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Updated version to 3.70
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photonstorm committed Nov 10, 2023
1 parent 79db5a5 commit 0b32610
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Showing 30 changed files with 57 additions and 57 deletions.
2 changes: 1 addition & 1 deletion src/const.js
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Expand Up @@ -20,7 +20,7 @@ var CONST = {
* @type {string}
* @since 3.0.0
*/
VERSION: '3.61.0-beta.5',
VERSION: '3.70.0',

BlendModes: require('./renderer/BlendModes'),

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2 changes: 1 addition & 1 deletion src/core/events/SYSTEM_READY_EVENT.js
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Expand Up @@ -12,7 +12,7 @@
*
* @event Phaser.Core.Events#SYSTEM_READY
* @type {string}
* @since 3.61.0
* @since 3.70.0
*
* @param {Phaser.Scenes.Systems} sys - A reference to the Scene Systems class of the Scene that emitted this event.
*/
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2 changes: 1 addition & 1 deletion src/curves/path/Path.js
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Expand Up @@ -60,7 +60,7 @@ var Path = new Class({
* @name Phaser.Curves.Path#defaultDivisions
* @type {number}
* @default 12
* @since 3.61.0
* @since 3.70.0
*/
this.defaultDivisions = 12;

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2 changes: 1 addition & 1 deletion src/fx/Circle.js
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Expand Up @@ -182,7 +182,7 @@ var Circle = new Class({
*
* @name Phaser.FX.Circle#backgroundAlpha
* @type {number}
* @since 3.61.0
* @since 3.70.0
*/
backgroundAlpha: {

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2 changes: 1 addition & 1 deletion src/gameobjects/layer/Layer.js
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Expand Up @@ -635,7 +635,7 @@ var Layer = new Class({
* You can also optionally call `destroy` on each Game Object that is removed from the Layer.
*
* @method Phaser.GameObjects.Layer#remove
* @since 3.61.0
* @since 3.70.0
*
* @generic {Phaser.GameObjects.GameObject} T
* @genericUse {(T|T[])} - [child]
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4 changes: 2 additions & 2 deletions src/gameobjects/particles/ParticleEmitter.js
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Expand Up @@ -1740,7 +1740,7 @@ var ParticleEmitter = new Class({
* Clear all Death Zones from this Particle Emitter.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#clearDeathZones
* @since 3.61.0
* @since 3.70.0
*
* @return {this} This Particle Emitter.
*/
Expand Down Expand Up @@ -1850,7 +1850,7 @@ var ParticleEmitter = new Class({
* Clear all Emission Zones from this Particle Emitter.
*
* @method Phaser.GameObjects.Particles.ParticleEmitter#clearEmitZones
* @since 3.61.0
* @since 3.70.0
*
* @return {this} This Particle Emitter.
*/
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8 changes: 4 additions & 4 deletions src/gameobjects/plane/Plane.js
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Expand Up @@ -136,14 +136,14 @@ var Plane = new Class({
this.setViewHeight();
},

/**
/**
* Do not change this value. It has no effect other than to break things.
*
* @name Phaser.GameObjects.Plane#originX
* @type {number}
* @readonly
* @override
* @since 3.61.0
* @since 3.70.0
*/
originX: {

Expand All @@ -154,14 +154,14 @@ var Plane = new Class({

},

/**
/**
* Do not change this value. It has no effect other than to break things.
*
* @name Phaser.GameObjects.Plane#originY
* @type {number}
* @readonly
* @override
* @since 3.61.0
* @since 3.70.0
*/
originY: {

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4 changes: 2 additions & 2 deletions src/gameobjects/text/Text.js
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Expand Up @@ -1070,7 +1070,7 @@ var Text = new Class({
* need to display large quantities of characters with fine control over the letter spacing.
*
* @method Phaser.GameObjects.Text#setLetterSpacing
* @since 3.61.0
* @since 3.70.0
*
* @param {number} value - The amount to add to the letter width. Set to zero to disable.
*
Expand Down Expand Up @@ -1168,7 +1168,7 @@ var Text = new Class({
* Render text from right-to-left or left-to-right.
*
* @method Phaser.GameObjects.Text#setRTL
* @since 3.61.0
* @since 3.70.0
*
* @param {boolean} [rtl=true] - Set to `true` to render from right-to-left.
*
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2 changes: 1 addition & 1 deletion src/geom/line/Line.js
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Expand Up @@ -176,7 +176,7 @@ var Line = new Class({
* Sets this Line to match the x/y coordinates of the two given Vector2Like objects.
*
* @method Phaser.Geom.Line#setFromObjects
* @since 3.61.0
* @since 3.70.0
*
* @param {Phaser.Types.Math.Vector2Like} start - Any object with public `x` and `y` properties, whose values will be assigned to the x1/y1 components of this Line.
* @param {Phaser.Types.Math.Vector2Like} end - Any object with public `x` and `y` properties, whose values will be assigned to the x2/y2 components of this Line.
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4 changes: 2 additions & 2 deletions src/physics/arcade/ArcadePhysics.js
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Expand Up @@ -94,7 +94,7 @@ var ArcadePhysics = new Class({
* @name Phaser.Physics.Arcade.World#_category
* @private
* @type {number}
* @since 3.61.0
* @since 3.70.0
*/
this._category = 0x0001;

Expand Down Expand Up @@ -210,7 +210,7 @@ var ArcadePhysics = new Class({
* `Body.setCollidesWith()` methods to change this.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#nextCategory
* @since 3.61.0
* @since 3.70.0
*
* @return {number} The next collision category.
*/
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14 changes: 7 additions & 7 deletions src/physics/arcade/Body.js
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Expand Up @@ -678,7 +678,7 @@ var Body = new Class({
*
* @name Phaser.Physics.Arcade.Body#slideFactor
* @type {Phaser.Math.Vector2}
* @since 3.61.0
* @since 3.70.0
* @see Phaser.GameObjects.Components.Pushable#setSlideFactor
*/
this.slideFactor = new Vector2(1, 1);
Expand Down Expand Up @@ -843,7 +843,7 @@ var Body = new Class({
*
* @name Phaser.Physics.Arcade.Body#collisionCategory
* @type {number}
* @since 3.61.0
* @since 3.70.0
*/
this.collisionCategory = 0x0001;

Expand All @@ -854,7 +854,7 @@ var Body = new Class({
*
* @name Phaser.Physics.Arcade.Body#collisionMask
* @type {number}
* @since 3.61.0
* @since 3.70.0
*/
this.collisionMask = 1;

Expand Down Expand Up @@ -942,7 +942,7 @@ var Body = new Class({
*
* @name Phaser.Physics.Arcade.Body#directControl
* @type {boolean}
* @since 3.61.0
* @since 3.70.0
*/
this.directControl = false;

Expand All @@ -952,7 +952,7 @@ var Body = new Class({
* @name Phaser.Physics.Arcade.Body#autoFrame
* @type {Phaser.Math.Vector2}
* @private
* @since 3.61.0
* @since 3.70.0
*/
this.autoFrame = this.position.clone();
},
Expand Down Expand Up @@ -1927,7 +1927,7 @@ var Body = new Class({
* bodies, something that isn't possible if you're just changing its position directly.
*
* @method Phaser.Physics.Arcade.Body#setDirectControl
* @since 3.61.0
* @since 3.70.0
*
* @param {boolean} [value=true] - `true` if the Body calculate velocity based on changes in position, otherwise `false`.
*
Expand Down Expand Up @@ -2133,7 +2133,7 @@ var Body = new Class({
* can combine this with the `setDrag()` method to create deceleration.
*
* @method Phaser.Physics.Arcade.Body#setSlideFactor
* @since 3.61.0
* @since 3.70.0
*
* @param {number} x - The horizontal slide factor. A value between 0 and 1.
* @param {number} [y=x] - The vertical slide factor. A value between 0 and 1.
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2 changes: 1 addition & 1 deletion src/physics/arcade/GetCollidesWith.js
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Expand Up @@ -9,7 +9,7 @@
* categories will collide with each other or not.
*
* @function Phaser.Physics.Arcade.GetCollidesWith
* @since 3.61.0
* @since 3.70.0
*
* @param {(number|number[])} categories - A unique category bitfield, or an array of them.
*
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4 changes: 2 additions & 2 deletions src/physics/arcade/PhysicsGroup.js
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Expand Up @@ -138,7 +138,7 @@ var PhysicsGroup = new Class({
*
* @name Phaser.Physics.Arcade.Group#collisionCategory
* @type {number}
* @since 3.61.0
* @since 3.70.0
*/
this.collisionCategory = 0x0001;

Expand All @@ -149,7 +149,7 @@ var PhysicsGroup = new Class({
*
* @name Phaser.Physics.Arcade.Group#collisionMask
* @type {number}
* @since 3.61.0
* @since 3.70.0
*/
this.collisionMask = 1;

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2 changes: 1 addition & 1 deletion src/physics/arcade/SetCollisionObject.js
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@
* Mostly only used internally.
*
* @function Phaser.Physics.Arcade.SetCollisionObject
* @since 3.61.0
* @since 3.70.0
*
* @param {boolean} noneFlip - Is `none` true or false?
* @param {Phaser.Types.Physics.Arcade.ArcadeBodyCollision} [data] - The collision data object to populate, or create if not given.
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4 changes: 2 additions & 2 deletions src/physics/arcade/StaticBody.js
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Expand Up @@ -465,7 +465,7 @@ var StaticBody = new Class({
*
* @name Phaser.Physics.Arcade.StaticBody#collisionCategory
* @type {number}
* @since 3.61.0
* @since 3.70.0
*/
this.collisionCategory = 0x0001;

Expand All @@ -476,7 +476,7 @@ var StaticBody = new Class({
*
* @name Phaser.Physics.Arcade.StaticBody#collisionMask
* @type {number}
* @since 3.61.0
* @since 3.70.0
*/
this.collisionMask = 1;

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4 changes: 2 additions & 2 deletions src/physics/arcade/StaticPhysicsGroup.js
Original file line number Diff line number Diff line change
Expand Up @@ -116,7 +116,7 @@ var StaticPhysicsGroup = new Class({
*
* @name Phaser.Physics.Arcade.StaticGroup#collisionCategory
* @type {number}
* @since 3.61.0
* @since 3.70.0
*/
this.collisionCategory = 0x0001;

Expand All @@ -127,7 +127,7 @@ var StaticPhysicsGroup = new Class({
*
* @name Phaser.Physics.Arcade.StaticGroup#collisionMask
* @type {number}
* @since 3.61.0
* @since 3.70.0
*/
this.collisionMask = 1;

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4 changes: 2 additions & 2 deletions src/physics/arcade/World.js
Original file line number Diff line number Diff line change
Expand Up @@ -1065,7 +1065,7 @@ var World = new Class({
*
* @method Phaser.Physics.Arcade.World#singleStep
* @fires Phaser.Physics.Arcade.Events#WORLD_STEP
* @since 3.61.0
* @since 3.70.0
*/
singleStep: function ()
{
Expand Down Expand Up @@ -1996,7 +1996,7 @@ var World = new Class({
* based on their collision mask and collision categories.
*
* @method Phaser.Physics.Arcade.World#canCollide
* @since 3.61.0
* @since 3.70.0
*
* @param {Phaser.Types.Physics.Arcade.ArcadeCollider} body1 - The first body to check.
* @param {Phaser.Types.Physics.Arcade.ArcadeCollider} body2 - The second body to check.
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14 changes: 7 additions & 7 deletions src/physics/arcade/components/Collision.js
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ var GetCollidesWith = require('../GetCollidesWith');
* Provides methods used for setting the collision category and mask of an Arcade Physics Body.
*
* @namespace Phaser.Physics.Arcade.Components.Collision
* @since 3.61.0
* @since 3.70.0
*/
var Collision = {

Expand All @@ -24,7 +24,7 @@ var Collision = {
* the `resetCollisionCategory` method.
*
* @method Phaser.Physics.Arcade.Components.Collision#setCollisionCategory
* @since 3.61.0
* @since 3.70.0
*
* @param {number} category - The collision category.
*
Expand All @@ -44,7 +44,7 @@ var Collision = {
* this Arcade Physics object or not.
*
* @method Phaser.Physics.Arcade.Components.Collision#willCollideWith
* @since 3.61.0
* @since 3.70.0
*
* @param {number} category - Collision category value to test.
*
Expand All @@ -62,7 +62,7 @@ var Collision = {
* Arcade Physics Body will collide with.
*
* @method Phaser.Physics.Arcade.Components.Collision#addCollidesWith
* @since 3.61.0
* @since 3.70.0
*
* @param {number} category - The collision category to add.
*
Expand All @@ -82,7 +82,7 @@ var Collision = {
* Arcade Physics Body will collide with.
*
* @method Phaser.Physics.Arcade.Components.Collision#removeCollidesWith
* @since 3.61.0
* @since 3.70.0
*
* @param {number} category - The collision category to add.
*
Expand Down Expand Up @@ -112,7 +112,7 @@ var Collision = {
* the `resetCollisionCategory` method.
*
* @method Phaser.Physics.Arcade.Components.Collision#setCollidesWith
* @since 3.61.0
* @since 3.70.0
*
* @param {(number|number[])} categories - The collision category to collide with, or an array of them.
*
Expand All @@ -132,7 +132,7 @@ var Collision = {
* which is to collide with everything.
*
* @method Phaser.Physics.Arcade.Components.Collision#resetCollisionCategory
* @since 3.61.0
* @since 3.70.0
*
* @return {this} This Game Object.
*/
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2 changes: 1 addition & 1 deletion src/physics/arcade/components/Enable.js
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ var Enable = {
* bodies, something that isn't possible if you're just changing its position directly.
*
* @method Phaser.Physics.Arcade.Components.Enable#setDirectControl
* @since 3.61.0
* @since 3.70.0
*
* @param {boolean} [value=true] - `true` if the Body calculate velocity based on changes in position, otherwise `false`.
*
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2 changes: 1 addition & 1 deletion src/physics/arcade/typedefs/ArcadeCollider.js
Original file line number Diff line number Diff line change
Expand Up @@ -2,5 +2,5 @@
* An Arcade Physics Collider Type.
*
* @typedef {(Phaser.Physics.Arcade.Sprite|Phaser.Physics.Arcade.Image|Phaser.Physics.Arcade.StaticGroup|Phaser.Physics.Arcade.Group|Phaser.Tilemaps.TilemapLayer)} Phaser.Types.Physics.Arcade.ArcadeCollider
* @since 3.61.0
* @since 3.70.0
*/
2 changes: 1 addition & 1 deletion src/renderer/webgl/RenderTarget.js
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Expand Up @@ -256,7 +256,7 @@ var RenderTarget = new Class({
* width and height values.
*
* @method Phaser.Renderer.WebGL.RenderTarget#willResize
* @since 3.61.0
* @since 3.70.0
*
* @param {number} width - The new width of this Render Target.
* @param {number} height - The new height of this Render Target.
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