@vpmedia/phaser 1.1.2 → 1.1.4
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/package.json +4 -15
- package/src/phaser/core/device.js +0 -3
- package/src/phaser/core/device_util.js +0 -11
- package/src/phaser/core/game.js +2 -18
- package/src/phaser/display/canvas/renderer.js +1 -1
- package/dist/phaser.cjs +0 -3
- package/dist/phaser.cjs.LICENSE.txt +0 -1
- package/dist/phaser.cjs.map +0 -1
- package/dist/phaser.js +0 -3
- package/dist/phaser.js.LICENSE.txt +0 -1
- package/dist/phaser.js.map +0 -1
package/README.md
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@@ -1,7 +1,7 @@
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@vpmedia/phaser
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===============
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[](https://badge.fury.io/js/@vpmedia%2Fphaser)
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[](https://github.com/vpmedia/phaser/actions/workflows/node.js.yml)
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@vpmedia/phaser is the modern ECMAScript port of the popular Phaser game engine v2.6.2.
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package/package.json
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@@ -1,6 +1,6 @@
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{
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"name": "@vpmedia/phaser",
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"version": "1.1.
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"version": "1.1.4",
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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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],
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"main": "./src/index.js",
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"devDependencies": {
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"@babel/cli": "^7.19.3",
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"@babel/core": "^7.20.5",
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"@babel/eslint-parser": "^7.19.1",
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"@babel/preset-env": "^7.20.2",
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"@babel/register": "^7.18.9",
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"babel-loader": "^8.3.0",
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"eslint": "^8.29.0",
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"eslint-config-prettier": "^8.5.0",
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"eslint-plugin-import": "^2.26.0",
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"husky": "^8.0.2",
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"jest": "^29.3.1",
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"lint-staged": "^13.1.0",
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"prettier": "^2.8.0"
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"webpack": "^5.75.0",
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"webpack-cli": "^4.10.0"
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"prettier": "^2.8.0"
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},
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"scripts": {
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"
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"build": "webpack --config webpack.config.babel.js --mode production",
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"test": "jest --passWithNoTests",
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"test": "NODE_OPTIONS=--experimental-vm-modules jest --passWithNoTests",
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"lint": "eslint \"**/*.js\"",
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"lint-fix": "eslint \"**/*.js\" --fix",
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"format": "prettier --write \"**/*.{js,json}\"",
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"lint-staged": "lint-staged"
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"prepack": "npm run build"
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"lint-staged": "lint-staged"
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},
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"engines": {
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"npm": ">=7.0.0",
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@@ -191,16 +191,6 @@ export function checkAudio(device) {
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}
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}
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/**
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*
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* @param {object} device TBD
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*/
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export function checkDevice(device) {
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device.pixelRatio = window.devicePixelRatio || 1;
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device.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') !== -1;
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device.iPad = navigator.userAgent.toLowerCase().indexOf('ipad') !== -1;
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}
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/**
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*
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* @param {object} device TBD
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checkOS(device);
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checkBrowser(device);
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checkAudio(device);
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checkDevice(device);
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checkFullScreenSupport(device);
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checkInput(device);
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}
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package/src/phaser/core/game.js
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}
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parseConfig(config) {
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/* game */
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this.parseConfigElement(config, 'width', 800);
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this.parseConfigElement(config, 'height', 600);
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this.parseConfigElement(config, 'backgroundColor', 0x000000);
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// Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.
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this.parseConfigElement(config, 'forceSingleUpdate', true);
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/* canvas */
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this.parseConfigElement(config, 'canvasID', '');
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this.parseConfigElement(config, 'canvasStyle', undefined);
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/* renderer */
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// The resolution of your game.
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this.parseConfigElement(config, 'resolution', 1);
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this.parseConfigElement(config, 'transparent', false);
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// Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.
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this.parseConfigElement(config, 'transparent', true);
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this.parseConfigElement(config, 'antialias', false);
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// The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.
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this.parseConfigElement(config, 'preserveDrawingBuffer', false);
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// Clear the Canvas each frame before rendering the display list.
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// You can set this to `false` to gain some performance if your game always contains a background that completely fills the display.
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this.parseConfigElement(config, 'clearBeforeRender', false);
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this.parseConfigElement(config, 'roundPixels', true);
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this.parseConfigElement(config, 'renderType', RENDER_AUTO);
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// Force audio disabled
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this.parseConfigElement(config, 'isForceDisabledAudio', false);
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// Sets the number of maximum parallel requests for the loaded (in case of HTTP/2 you can raise this)
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this.parseConfigElement(config, 'maxParallelDownloads', 16);
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if (config.renderer) {
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this.config.renderType = config.renderer;
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}
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if (config.exceptionHandler) {
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this.exceptionHandler = config.exceptionHandler;
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} else {
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maskManager: CanvasMaskManager,
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scaleMode: null,
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smoothProperty: getSmoothingPrefix(this.context),
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roundPixels:
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roundPixels: game.config.roundPixels,
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};
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this.mapBlendModes();
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this.resize(this.width, this.height);
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