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Bump json5 and phaser #6

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@dependabot dependabot bot commented on behalf of github Jan 1, 2023

Removes json5. It's no longer used after updating ancestor dependency phaser. These dependencies need to be updated together.

Removes json5

Updates phaser from 3.20.1 to 3.55.2

Release notes

Sourced from phaser's releases.

Phaser v3.55.2

Bug Fixes

  • Fixed an issue in FillPathWebGL, IsoBoxWebGLRenderer and IsoTriangleWebGLRenderer functions which caused the filled versions of most Shape Game Objects to pick-up the texture of the previous object on the display list. Fix #5720 (thanks @​samme)

Phaser v3.55.1

New Features

  • The GameObject.destroy method has a new fromScene parameter, set automatically by Phaser. Fix #5716 (thanks @​rexrainbow)
  • The Game Object DESTROY event is now set the new fromScene boolean as the 2nd parameter, allowing you to determine what invoked the event (either user code or a Scene change). Fix #5716 (thanks @​rexrainbow)

Bug Fixes

  • Fixed an issue with the TypeScript defs not recognising the Game Object Config properly. Fix #5713 (thanks @​vforsh)
  • Fixed an issue in the FillPathWebGL function which caused the filled versions of the Arc, Circle, Ellipse, Polygon and Star Shapes to not render. Fix #5712 (thanks @​rexrainbow)
  • Fixed rendering parameters in IsoBox and IsoTriangle Game Objects that stopped them from rendering correctly.
  • Added the missing WebGLPipelineUniformsConfig type def. Fix #5718 (thanks @​PhaserEditor2D)

Phaser v3.55.0

New Features

  • GameObjects.DOMElement.pointerEvents is a new property that allows you to set the pointerEvents attribute on the DOM Element CSS. This is auto by default and should not be changed unless you know what you're doing.
  • Core.Config.domPointerEvents is a new config property set via dom: { pointerEvents } within the Game Config that allows you to set the pointerEvents css attribute on the DOM Element container.
  • The RenderTexture.endDraw method has a new optional boolean erase which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.
  • All of the methods from the GraphicsPipeline have now been merged with the MultiPipeline, these include batchFillRect, batchFillTriangle, batchStrokeTriangle, batchFillPath, batchStrokePath and batchLine. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @​venarius @​roberthook823)

Updates

  • The types have been improved for WebGL Compressed Textures (thanks @​vforsh)
  • Container.moveAbove is a new method that will move a Game Object above another in the same Container (thanks @​rexrainbow)
  • Container.moveBelow is a new method that will move a Game Object below another in the same Container (thanks @​rexrainbow)
  • List.moveAbove is a new method that will move a Game Object above another in the same List (thanks @​rexrainbow)
  • List.moveBelow is a new method that will move a Game Object below another in the same List (thanks @​rexrainbow)
  • The MeasureText function, as used by Text Game Objects, has had its performance enhanced by removing a duplicate image data check and also now checks for metrics properties correctly (thanks @​valadaptive)
  • WebGLShader.setUniform1 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform2 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform3 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform4 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • The WebGLShader.set1fv, set2fv, set3fv, set4fv, set1iv, set2iv, set3iv, set4iv, setMatrix2fv, setMatrix3fv and setMatrix4fv methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 (thanks @​telinc1)

Bug Fixes

  • Have reverted all of the DOM Element CSS changes back to how they were in 3.52, causing both DOM Input and Phaser Input to work together properly again. Fix #5628 (thanks @​sacharobarts)
  • The Mesh Game Object would incorrectly cull faces if the Scene Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570 (thanks @​hendrikras)
  • Math.ToXY will now return an empty Vector 2 if the index is out of range, where before it would return the input Vector2 (thanks @​Trissolo)
  • The UpdateList.shutdown method will now remove the PRE_UPDATE handler from the ProcessQueue correctly (thanks @​samme)
  • When loading a Video with a config object, it would not get the correct key value from it (thanks @​mattjennings)
  • The GameObjectFactory.existing method will now accept Layer as a TypeScript type. Fix #5642 (thanks @​michal-bures)
  • The Input.Pointer.event property can now be a WheelEvent as well.
  • Fixed an issue when loading audio files from a Phaser project wrapped in Capacitor native app shell on iOS (thanks @​consolenaut)

... (truncated)

Changelog

Sourced from phaser's changelog.

Change Log

Version 3.50.0 - Subaru - in development

The Change Log for Phaser v3.50.0 is so extensive and important, due to API changes, that we've split it into its own file. Please see CHANGELOG-v3.50.md for the full details.

Version 3.24.1 - Rem - 14th July 2020

  • Reverted the PR that added the parent transform to a Static Tilemap Layer as it broke tilemap rendering when the camera was zoomed (thanks @​kainage)
  • Fixed an error with the use of the Vector2Like type in the Math.RotateTo function that caused a TypeScript error on compilation

Version 3.24.0 - Rem - 13th July 2020

Arcade Physics New Features, Updates and Fixes

  • When colliding physics groups with the search tree enabled, there was an unnecessary intersection test for each body returned by the search (thanks @​samme)
  • When doing an overlap collision, there was an unnecessary intersection test for each pair of overlapping bodies (thanks @​samme)
  • Sprite vs. Static Group collision tests now always use the static tree (thanks @​samme)
  • Fixed a bug where if you added a static body to a sprite with scale ≠ 1, the body position was incorrect (thanks @​samme)
  • If you passed in an array of children when creating a Physics Group, they didn't receive bodies. Fix #5152 (thanks @​samme)
  • New types allow for better docs / TypeScript defs especially in the Factory functions: ArcadePhysicsCallback, GameObjectWithBody, GameObjectWithDynamicBody, GameObjectWithStaticBody, ImageWithDynamicBody, ImageWithStaticBody, SpriteWithDynamicBody and SpriteWithStaticBody. Fix #4994 (thanks @​samme @​gnesher)
  • Body.updateFromGameObject is a new method that extracts the relevant code from preUpdate, allowing you to read the body's new position and center immediately, before the next physics step. It also lets refreshBody work for dynamic bodies, where previously it would error (thanks @​samme)
  • Momentum exchange wasn't working correctly vs. immovable bodies. The movable body tended to stop. Fix #4770 (thanks @​samme)
  • The Body mass was decreasing the inertia instead of increasing it. Fix #4770 (thanks @​samme)
  • The separation vector seemed to be incorrect, causing the slip / slide collisions. The separation is now correct for circle–circle collisions (although not fully for circle–rectangle collisions), part fix #4770 (thanks @​samme)
  • The Arcade Body delta was incorrectly calculated on bodies created during the update step, causing the position to be off. Fix #5204 (thanks @​zackexplosion @​samme)
  • Arcade.Components.Size.setBodySize is a new method available on Arcade Physics Game Objects that allows you to set the body size. This replaces setSize which is now deprecated. Fix #4786 (thanks @​wingyplus)

New Features

  • The Animation component has a new property nextAnimsQueue which allows you to sequence Sprite animations to play in order, i.e: this.mole.anims.play('digging').anims.chain('lifting').anims.chain('looking').anims.chain('lowering'); (thanks @​tgroborsch)
  • Group.setActive is a new method that will set the active state of a Group, just like it does on other Game Objects (thanks @​samme)
  • Group.setName is a new method that will set the name property of a Group, just like it does on other Game Objects (thanks @​samme)
  • TWEEN_STOP is a new event dispatched by a Tween when it stops playback (thanks @​samme @​RollinSafary)
  • You can now specify an onStop callback when creating a Tween as part of the tween config, which is invoked when a Tween stops playback (thanks @​samme @​RollinSafary)
  • Previously, if you created a timeline and passed no tweens in the config, the timeline would be created but all config properties were ignored. Now the timeline's own properties (completeDelay, loop, loopDelay, useFrames, onStart, onUpdate, onLoop, onYoyo, onComplete, etc.) are set from the config properly (thanks @​samme)
  • TextStyle.wordWrapWidth lets you set the maximum width of a line of text (thanks @​mikewesthad)
  • TextStyle.wordWrapCallback is a custom function that will is responsible for wrapping the text (thanks @​mikewesthad)
  • TextStyle.wordWrapCallbackScope is the scope that will be applied when the wordWrapCallback is invoked (thanks @​mikewesthad)
  • TextStyle.wordWrapUseAdvanced controls whether or not to use the advanced wrapping algorithm (thanks @​mikewesthad)
  • KeyboardPlugin.removeAllKeys is a new method that allows you to automatically remove all Key instances that the plugin has created, making house-keeping a little easier (thanks @​samme)
  • Math.RotateTo is a new function that will position a point at the given angle and distance (thanks @​samme)
  • Display.Bounds.GetBounds is a new function that will return the un-transformed bounds of the given Game Object as a Rectangle (thanks @​samme)

Updates

  • The Pointer.dragStartX/YGlobal and Pointer.dragX/Y values are now populated from the worldX/Y, which means using those values directly in Input Drag callbacks will now work when the Camera is zoomed. Fix #4755 (thanks @​braindx)
  • The browser field has been added to the Phaser package.json pointing to the dist/phaser.js umd build (thanks @​FredKSchott)
  • Calling TimeStep.wake() while the loop is running will now cause nothing to happen, rather than sleeping and then waking again (thanks @​samme)
  • Container.getBounds will no longer set the temp rect bounds to the first child of the Container by default (which would error if the child had no bounds, like a Graphics object) and instead sets it as it iterates the children (thanks @​blopa)

... (truncated)

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Removes [json5](https://github.com/json5/json5). It's no longer used after updating ancestor dependency [phaser](https://github.com/photonstorm/phaser). These dependencies need to be updated together.


Removes `json5`

Updates `phaser` from 3.20.1 to 3.55.2
- [Release notes](https://github.com/photonstorm/phaser/releases)
- [Changelog](https://github.com/photonstorm/phaser/blob/master/CHANGELOG-v3.00-v3.24.1.md)
- [Commits](phaserjs/phaser@v3.20.1...v3.55.2)

---
updated-dependencies:
- dependency-name: json5
  dependency-type: indirect
- dependency-name: phaser
  dependency-type: direct:production
...

Signed-off-by: dependabot[bot] <[email protected]>
@dependabot dependabot bot added the dependencies Pull requests that update a dependency file label Jan 1, 2023
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