Commit graph

82 commits

Author SHA1 Message Date
jeppester
067dcc4332 Fix CORS loading BitmapFonts with IE9 2015-01-23 17:17:50 +01:00
aressler38
c9984633b5 fixing documentation typo 2014-12-15 14:12:09 -08:00
aressler38
f1bdd174b2 [ISSUE 1458] Allow BLOB urls when loading audio files 2014-12-15 12:57:30 -08:00
photonstorm
7c9dfefc8f Loader resize handler. 2014-11-11 14:00:07 +00:00
photonstorm
da87c75e00 Loader.useXDomainRequest used to be enabled automatically for IE9 but is now always set to false. Please enable it only if you know your server set-up / CDN requires it, as some most certainly do, but we're finding them to be less and less used these days, so we feel it's safe to now disable this by default (#1248)
Loader.json was using the wrong context in IE9 with XDomainRequest calls (thanks @pnstickne #1258)
2014-10-27 12:31:55 +00:00
photonstorm
f0b7670506 Fixed an issue where audio files with query strings after them would fail the canPlayAudio checks (thanks Vithar) 2014-10-17 18:50:12 +01:00
spayton
eeeb6c3733 This stops Phaser progressing with file loads when an audio file file
failed in IE.

The problem was that it was calling fileComplete everytime instead of
setting it as a callback.
2014-10-02 16:48:12 +01:00
Richard Davey
01fd3df434 AudioSprite support is now built into the Loader and SoundManager. AudioSprites are like sprite sheets, only they consist of a selection of audio files and markers in a json configuration. You can find more details at https://github.com/tonistiigi/audiosprite (thanks @codevinsky #1205)
Fixed AudioSprite jsdoc, casing and formatting issues.
2014-09-23 22:15:09 +01:00
Jeremy Dowell
7cce1366f2 jshint cleanup 2014-09-23 10:25:49 -05:00
Jeremy Dowell
dd0d1729ad Phaser.AudioSprite
AudioSprite implementation for phaser.

Loads audio sprites based on the file format created with: https://github.com/tonistiigi/audiosprite
2014-09-23 10:21:29 -05:00
photonstorm
5980a3bdc6 Loader can now natively load XML files via load.xml. Once the XML file has loaded it is parsed via either DOMParser or ActiveXObject and then added to the Cache, where it can be retrieved via cache.getXML(key).
Cache now has support for XML files stored in their own container. You can add them with `cache.addXML` (typically this is done from the Loader automatically for you) and get them with `cache.getXML(key)`. There is also `cache.checkXMLKey(key)`, `cache.checkKeys` and `cache.removeXML(key)`.
2014-09-19 13:45:04 +01:00
photonstorm
20551f9129 Lots of jsdocs fixes ready for the new doc generator. 2014-09-16 17:35:08 +01:00
photonstorm
5e6c40e392 Fixed the jsdocs and crop method used on preloader sprites. 2014-09-09 12:48:38 +01:00
photonstorm
34426e7560 Loader.useXDomainRequest boolean automatically set to true if the browser is specifically detected as IE9, but you can still override this. IE10 will use xhr. 2014-08-28 05:24:57 +01:00
photonstorm
7bfa6fa9f2 Loader.useXDomainRequest boolean added. If true (the default is false) it will use XDomainRequest when loading JSON files instead of xhr. In rare IE edge-cases this may be required. You'll know if you need it (#1131 #1116) 2014-08-28 01:23:45 +01:00
photonstorm
122640e01b Phaser.Loader was incorrectly getting the responseText from _xhr instead of _ajax on IE9 xDomainRequests (thanks @lardratboy #1050) 2014-07-21 11:12:58 +01:00
mjeffery
fcc23ef5d2 fixed onPackComplete Signal 2014-07-13 15:38:13 -04:00
photonstorm
2293b64c94 Removing debug / console.log output. 2014-07-09 05:49:13 +01:00
photonstorm
3d80568e4c Loader.isLoading is set to false if the filelist size is zero. 2014-06-30 09:24:25 +01:00
photonstorm
5b5bdc80d9 Loader.pack will allow you to load in a new Phaser Asset Pack JSON file. An Asset Pack is a specially structured file that allows you to define all assets for your game in an external file. The file can be split into sections, allowing you to control loading a specific set of files from it. An example JSON file can be found in the resources folder and examples of use in the Phaser Examples repository.
Loader.totalQueuedPacks returns the number of Asset Packs in the queue.
Loader.totalLoadedPacks returns the number of Asset Packs already loaded.
2014-05-29 17:05:13 +01:00
photonstorm
4004cc92e3 First working pass at the Asset Pack Loader update. 2014-05-29 15:57:47 +01:00
photonstorm
066ab633a6 Loader.tilemap has renamed the mapURL parameter to url and mapData to data to keep it consistent with the other Loader methods.
Loader.physics has renamed the `dataURL` parameter to `url` and `jsonData` to `data` to keep it consistent with the other Loader methods.
2014-05-29 04:44:23 +01:00
photonstorm
7b876d5fc4 ScaleManager.bounds is a Rectangle object that holds the exact size of the game canvas, taking DOM offset and game scale into account.
Pointer.withinGame is now accurate based on game scale and updated as the Pointer moves.
Stage.bounds is now updated if the game canvas offset changes position. Note that it gives the un-scaled game dimensions.
2014-05-19 18:49:59 +01:00
photonstorm
410bc389ed Tidying up ready to move the plugins to their own repo. 2014-05-08 01:57:21 +01:00
photonstorm
75a848f0ef Loader now uses XDomainRequest in IE9 to load JSON data to help with CORS issues. 2014-04-29 14:41:26 +01:00
photonstorm
f33ba5dcc7 Timer has removed all use of local temporary vars in the core update loop.
Timer.clearPendingEvents will purge any events marked for deletion, this is run automatically at the start of the update loop.
The main Timer loop could incorrectly remove TimeEvent if a new one was added specifically during an event callback (thanks @garyyeap, fix #710)
2014-04-14 11:51:50 +01:00
jdowell
c9a67936d8 Added OnFileStart signal to loader
We've had a number of people in the channel ask for the ability to know when a file has started loading and to get the file names of said files.

Added the OnFileStart signal to do just that.
2014-04-11 13:17:26 -05:00
photonstorm
8fc2a465cd New Phaser package, small docs updates and preparing P2.World for new bounds code and v0.5.0 migration. 2014-04-08 03:31:13 +01:00
Georgios Kaleadis
0d77b36fc4 fixed p2 physics loading format and added the ability to extract a single fixture 2014-03-31 11:19:08 +03:00
Georgios Kaleadis
0a456d81c1 remove physics loader flags in p2 world, fix naming in loader 2014-03-31 10:46:17 +03:00
Christian Wesselhoeft
3b4c034452 Constrain Windows Scripting Host env to Loader.js 2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
2ea76d1216 Fix jshint issues in src/loader 2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
61f18b675c Trim trailing whitespace. 2014-03-25 14:56:04 -07:00
photonstorm
870d534e50 Fixed the Loader.preloadSprite crop effect on WebGL. 2014-03-18 16:23:44 +00:00
photonstorm
d75f6e163f Updated tilemap type to string (fixes #516) 2014-03-06 16:53:52 +00:00
photonstorm
10b3dbf74a Loader.replaceInFileList wouldn't over-write the previous entry correctly, which caused the Loader.image overwrite parameter to fail (thanks basoko, fixes #493) 2014-02-27 21:41:54 +00:00
photonstorm
5ab104ad4b Loader.script now has callback (and callbackContext) parameters, so you can specify a function to run once the JS has been injected into the body. 2014-02-26 02:45:06 +00:00
photonstorm
1448562abd Loader can now load JSON files specifically (game.load.json) and they are parsed and stored in the Game.Cache. Retrieve with game.cache.getJSON(key) (#329)
Also fixed UTF encoding on the animation file.
2014-02-21 18:48:06 +00:00
photonstorm
fb5920feec We now force IE11 into Canvas mode to avoid a Pixi bug with pre-multiplied alpha. Will remove once that is fixed, sorry, but it's better than no game at all, right? :(
Loader.setPreloadSprite() will now set sprite.visible = true once the crop has been applied. Should help avoid issues (#430) on super-slow connections.
2014-02-21 17:29:51 +00:00
photonstorm
e5a4620b87 Loader.physics now lets you load Lime + Corona JSON Physics data, which can be used with Body.loadPolygon and Body.loadData.
Cache.addPhysicsData and Cache.getPhysicsData allow you to store parsed JSON physics data in the cache, for sharing between Bodies.
2014-02-14 23:51:49 +00:00
photonstorm
b38b00c2c1 Loader.bitmapFont now has 2 extra parameters: xSpacing and ySpacing. These allow you to add extra spacing to each letter or line of the font. 2014-02-14 04:34:57 +00:00
photonstorm
da878b2181 Updated the Gruntfile. Also:
InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
Previously using a Pixel Perfect check didn't work if the Sprite was rotated or had a non-zero anchor point, now works under all conditions + atlas frames.
2014-02-11 13:23:54 +00:00
photonstorm
0896c2fac7 Updating copyright year and README. 2014-02-05 16:54:59 +00:00
photonstorm
902ffee808 Loader.progressFloat contains the actual non-rounded progress value, where-as Loader.progress contains a rounded value. Use progressFloat if you've > 100 files to load. 2013-12-31 17:35:40 +00:00
photonstorm
ce4cf531d4 Added class constructors, fixed Stripshader, added relative Tween example and updated Tween source. 2013-12-30 16:54:00 +00:00
photonstorm
167a498a5e Phaser.Game constructor can now be passed a single object containing game settings + Stage settings, useful for advanced configurations. 2013-12-24 03:18:55 +00:00
photonstorm
3cbb820349 You can now load any binary file via the Loader: game.load.binary(key, url, callback) - the optional callback allows for post-load processing before entering the Cache. 2013-12-20 18:27:36 +00:00
photonstorm
f991f9cee8 Tweens have a new event: onLoop.
Tweens - Example showing how to use the tween events, onStart, onLoop and onComplete.
Lots of documentation fixes in the Tween class.
Tweens fire an onLoop event if they are set to repeat. onComplete is now only fired for the final repeat (or never if the repeat is infinite)
Tween.onStart is now called when the tween starts AFTER the delay value, if given (thanks stevenbouma)
2013-12-18 13:02:01 +00:00
photonstorm
50eee95c99 Improved TilemapLayer rendering and debug rendering significantly. Cleared out some old assets and added a new map. 2013-12-18 00:44:04 +00:00
photonstorm
dd7ae12271 ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks. 2013-12-17 16:48:03 +00:00