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Phaser 2.2.0 - Release Candidate 6.
1 parent 527934d commit d8d2ebd

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Lines changed: 587 additions & 191 deletions

README.md

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@@ -145,6 +145,7 @@ The proxy methods are generated one-time dynamically but only when needed.
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* Faster parent checks (if required)
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* NO_SCALE should not not scale (vs previous behavior of having no behavior)
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* Correct usage of scaleMode depending on mode
148+
* Fullscreen Mode always scaling to fill screen in Firefox (#1256)
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* AudioSprite - removed an unnecessary if-statement (thanks @DaanHaaz #1312)
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* ArcadePhysics.skipQuadTree is now set to `true` by default. A QuadTree is a wonderful thing if the objects in your game are well spaced out. But in tightly packed games, especially those with tilemaps or single-screen games, they are a considerable performance drain and eat up CPU. We've taken the decision to disable the Arcade Physics QuadTree by default. It's all still in there and can be re-enabled via `game.physics.arcade.skipQuadTree = false`, but please only do so if you're sure your game benefits from this.
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* Phaser.DOM now houses new DOM functions. Some have been moved over from ScaleManager as appropriate.

build/custom/phaser-arcade-physics.js

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@@ -7,7 +7,7 @@
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*
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* Phaser - http://phaser.io
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*
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* v2.2.0 "Bethal" - Built: Wed Nov 12 2014 22:48:42
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* v2.2.0 "Bethal" - Built: Fri Nov 14 2014 08:15:57
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
@@ -11885,7 +11885,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
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*
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* Phaser - http://phaser.io
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*
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* v2.2.0 "Bethal" - Built: Wed Nov 12 2014 22:48:42
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* v2.2.0 "Bethal" - Built: Fri Nov 14 2014 08:15:57
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
@@ -11928,7 +11928,7 @@ PIXI.AbstractFilter.prototype.apply = function(frameBuffer)
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*/
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var Phaser = Phaser || {
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VERSION: '2.2.0-RC5',
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VERSION: '2.2.0-RC6',
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GAMES: [],
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AUTO: 0,
@@ -12002,11 +12002,6 @@ PIXI.InteractionManager = PIXI.InteractionManager || function () {};
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// Equally we're going to supress the Pixi console log, with their agreement.
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PIXI.dontSayHello = true;
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12005-
// PIXI.Polygon.prototype.type = PIXI.Graphics.POLY;
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// PIXI.Rectangle.prototype.type = PIXI.Graphics.RECT;
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// PIXI.Circle.prototype.type = PIXI.Graphics.CIRC;
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// PIXI.Ellipse.prototype.type = PIXI.Graphics.ELIP;
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
@@ -20225,19 +20220,19 @@ Object.defineProperty(Phaser.Stage.prototype, "smoothed", {
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get: function () {
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20228-
return !PIXI.scaleModes.LINEAR;
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return PIXI.scaleModes.DEFAULT === PIXI.scaleModes.LINEAR;
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},
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set: function (value) {
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if (value)
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{
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PIXI.scaleModes.LINEAR = 0;
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PIXI.scaleModes.DEFAULT = PIXI.scaleModes.LINEAR;
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}
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else
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{
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PIXI.scaleModes.LINEAR = 1;
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PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST;
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}
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}
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@@ -25613,13 +25608,13 @@ Phaser.Game.prototype = {
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if (this.device.chrome)
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{
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var args = [
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'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + ' http://phaser.io %c %c \u2665%c\u2665%c\u2665 ',
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'background: #7a66a3',
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'background: #625186',
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'color: #ffffff; background: #43375b;',
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'background: #625186',
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'background: #ccb9f2',
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'background: #625186'
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'%c %c %c Phaser v' + v + ' | Pixi.js ' + PIXI.VERSION + ' | ' + r + ' | ' + a + ' %c %c ' + '%c http://phaser.io %c\u2665%c\u2665%c\u2665',
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'background: #3db79f',
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'background: #329582',
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'color: #ffffff; background: #226558;',
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'background: #329582',
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'background: #3db79f',
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'background: #ffffff'
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];
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for (var i = 0; i < 3; i++)
@@ -27177,13 +27172,13 @@ Phaser.Key = function (game, keycode) {
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this.event = null;
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/**
27180-
* @property {boolean} isDown - The "down" state of the key.
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* @property {boolean} isDown - The "down" state of the key. This will remain `true` for as long as the keyboard thinks this key is held down.
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* @default
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*/
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this.isDown = false;
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/**
27186-
* @property {boolean} isUp - The "up" state of the key.
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* @property {boolean} isUp - The "up" state of the key. This will remain `true` for as long as the keyboard thinks this key is up.
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* @default
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*/
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this.isUp = true;
@@ -27256,10 +27251,28 @@ Phaser.Key = function (game, keycode) {
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*/
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this.onUp = new Phaser.Signal();
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27254+
/**
27255+
* @property {boolean} _justDown - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
27256+
* @private
27257+
*/
27258+
this._justDown = false;
27259+
27260+
/**
27261+
* @property {boolean} _justUp - True if the key has just been pressed (NOTE: requires to be reset, see justDown getter)
27262+
* @private
27263+
*/
27264+
this._justUp = false;
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};
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Phaser.Key.prototype = {
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27270+
/**
27271+
* Called automatically by Phaser.Keyboard.
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*
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* @method Phaser.Key#update
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* @protected
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*/
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update: function () {
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if (!this._enabled) { return; }
@@ -27279,8 +27292,9 @@ Phaser.Key.prototype = {
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/**
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* Called automatically by Phaser.Keyboard.
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*
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* @method Phaser.Key#processKeyDown
27283-
* @param {KeyboardEvent} event.
27297+
* @param {KeyboardEvent} event - The DOM event that triggered this.
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* @protected
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*/
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processKeyDown: function (event) {
@@ -27289,6 +27303,7 @@ Phaser.Key.prototype = {
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this.event = event;
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27306+
// exit if this key down is from auto-repeat
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if (this.isDown)
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{
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return;
@@ -27304,14 +27319,19 @@ Phaser.Key.prototype = {
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this.duration = 0;
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this.repeats = 0;
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27322+
// _justDown will remain true until it is read via the justDown Getter
27323+
// this enables the game to poll for past presses, or reset it at the start of a new game state
27324+
this._justDown = true;
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this.onDown.dispatch(this);
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},
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/**
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* Called automatically by Phaser.Keyboard.
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*
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* @method Phaser.Key#processKeyUp
27314-
* @param {KeyboardEvent} event.
27334+
* @param {KeyboardEvent} event - The DOM event that triggered this.
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* @protected
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*/
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processKeyUp: function (event) {
@@ -27330,6 +27350,10 @@ Phaser.Key.prototype = {
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this.timeUp = this.game.time.time;
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this.duration = this.game.time.time - this.timeDown;
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27353+
// _justUp will remain true until it is read via the justUp Getter
27354+
// this enables the game to poll for past presses, or reset it at the start of a new game state
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this._justUp = true;
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this.onUp.dispatch(this);
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},
@@ -27352,6 +27376,8 @@ Phaser.Key.prototype = {
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this.timeUp = this.game.time.time;
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this.duration = 0;
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this._enabled = true; // .enabled causes reset(false)
27379+
this._justDown = false;
27380+
this._justUp = false;
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if (hard)
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{
@@ -27364,12 +27390,14 @@ Phaser.Key.prototype = {
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},
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/**
27367-
* Returns the "just pressed" state of the Key. Just pressed is considered true if the key was pressed down within the duration given.
27368-
* @method Phaser.Key#justPressed
27369-
* @param {number} [duration=50] - The duration below which the key is considered as being just pressed.
27370-
* @return {boolean} True if the key is just pressed otherwise false.
27393+
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
27394+
* or was pressed down longer ago than then given duration.
27395+
*
27396+
* @method Phaser.Key#downDuration
27397+
* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
27398+
* @return {boolean} True if the key was pressed down within the given duration.
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*/
27372-
justPressed: function (duration) {
27400+
downDuration: function (duration) {
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2737427402
if (typeof duration === "undefined") { duration = 50; }
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@@ -27378,12 +27406,14 @@ Phaser.Key.prototype = {
2737827406
},
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2738027408
/**
27381-
* Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given.
27382-
* @method Phaser.Key#justReleased
27383-
* @param {number} [duration=50] - The duration below which the key is considered as being just released.
27384-
* @return {boolean} True if the key is just released otherwise false.
27409+
* Returns `true` if the Key was pressed down within the `duration` value given, or `false` is it either isn't down,
27410+
* or was pressed down longer ago than then given duration.
27411+
*
27412+
* @method Phaser.Key#upDuration
27413+
* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
27414+
* @return {boolean} True if the key was released down within the given duration.
2738527415
*/
27386-
justReleased: function (duration) {
27416+
upDuration: function (duration) {
2738727417

2738827418
if (typeof duration === "undefined") { duration = 50; }
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@@ -27393,19 +27423,68 @@ Phaser.Key.prototype = {
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2739427424
};
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27426+
/**
27427+
* The justDown value allows you to test if this Key has just been pressed down or not.
27428+
* When you check this value it will return `true` if the Key is down, otherwise `false`.
27429+
* You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again.
27430+
* This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop.
27431+
*
27432+
* @property {boolean} justDown
27433+
* @memberof Phaser.Key
27434+
* @default false
27435+
*/
27436+
Object.defineProperty(Phaser.Key.prototype, "justDown", {
27437+
27438+
get: function () {
27439+
27440+
var current = this._justDown;
27441+
this._justDown = false;
27442+
return current;
27443+
27444+
}
27445+
27446+
});
27447+
27448+
/**
27449+
* The justUp value allows you to test if this Key has just been released or not.
27450+
* When you check this value it will return `true` if the Key is up, otherwise `false`.
27451+
* You can only call justUp once per key release. It will only return `true` once, until the Key is pressed down and released again.
27452+
* This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop.
27453+
*
27454+
* @property {boolean} justUp
27455+
* @memberof Phaser.Key
27456+
* @default false
27457+
*/
27458+
Object.defineProperty(Phaser.Key.prototype, "justUp", {
27459+
27460+
get: function () {
27461+
27462+
var current = this._justUp;
27463+
this._justUp = false;
27464+
return current;
27465+
27466+
}
27467+
27468+
});
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/**
2739727471
* An enabled key processes its update and dispatches events.
2739827472
* A key can be disabled momentarily at runtime instead of deleting it.
27473+
*
2739927474
* @property {boolean} enabled
2740027475
* @memberof Phaser.Key
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* @default true
2740227477
*/
2740327478
Object.defineProperty(Phaser.Key.prototype, "enabled", {
2740427479

2740527480
get: function () {
27481+
2740627482
return this._enabled;
27483+
2740727484
},
27485+
2740827486
set: function (value) {
27487+
2740927488
value = !!value;
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2741127490
if (value !== this._enabled)
@@ -27414,6 +27493,7 @@ Object.defineProperty(Phaser.Key.prototype, "enabled", {
2741427493
{
2741527494
this.reset(false);
2741627495
}
27496+
2741727497
this._enabled = value;
2741827498
}
2741927499
}
@@ -41833,7 +41913,6 @@ Phaser.Button.prototype.removedFromWorld = function () {
4183341913
*/
4183441914
Phaser.Button.prototype.setStateFrame = function (state, frame, switchImmediately)
4183541915
{
41836-
4183741916
var frameKey = '_on' + state + 'Frame';
4183841917

4183941918
if (frame != null) // not null or undefined

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

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