photonstorm
eb8f021202
Updated README, removed Examples, added Migration Guide.
2014-03-14 06:06:43 +00:00
photonstorm
44a5741148
Fixed games. Updated Body.moves handling.
2014-03-14 04:49:55 +00:00
photonstorm
0e29bd4300
Tile Collision Callbacks working properly. CSV / Blank map examples added. Multiple tilesets per map working again. That's it folks!
2014-03-14 04:21:56 +00:00
photonstorm
f3ff9c197f
Fixed all the tilemap examples.
2014-03-14 03:26:06 +00:00
photonstorm
d2506dd0f3
New tilemap ray casting example + bounce. Also fixed sci-fly example.
2014-03-14 02:42:56 +00:00
photonstorm
017a017b96
TilemapLayer.getRayCastTiles will let you get all tiles that hit the given line for further processing.
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Fixed Tilemap collision. Added new TILE_BIAS const to aid with fast/small sprites.
2014-03-14 02:33:58 +00:00
photonstorm
f678d1fd31
Line now has x, y, width, height, top, bottom, left and right properties, so you can effectively get its bounds.
2014-03-14 00:19:45 +00:00
photonstorm
a83a76bc5d
Line.coordinatesOnLine will return all coordinates on the line using Bresenhams line algorithm.
2014-03-14 00:05:03 +00:00
photonstorm
ec0b22268d
Added Body.tilePadding to help with small/fast moving bodies vs. tile collision.
2014-03-13 23:15:32 +00:00
photonstorm
5297497632
Tilemap collision finally getting closer.
2014-03-13 22:49:08 +00:00
photonstorm
e955145707
Added p2 kill and reset test + nearing completion on tilemap collision.
2014-03-13 21:14:18 +00:00
Richard Davey
31d2d392a6
Merge pull request #557 from alvinsight/1.2
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Examples ready to be released !
2014-03-13 20:44:50 +00:00
alvinsight
726c42310a
Yeaah, 242 examples working, only 7 missing
2014-03-13 17:32:55 +00:00
alvinsight
8a4d5ab8fd
Updated all the examples that were using the old physicsEnabled
2014-03-13 17:32:54 +00:00
photonstorm
c8e63582a4
Lots of small tweaks to pass jshint.
2014-03-13 16:49:52 +00:00
photonstorm
c2d38fe16b
jshint passed all the p2 physics and fixed Debug.spriteBounds.
2014-03-13 16:16:14 +00:00
photonstorm
b666874592
Fixed Body.reset and Tanks game.
2014-03-13 15:57:49 +00:00
photonstorm
dc434dd1ff
Render Debug moved into Arcade class.
2014-03-13 15:41:56 +00:00
photonstorm
41bc616a3b
preUpdate rotation fix.
2014-03-13 13:29:54 +00:00
Richard Davey
7c8fb706ed
Merge pull request #556 from alvinsight/1.2
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New examples for ninja physics, bitmap text, and documented the map func
2014-03-13 13:29:34 +00:00
alvinsight
c9f89f5a3b
New examples for ninja physics, bitmap text, and documented the map function
2014-03-13 13:25:39 +00:00
photonstorm
181ef7ce53
Added World.frameRate - The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.
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Added World.useElapsedTime - If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value. #554
2014-03-13 13:19:02 +00:00
photonstorm
c3f687eda9
Prismatic Constraint done. That's all of them! jshint time.
2014-03-13 13:09:33 +00:00
photonstorm
87684bb15f
Revolute Constraint done.
2014-03-13 12:14:14 +00:00
Richard Davey
1501eb9e64
Merge pull request #553 from alvinsight/1.2
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Updated games examples
2014-03-13 11:49:46 +00:00
alvinsight
20d7ebd0c0
Updated games examples
2014-03-13 11:47:36 +00:00
photonstorm
39add47ac3
enableBody added to Group constructor. Also: game.add.physicsGroup(Phaser.Physics.ARCADE) is a thing :)
2014-03-13 11:45:55 +00:00
photonstorm
6b55fea953
Distance and Gear constraints done.
2014-03-13 11:13:22 +00:00
photonstorm
ef359e8992
P2 Springs example done and working nicely.
2014-03-13 10:32:34 +00:00
photonstorm
aa6b1821bd
Get First Dead example.
2014-03-13 10:14:06 +00:00
photonstorm
8318a58f69
Fixed bug causing Text with empty or no given text to break. Added World.createSpring.
2014-03-13 09:43:00 +00:00
photonstorm
0584d3eadf
P2 collision groups and callbacks working as expected, new example done.
2014-03-13 09:14:12 +00:00
photonstorm
94448d2497
P2 postBroadphase example and handler done. Group.enableBodyDebug added. Sprites no longer remove bodies from the world if exists = false, instead they set safeDestroy to true, which removes the body on the next preUpdate, to avoid mid-step destruction issues.
2014-03-13 07:29:23 +00:00
Richard Davey
580ee6b75e
Merge pull request #550 from qdrj/1.2
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add missing Keyboard.removeKey method
2014-03-12 21:20:13 +00:00
photonstorm
1966bfc0f8
Added in Game.focusLoss and focusGain methods and onBlur and onFocus signals to listen for. Made small time related fix and tested on iOS6 and iOS7 home screen button + lock button and all working fine.
2014-03-12 21:19:00 +00:00
qdrj
d1aa302b79
add missing Keyboard.removeKey method
2014-03-12 22:29:32 +04:00
photonstorm
84741f065f
New P2 examples. And fixed Camera.atLimit value.
2014-03-12 16:33:53 +00:00
photonstorm
fc788f909c
P2 Body Begin and End Contact events done and working nicely.
2014-03-12 15:26:20 +00:00
photonstorm
d2762719b8
RandomDataGenerator is now started on Game creation instead of boot. You can pass a seed array in the game config object (feature request #547 )
2014-03-12 13:53:30 +00:00
photonstorm
e6d520f983
Removed the coreUpdate Game loop stuff and reverted to previous method.
2014-03-12 13:45:30 +00:00
photonstorm
274fd4a7e9
You can now hitTest against P2 bodies + example created.
2014-03-12 13:26:27 +00:00
Richard Davey
fd46df115b
Merge pull request #546 from qdrj/1.2
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fix Phaser.Utils.Debug definitions
2014-03-12 12:20:46 +00:00
qdrj
33215dce6c
fixed lots of "nummber" typos
2014-03-12 14:48:49 +04:00
qdrj
0c3ad8acf4
tiny fix
2014-03-12 13:49:18 +04:00
qdrj
709c4a8111
fix Phaser.Utils.Debug definitions
2014-03-12 13:10:42 +04:00
photonstorm
abf26df741
New P2 examples and fixed Body debug assignment parameter.
2014-03-12 06:25:29 +00:00
Richard Davey
386ee195d1
Merge pull request #544 from videlais/1.2
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Tilemap.swap() called twice should not flip values
2014-03-12 04:47:40 +00:00
Dan Cox
3b7039ad32
Documentation change: swap for swapTile
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In both Phaser 1.1.6 and 1.2, it says "swapTile" when it means "swap".
2014-03-11 23:56:12 -04:00
Dan Cox
0d16f877b3
Merge pull request #1 from videlais/patch-1
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Tilemap.swap() called twice should not flip values
2014-03-11 23:42:10 -04:00
Dan Cox
5fcc8db8a4
Tilemap.swap() called twice should not flip values
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Repeat calls to swap() should not affect index values a second time.
"swap(1,2); swap(1,2)" should not be the same as "swap(2,1)."
(This also affects Phaser 1.1.6.)
2014-03-11 23:41:37 -04:00