photonstorm
13c99f3491
Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale.
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If your game references the old Phaser.StageScaleMode consts like SHOW_ALL you need to update them to Phaser.ScaleManager, i.e. Phaser.ScaleManager.SHOW_ALL.
All of the Project Templates have been updated to reflect the above change.
2014-02-25 14:46:48 +00:00
photonstorm
fdde4cb7e6
Sorry, removing console.logs :)
2014-02-25 11:58:17 +00:00
photonstorm
b4dbaf9950
StateManager.start can now have as many parameters as you like. The order is: start(key, clearWorld, clearCache, ...) - they are passed to State.init() (NOT create!)
2014-02-25 11:56:57 +00:00
photonstorm
c53a06849e
Stop Group.callAll splitting empty strings.
2014-02-25 05:20:19 +00:00
photonstorm
a24d252430
Fixed issue where Stage.update wasn't called.
2014-02-25 04:58:09 +00:00
photonstorm
a1b502fc06
Stage.smoothed allows you to set if sprites will be smoothed when rendered. Set to false if you're using pixel art in your game. Default is true. Works in Canvas and WebGL. Setting the game anti-aliased parameter now works properly too.
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Sprite.smoothed and Image.smoothed allows you to set per-Sprite smoothing, perfect if you just want to keep a few sprites smoothed (or not).
Fixes #381 .
2014-02-25 04:41:57 +00:00
photonstorm
cc06a62b90
Pausing the game will now mute audio and resuming will un-mute, unless it was muted via the game ( fixes #439 )
2014-02-25 03:12:12 +00:00
photonstorm
415342d986
Vastly improved visibility API support + pageshow/pagehide + focus/blur. Working across Chrome, IE, Firefox, iOS, Android (also fixes #161 )
2014-02-25 02:59:24 +00:00
photonstorm
d9cadc70ac
The Keyboard class has had a complete overhaul. Phaser.Key objects are created automatically, there are fixes against duration and keys reset properly on visibility loss.
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Keyboard.removeKey has been removed. The way the new keyboard manager works means it's no longer required.
Fixes issue #462
2014-02-24 15:58:02 +00:00
photonstorm
e088d5c67f
Documentation fix.
2014-02-24 00:35:11 +00:00
Richard Davey
b2da49eefa
Enhanced page visibility checks added
2014-02-22 02:36:02 +00:00
photonstorm
be4d42a1c2
The StateManager now looks for a function called 'resumed' which is called when a game un-pauses ( fixes #358 )
2014-02-22 00:01:19 +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? :(
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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
07af06fc4e
Fixing up documentation, missing functions, examples and alpha masks.
2014-02-21 14:50:18 +00:00
photonstorm
5f6fc9db05
When adding a Group if the parent value is null the Group won't be added to the World, so it's up to you to add it when ready. If parent is undefined it's added to World.
2014-02-21 12:33:15 +00:00
Georgios Kaleadis
b2303c64a3
endless loop when in Phaser.Group when destroy children fixed (use parent not group)
2014-02-20 13:26:10 +01:00
photonstorm
4ad7b304c6
Added Game configuration option: forceSetTimeOut
2014-02-20 01:31:13 +00:00
photonstorm
812de7d994
Fix typos in Phaser.Group#forEachExists for docs #447
2014-02-19 15:06:22 +00:00
photonstorm
08e5f18257
Fixed some doc typos.
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You can now pass a physicsConfig object with the game constructor that is given to p2.World, allowing you to set the broadphase, etc.
2014-02-19 03:51:48 +00:00
photonstorm
5d5c64d22f
Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00
photonstorm
d026f968de
You can now set the Stage.backgroundColor using either hex or numeric values.
2014-02-16 14:54:04 +00:00
photonstorm
85eaaef688
Filters fixed to work with Pixi 1.5.
2014-02-15 03:12:24 +00:00
photonstorm
e5812710cc
Added Spring class. Fixed reason why World wasn't pre and post updating (Stage didn't have an exists property).
2014-02-15 02:19:37 +00:00
photonstorm
e5e643b103
fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
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fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
Also fixed the issue with World.preUpdate/postUpdate not being called and various small documentation issues.
2014-02-15 01:27:42 +00:00
photonstorm
1097a699c3
Fixed anchor issue with Sprite.body.
2014-02-14 18:06:00 +00:00
photonstorm
1b5837d71d
World preUpdate, update and postUpdate have all been moved to Stage. So all children are updated regardless where on the display list they live. Fixes #419
2014-02-14 17:29:31 +00:00
photonstorm
3e99391cbf
Updated all Game Objects so they all have preUpdate, update and postUpdate functions (even if empty). Updated World so when it iterates through them all it no longer checks if those functions are present before calling them. Was wasting a lot of time doing that before.
2014-02-14 01:09:52 +00:00
photonstorm
90e9edbf05
Updated TileSprite so it just directly extends the Pixi original. This means no input events or body for a TileSprite.
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Removed un-needed stuff from Graphics.
Removed un-used events.
Made docs in StateManager more clear re: shutdown (#410 )
2014-02-13 15:03:46 +00:00
photonstorm
30fbbec675
BitmapData.addTo removed and enhanced BitmapData.add so it can accept either a single Sprite/Image or an Array of them.
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BitmapData has had all of the EaselJS functions removed. It was just taking up space and you can do it all via BitmapData.context directly.
Camera following now working again.
2014-02-13 14:19:41 +00:00
photonstorm
9d6d3127ad
Few more reference fixes.
2014-02-13 13:00:15 +00:00
photonstorm
e9fb8f6389
Updates across the board moving Stage.canvas to Game.canvas
2014-02-13 12:55:58 +00:00
photonstorm
0786e86ee5
Stage.scale has been moved to Game.scale. The same game scaling properties exist as before, but now accessed via Game.scale instead.
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Stage.aspectRatio has been moved to StageScaleMode.sourceAspectRatio (so now game.scale.sourceAspectRatio)
Stage.scaleMode has been moved to StageScaleMode.scaleMode (so now game.scale.scaleMode)
Stage.fullScreenScaleMode has been moved to StageScaleMode.fullScreenScaleMode (so now game.scale.fullScreenScaleMode)
Stage.canvas has been removed. It was only ever an alias for Game.canvas anyway, so access it via that instead.
2014-02-13 12:50:10 +00:00
photonstorm
bdb8908fee
Groups now update their children across preUpdate, update and postUpdate.
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Sprite.exists = false removes Body from world.
2014-02-13 12:26:39 +00:00
photonstorm
b85f40df12
Phaser.Stage now extends PIXI.Stage, rather than containing a _stage object.
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(Warning: currently breaks camera based code and pointers, as the scale property is removed).
2014-02-12 23:12:36 +00:00
photonstorm
f6113ac6c4
Physics World events added.
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Group has new 'addToWorld' parameter, which fulfills the same function as the old useStage.
Stage now extends PIXI.Stage rather than owns one.
2014-02-12 19:45:09 +00:00
photonstorm
1184d8bd76
PointProxy added to allow for easy setting of force and velocity. More p2 tests done. World update done.
2014-02-10 22:54:56 +00:00
photonstorm
47e23096bd
Integrating p2.js.
2014-02-10 16:01:30 +00:00
photonstorm
bca64c2adb
Huge update to Phaser.Text. Much more lean, but loads of great new options added including drop shadows, gradient fills, fonts with spaces in the name, etc.
2014-02-09 13:36:02 +00:00
photonstorm
4aa945f991
Removed PixiPatch as it's no longer needed. Re-worked all of the Sprite autoCull and inWorld checks and cached the bounds. Fixed the Body calculations so physics is working again.
2014-02-09 03:48:31 +00:00
photonstorm
e8b432f518
Fixed bug where changing State would cause the camera to not reset if it was following an object.
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World.reset now calls Camera.reset which sends the camera back to 0,0 and un-follows any object it may have been tracking.
2014-02-08 13:45:18 +00:00
photonstorm
bc3a3fd43d
You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks.
2014-02-07 17:14:10 +00:00
photonstorm
3cae06d1ad
Phaser.AnimationParser now sets the trimmed data directly for Pixi Texture frames. Tested across JSON Hash, JSON Data, Sprite Sheet and XML.
2014-02-07 00:57:41 +00:00
photonstorm
4b7fc8d506
Change to boot order to try and resolve short-TTL timers.
2014-02-06 22:42:35 +00:00
photonstorm
4ed20e0f77
Removed all intances of Sprite.group from Group and replaced with the already existing parent property.
2014-02-06 13:15:45 +00:00
photonstorm
8eae8feecc
More Group fixes to the new format. Updated list of included Pixi files to remove un-needed ones.
2014-02-06 03:34:27 +00:00
photonstorm
4cfce8b4d2
Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting.
2014-02-06 02:31:36 +00:00
photonstorm
0896c2fac7
Updating copyright year and README.
2014-02-05 16:54:59 +00:00
photonstorm
84f0f00f49
n-way collision checks and onBeginContact and onEndContact done and working. Also fixed issue in TweenManager.removeAll.
2014-02-05 16:54:58 +00:00
photonstorm
8315973c5d
Body/Group testing complete. Now focusing on n-way collision.
2014-02-03 04:09:45 +00:00
photonstorm
3488880956
Sprite vs. Sprite Group Body Tests.
2014-02-03 04:09:45 +00:00