)
20442043
{
20452044
// if the sprite is not visible or the alpha is 0 then no need to render this element
20462045
if(!this.visible || this.alpha <= 0)return;
2047-
2046+
20482047
var i,j;
20492048

20502049
// do a quick check to see if this element has a mask or a filter.
@@ -2080,7 +2079,7 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
20802079

20812080
if(this._mask)renderSession.maskManager.popMask(this._mask, renderSession);
20822081
if(this._filters)renderSession.filterManager.popFilter();
2083-
2082+
20842083
spriteBatch.start();
20852084
}
20862085
else
@@ -2092,22 +2091,22 @@ PIXI.Sprite.prototype._renderWebGL = function(renderSession)
20922091
{
20932092
this.children[i]._renderWebGL(renderSession);
20942093
}
2095-
2094+
20962095
}
20972096
};
20982097

20992098
/**
21002099
* Renders the object using the Canvas renderer
21012100
*
21022101
* @method _renderCanvas
2103-
* @param renderSession {RenderSession}
2102+
* @param renderSession {RenderSession}
21042103
* @private
21052104
*/
21062105
PIXI.Sprite.prototype._renderCanvas = function(renderSession)
21072106
{
21082107
// If the sprite is not visible or the alpha is 0 then no need to render this element
21092108
if (this.visible === false || this.alpha === 0 || this.texture.crop.width <= 0 || this.texture.crop.height <= 0) return;
2110-
2109+
21112110
if (this.blendMode !== renderSession.currentBlendMode)
21122111
{
21132112
renderSession.currentBlendMode = this.blendMode;
@@ -2164,7 +2163,7 @@ PIXI.Sprite.prototype._renderCanvas = function(renderSession)
21642163
if (this.cachedTint !== this.tint)
21652164
{
21662165
this.cachedTint = this.tint;
2167-
2166+
21682167
// TODO clean up caching - how to clean up the caches?
21692168
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
21702169
}
@@ -2662,7 +2661,7 @@ PIXI.Text.prototype.updateText = function()
26622661
this.context.strokeStyle = this.style.stroke;
26632662
this.context.lineWidth = this.style.strokeThickness;
26642663
this.context.textBaseline = 'alphabetic';
2665-
this.context.lineJoin = 'round';
2664+
//this.context.lineJoin = 'round';
26662665

26672666
var linePositionX;
26682667
var linePositionY;
@@ -3598,7 +3597,7 @@ PIXI.EventTarget = {
35983597

35993598
//iterate the listeners
36003599
if(this._listeners && this._listeners[eventName]) {
3601-
var listeners = this._listeners[eventName],
3600+
var listeners = this._listeners[eventName].slice(0),
36023601
length = listeners.length,
36033602
fn = listeners[0],
36043603
i;
@@ -4655,7 +4654,7 @@ PIXI.StripShader = function(gl)
46554654
'uniform sampler2D uSampler;',
46564655

46574656
'void main(void) {',
4658-
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));',
4657+
' gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * alpha;',
46594658
// ' gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);',//gl_FragColor * alpha;',
46604659
'}'
46614660
];
@@ -5839,12 +5838,12 @@ PIXI.WebGLGraphicsData.prototype.upload = function()
58395838
var gl = this.gl;
58405839

58415840
// this.lastIndex = graphics.graphicsData.length;
5842-
this.glPoints = new Float32Array(this.points);
5841+
this.glPoints = new PIXI.Float32Array(this.points);
58435842

58445843
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffer);
58455844
gl.bufferData(gl.ARRAY_BUFFER, this.glPoints, gl.STATIC_DRAW);
58465845

5847-
this.glIndicies = new Uint16Array(this.indices);
5846+
this.glIndicies = new PIXI.Uint16Array(this.indices);
58485847

58495848
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
58505849
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.glIndicies, gl.STATIC_DRAW);
@@ -6319,8 +6318,8 @@ PIXI.WebGLRenderer.prototype.handleContextRestored = function()
63196318
PIXI.WebGLRenderer.prototype.destroy = function()
63206319
{
63216320
// remove listeners
6322-
this.view.off('webglcontextlost', this.contextLostBound);
6323-
this.view.off('webglcontextrestored', this.contextRestoredBound);
6321+
this.view.removeEventListener('webglcontextlost', this.contextLostBound);
6322+
this.view.removeEventListener('webglcontextrestored', this.contextRestoredBound);
63246323

63256324
PIXI.glContexts[this.glContextId] = null;
63266325

@@ -7001,15 +7000,15 @@ PIXI.WebGLSpriteBatch = function()
70017000
* @property vertices
70027001
* @type Float32Array
70037002
*/
7004-
this.vertices = new Float32Array(numVerts);
7003+
this.vertices = new PIXI.Float32Array(numVerts);
70057004

70067005
/**
70077006
* Holds the indices
70087007
*
70097008
* @property indices
70107009
* @type Uint16Array
70117010
*/
7012-
this.indices = new Uint16Array(numIndices);
7011+
this.indices = new PIXI.Uint16Array(numIndices);
70137012

70147013
/**
70157014
* @property lastIndexCount
@@ -7610,14 +7609,14 @@ PIXI.WebGLFastSpriteBatch = function(gl)
76107609
* @property vertices
76117610
* @type Float32Array
76127611
*/
7613-
this.vertices = new Float32Array(numVerts);
7612+
this.vertices = new PIXI.Float32Array(numVerts);
76147613

76157614
/**
76167615
* Index data
76177616
* @property indices
76187617
* @type Uint16Array
76197618
*/
7620-
this.indices = new Uint16Array(numIndices);
7619+
this.indices = new PIXI.Uint16Array(numIndices);
76217620

76227621
/**
76237622
* @property vertexBuffer
@@ -8386,7 +8385,7 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
83868385

83878386
// bind and upload the vertexs..
83888387
// keep a reference to the vertexFloatData..
8389-
this.vertexArray = new Float32Array([0.0, 0.0,
8388+
this.vertexArray = new PIXI.Float32Array([0.0, 0.0,
83908389
1.0, 0.0,
83918390
0.0, 1.0,
83928391
1.0, 1.0]);
@@ -8395,15 +8394,15 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
83958394
gl.bufferData(gl.ARRAY_BUFFER, this.vertexArray, gl.STATIC_DRAW);
83968395

83978396
// bind and upload the uv buffer
8398-
this.uvArray = new Float32Array([0.0, 0.0,
8397+
this.uvArray = new PIXI.Float32Array([0.0, 0.0,
83998398
1.0, 0.0,
84008399
0.0, 1.0,
84018400
1.0, 1.0]);
84028401

84038402
gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);
84048403
gl.bufferData(gl.ARRAY_BUFFER, this.uvArray, gl.STATIC_DRAW);
84058404

8406-
this.colorArray = new Float32Array([1.0, 0xFFFFFF,
8405+
this.colorArray = new PIXI.Float32Array([1.0, 0xFFFFFF,
84078406
1.0, 0xFFFFFF,
84088407
1.0, 0xFFFFFF,
84098408
1.0, 0xFFFFFF]);
@@ -10724,19 +10723,7 @@ PIXI.BaseTexture.prototype.destroy = function()
1072410723
}
1072510724
this.source = null;
1072610725

10727-
// delete the webGL textures if any.
10728-
for (var i = this._glTextures.length - 1; i >= 0; i--)
10729-
{
10730-
var glTexture = this._glTextures[i];
10731-
var gl = PIXI.glContexts[i];
10732-
10733-
if(gl && glTexture)
10734-
{
10735-
gl.deleteTexture(glTexture);
10736-
}
10737-
}
10738-
10739-
this._glTextures.length = 0;
10726+
this.unloadFromGPU();
1074010727
};
1074110728

1074210729
/**
@@ -10765,6 +10752,34 @@ PIXI.BaseTexture.prototype.dirty = function()
1076510752
}
1076610753
};
1076710754

10755+
/**
10756+
* Removes the base texture from the GPU, useful for managing resources on the GPU.
10757+
* Atexture is still 100% usable and will simply be reuploaded if there is a sprite on screen that is using it.
10758+
*
10759+
* @method unloadFromGPU
10760+
*/
10761+
PIXI.BaseTexture.prototype.unloadFromGPU = function()
10762+
{
10763+
this.dirty();
10764+
10765+
// delete the webGL textures if any.
10766+
for (var i = this._glTextures.length - 1; i >= 0; i--)
10767+
{
10768+
var glTexture = this._glTextures[i];
10769+
var gl = PIXI.glContexts[i];
10770+
10771+
if(gl && glTexture)
10772+
{
10773+
gl.deleteTexture(glTexture);
10774+
}
10775+
10776+
}
10777+
10778+
this._glTextures.length = 0;
10779+
10780+
this.dirty();
10781+
};
10782+
1076810783
/**
1076910784
* Helper function that creates a base texture from the given image url.
1077010785
* If the image is not in the base texture cache it will be created and loaded.
@@ -11413,6 +11428,9 @@ PIXI.RenderTexture.prototype.renderCanvas = function(displayObject, matrix, clea
1141311428
var wt = displayObject.worldTransform;
1141411429
wt.identity();
1141511430
if(matrix)wt.append(matrix);
11431+
11432+
// setWorld Alpha to ensure that the object is renderer at full opacity
11433+
displayObject.worldAlpha = 1;
1141611434

1141711435
// Time to update all the children of the displayObject with the new matrix..
1141811436
var children = displayObject.children;
@@ -11606,7 +11624,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
1160611624
*
1160711625
* Phaser - http://phaser.io
1160811626
*
11609-
* v2.1.4 "Bethal" - Built: Sat Nov 08 2014 19:03:01
11627+
* v2.2.0 "Bethal" - Built: Sat Nov 08 2014 19:24:51
1161011628
*
1161111629
* By Richard Davey http://www.photonstorm.com @photonstorm
1161211630
*
@@ -11649,7 +11667,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
1164911667
*/
1165011668
var Phaser = Phaser || {
1165111669

11652-
VERSION: '2.1.4-dev',
11670+
VERSION: '2.2.0-dev',
1165311671
GAMES: [],
1165411672

1165511673
AUTO: 0,
@@ -16319,7 +16337,7 @@ PIXI.Graphics.prototype._renderWebGL = function(renderSession)
1631916337
this.dirty = false;
1632016338
}
1632116339

16322-
this._cachedSprite.alpha = this.alpha;
16340+
this._cachedSprite.worldAlpha = this.worldAlpha;
1632316341
PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
1632416342

1632516343
return;

build/custom/phaser-arcade-physics.min.js

Lines changed: 7 additions & 7 deletions
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