@vpmedia/phaser 1.0.37 → 1.0.39
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/dist/phaser.cjs +1 -1
- package/dist/phaser.cjs.LICENSE.txt +1 -1
- package/dist/phaser.cjs.map +1 -1
- package/dist/phaser.js +1 -1
- package/dist/phaser.js.LICENSE.txt +1 -1
- package/dist/phaser.js.map +1 -1
- package/package.json +1 -1
- package/src/phaser/core/game.js +14 -56
- package/src/phaser/core/raf.js +4 -20
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@vpmedia/phaser",
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-
"version": "1.0.
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"version": "1.0.39",
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"description": "@vpmedia/phaser is the modern ECMAScript port of the popular Phaser game engine v2.6.2",
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"author": "Andras Csizmadia <andras@vpmedia.hu> (www.vpmedia.hu)",
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"license": "MIT",
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package/src/phaser/core/game.js
CHANGED
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@@ -37,7 +37,6 @@ export default class {
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this.renderer = null;
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this.state = null;
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this.isBooted = false;
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this.isRunning = false;
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this.raf = null;
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this.add = null;
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this.cache = null;
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@@ -52,11 +51,9 @@ export default class {
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this.device = new Device();
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this.canvas = null;
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this.context = null;
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this.
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this.
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this.
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this.onPause = null;
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this.onResume = null;
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this.onPause = new Signal();
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this.onResume = new Signal();
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this.onBoot = new Signal();
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this.isPaused = false;
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this.currentUpdateID = 0;
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this.updatesThisFrame = 1;
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@@ -81,12 +78,9 @@ export default class {
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boot() {
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if (this.isBooted) {
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console.warn('Game already booted.');
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return;
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}
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this.isBooted = true;
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this.onPause = new Signal();
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this.onResume = new Signal();
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this.scale = new ScaleManager(this, this.config.width, this.config.height);
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this.stage = new Stage(this);
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this.initRenderer();
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@@ -105,13 +99,15 @@ export default class {
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this.input.boot();
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this.sound.boot();
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this.state.boot();
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this.isRunning = true;
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this.raf = new RequestAnimationFrame(this);
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this.isKickStart = true;
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if (window.focus) {
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window.focus();
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}
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this.
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if (!this.config.isSkipTicker) {
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this.raf = new RequestAnimationFrame(this);
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this.raf.start();
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}
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this.onBoot.dispatch(this);
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}
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initRenderer() {
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@@ -246,12 +242,6 @@ export default class {
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}
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update(time) {
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if (this.isPendingDestroy) {
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this.destroyDelayed();
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return;
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} else if (!this.isBooted) {
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return;
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}
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this.time.update(time);
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if (this.isKickStart) {
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this.updateLogic(this.time.desiredFpsMult);
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@@ -260,7 +250,7 @@ export default class {
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this.isKickStart = false;
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return;
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}
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if (this._spiraling > 1
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if (!this.config.forceSingleUpdate && this._spiraling > 1) {
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// cause an event to warn the program that this CPU can't keep up with the current desiredFps rate
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if (this.time.time > this._nextFpsNotification) {
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// only permit one fps notification per 10 seconds
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@@ -310,10 +300,7 @@ export default class {
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}
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updateLogic(timeStep) {
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if (!this.isPaused
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if (this.isStepping) {
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this.isPendingStep = true;
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}
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if (!this.isPaused) {
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this.scale.preUpdate();
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this.state.preUpdate(timeStep);
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this.stage.preUpdate();
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@@ -337,44 +324,15 @@ export default class {
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this.state.render(elapsedTime);
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}
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enableStep() {
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this.isStepping = true;
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this.isPendingStep = false;
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this.stepCount = 0;
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}
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disableStep() {
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this.isStepping = false;
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this.isPendingStep = false;
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}
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step() {
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this.isPendingStep = false;
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this.stepCount += 1;
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}
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destroy() {
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if (this.isPendingDestroy) {
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return;
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}
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this.isPendingDestroy = true;
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}
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destroyDelayed() {
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if (!this.isPendingDestroy) {
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return;
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}
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this.isPendingDestroy = false;
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this.isPaused = true;
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this.isBooted = false;
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this.isRunning = false;
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if (!this.
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if (!this.cache) {
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return;
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}
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if (this.raf) {
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this.raf.stop();
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}
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this.time.destroy();
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this.state.destroy();
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package/src/phaser/core/raf.js
CHANGED
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@@ -7,37 +7,21 @@ export default class {
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constructor(game) {
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this.game = game;
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this.
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this.timeoutId = null;
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const vendors = [
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'ms',
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'moz',
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'webkit',
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'o',
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];
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for (let x = 0; x < vendors.length && !window.requestAnimationFrame; x += 1) {
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window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
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window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'];
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}
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this.rafId = 0;
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this.updateBinded = this.update.bind(this);
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}
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start() {
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this.
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this.timeoutId = window.requestAnimationFrame(this.updateBinded);
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this.rafId = requestAnimationFrame(this.updateBinded);
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}
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stop() {
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this.isRunning = false;
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cancelAnimationFrame(this.rafId);
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}
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update(rafTime) {
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if (!this.isRunning) {
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return;
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}
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this.game.update(rafTime);
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this.
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this.rafId = requestAnimationFrame(this.updateBinded);
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}
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}
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