photonstorm
68b7d22e0d
Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets.
2014-01-31 03:32:12 +00:00
photonstorm
6e4e99f436
Added Game Update loop step debugging - has proved utterly invaluable! Resolved camera jitter issues, gravity / downward force on tile/boundary issues and most tilemap collision issues.
2014-01-31 02:06:45 +00:00
photonstorm
651858372c
Added Game core loop stepping support. Super-useful for debugging, and helped me track down the issue with jittery physics collision. Double-win!
2014-01-29 17:10:13 +00:00
photonstorm
32f5a2fa36
More examples updates. Fixed Starstruck tilemap code, removed un-needed ArcadePhysics methods and rebuilt the js files for testing.
2014-01-14 03:33:03 +00:00
photonstorm
35e61172e1
Device.quirksMode is a boolean that informs you if the page is in strict (false) or quirks (true) mode.
...
Canvas.getOffset now runs a strict/quirks check and uses document.documentElement when calculating scrollTop and scrollLeft to avoid Chrome console warnings.
The Time class now has three new methods: addEvent, repeatEvent and loopEvent. See the new Timer examples to show how to use them.
2014-01-08 11:21:48 +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
7917eac255
Added Matching Pairs game and updated fixed to camera example.
2013-12-16 15:16:44 +00:00
photonstorm
a361a18616
Updated IE11 check, forces IE11 to use Canvas renderer even in AUTO mode.
2013-12-13 14:04:14 +00:00
photonstorm
669570c701
Tidying up the examples and more Tilemap work.
2013-12-10 12:23:42 +00:00
Cameron Foale
3e1207e1a3
Split world update into preUpdate and update.
...
This allows moving the state.update() call to before world.update(),
meaning results of collisions checked in the state are available to
objects in their own update().
2013-12-09 15:46:02 +11:00
photonstorm
86584a636c
Added new Phaser.HEADLESS render mode (doesn't output anything).
2013-11-25 14:53:30 +00:00
photonstorm
13a2cc2feb
Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.
2013-11-25 03:13:04 +00:00
TheJare
f115a2dbf8
Remove references to GameMath, it's just Math now
...
Throw exceptions if wrong format given to tilemap or textureatlas. Previously, old onload remained active and error happened in the wrong (and hard to diagnose) place.
2013-11-20 00:12:37 +01:00
photonstorm
dfb22f1044
Tracked down an evil bug in Group.swap that caused the linked list to get corrupted in an upward (B to A) neighbour swap.
2013-11-06 16:46:21 +00:00
photonstorm
2e576fa9a7
Input Handler updates, orientation screen and World visibility
2013-11-04 20:44:32 +00:00
Cameron Foale
a96ced0d82
Add a postUpdate function to plugins, which is called after World.postUpdate
2013-11-02 17:04:32 +11:00
photonstorm
787abc1e02
Updated debug header and added more info to the project template.
2013-11-01 04:58:08 +00:00
photonstorm
712858cf75
More work on the Invaders game.
2013-10-31 05:31:54 +00:00
photonstorm
9261160571
1.1.1 release with fix for Phaser.AUTO and a new text example.
2013-10-26 19:14:13 +01:00
photonstorm
b6efdff286
Adding the key capture to addCursors.
2013-10-25 19:13:00 +01:00
photonstorm
2921a6de2e
Pixel Perfect click detection now works even if the Sprite is part of a texture atlas.
2013-10-25 05:40:46 +01:00
photonstorm
a6fac64248
Loads of issues reported on Github resolved (sprite crop, music resume, etc).
2013-10-24 04:27:28 +01:00
Florent Cailhol
dfee9f9b2f
Add new Grunt build
2013-10-23 16:58:48 +02:00
photonstorm
8ed783802e
New examples page
2013-10-18 15:12:32 +01:00
Richard Davey
d4149a8f9a
Setting up for this weeks work.
2013-10-07 22:15:28 +01:00
Richard Davey
c00bf96603
World and Camera updates nearly complete.
2013-10-04 16:51:24 +01:00
Richard Davey
e5b1faace6
Preparing more documentation.
2013-10-02 01:16:40 +01:00
Richard Davey
7c7cd8b01d
More docs and quick patch to stop the body.allowRotation messing things up.
2013-10-01 16:56:47 +01:00
Richard Davey
ca113b85aa
More docs coming on.
2013-10-01 16:39:39 +01:00
Richard Davey
305b12d76b
Adding docs.
2013-10-01 15:01:46 +01:00
Webeled
903b11b730
Groups examples and some boolean checks corrected
2013-09-27 13:27:15 +01:00
Richard Davey
e77dba402c
Beta warning added.
2013-09-24 16:02:58 +01:00
Richard Davey
bc02a1a05e
Fixing collision issues
2013-09-23 01:06:09 +01:00
Luiz "Bills"
8132427870
fix antialias bug
2013-09-21 21:40:36 -03:00
Richard Davey
70233b7508
Updating examples with new runner and menu system.
2013-09-13 17:48:47 +01:00
Richard Davey
dbaf7269e9
Promoted the Tilemap to a DisplayObject and vastly simplified the load process.
2013-09-12 04:24:01 +01:00
Richard Davey
95374339b9
Added a Sample Plugin and tested out the Plugin Manager. Working great :)
2013-09-11 17:32:53 +01:00
Richard Davey
f260108433
Tidying up source code for release. Also refactored World to use a Group instance, rather tha duplicate functions.
2013-09-11 13:21:07 +01:00
Richard Davey
87858d6bbf
Fixed a bug stopping legacy Audio from starting correctly. Also fixed an issue in the Loader causing it to not load the next file if an unsupported audio file was encountered. Fixed audio playback issues on Firefox/Waterfox as a result.
2013-09-11 11:33:27 +01:00
Richard Davey
e2eddc8b24
Added Full Screen support and tested it. Also added in the BitmapText game object and custom XML loader. Game now sends a pause and resume signal, which the TweenManager listens to and handles correctly.
2013-09-10 23:51:35 +01:00
Richard Davey
a486bf6b4a
Phaser now running on iOS. Also fixed a legacy bug where a pending sound wouldn't play once it was touch unlocked. Also fixed Input not working on WebGL contexts. Added WebGL texture updates to the Group/World swap functions.
2013-09-10 16:46:39 +01:00
Richard Davey
4f950ae801
Fixed a fantastic FrameData bug. Also added support to the Emitter to handle multiple image keys and/or frames.
2013-09-10 11:09:25 +01:00
Richard Davey
5d3fe891cd
Particle Emitter in and working. Nice and fast, and a lot more flexible than before.
2013-09-10 01:26:50 +01:00
Richard Davey
c904475ae6
Added in the game scaling handler and updated Stage
2013-09-09 12:35:09 +01:00
Richard Davey
eb7af3d2a2
Group nearly done. Sprite.anchor appears to be broken though, must fix.
2013-09-06 20:20:58 +01:00
Richard Davey
822a2df289
Lots of work on Group and also resolved the issue of the core game loop structure not being quite right.
2013-09-06 15:00:05 +01:00
Richard Davey
3f3b6bfd35
Brand new highly optimised QuadTree added, populated by the game loop and world ready to be queried as often as you want in your game loop, without creating hundreds of new QuadTrees each frame.
2013-09-04 03:48:15 +01:00
Richard Davey
a27f6d6562
Forces working, collision half way there.
2013-09-03 17:28:12 +01:00
Richard Davey
2fe8a3a0a7
Physics integration and a fix to Tween that stopped the repeat/yoyo from working.
2013-09-03 17:07:05 +01:00
Richard Davey
c18de53bab
SoundManager converted and playing audio :)
2013-09-03 01:24:16 +01:00
Richard Davey
22847f6ade
DebugUtils converted, re-name spaced the Input classes and started on Camera culling.
2013-08-31 21:50:34 +01:00
Richard Davey
70ee753859
The complete Phaser Input Manager suite is now ported across. Not tested in earnest yet, but all the grunt work is at least done.
2013-08-31 13:54:59 +01:00
Richard Davey
f9aa7f7339
Fixed small bug in Game where AUTO didn't detect the lack of WebGL properly. Tidied up Math a bit more.
2013-08-30 20:05:29 +01:00
Richard Davey
54d98944e4
Mummy attack :)
2013-08-30 18:56:10 +01:00
Richard Davey
936118bd91
AnimationManager done and in, need to fix texture update bug, otherwise finished.
2013-08-30 04:20:14 +01:00
Richard Davey
559d75eba1
When Phaser loads images they are now added to the PIXI.BaseTextureCache. Also when it loads atlas data (regardless of the 3 formats) they are converted into PIXI TextureCache entries using UUIDs to avoid name clashes and to support index based atlases.
2013-08-30 01:50:17 +01:00
Richard Davey
4c1dacfa02
Loader can now parse both JSON Hash and JSON Array formated texture atlas files.
2013-08-29 22:53:55 +01:00
Richard Davey
5b036557c0
The start of World, also moved Game/Stage into core.
2013-08-29 21:57:36 +01:00