photonstorm
52f1663642
Fixed the Filter mouse uniform value population.
2014-10-17 16:52:28 +01:00
photonstorm
967497c572
Added a few new uniforms and tidied things up.
2014-10-15 19:35:45 +01:00
photonstorm
3f43637782
Happily removed the IE11 WebGL lock as Pixi now fully supports it :)
2014-10-14 01:10:17 +01:00
photonstorm
ac27f12c95
Fixes for Pixi update WebGL UV calls.
2014-10-11 04:18:42 +01:00
photonstorm
0c5438038d
Allowed the orientation checks to still work when using RESIZE scale mode.
2014-10-10 20:35:50 +01:00
Richard Davey
bc16c7876f
Merge pull request #1187 from codevinsky/feature/group-filter
...
Group.filter
2014-10-09 14:08:51 +01:00
Richard Davey
9546fc2959
Merge pull request #1222 from englercj/camera-follow-fix
...
Fix camera follow when in a scaled parent
2014-10-09 14:07:40 +01:00
photonstorm
08c6106c35
Fixed issue with textureLine creating white blocks in iOS.
2014-10-09 02:30:31 +01:00
Chad Engler
4d2e60348f
fix camera follow when in a scaled parent
2014-10-04 20:14:46 -07:00
photonstorm
d7f8e11d21
Removed the customBounds layer.
2014-09-24 06:52:22 +01:00
photonstorm
597b828d7a
StateManager.boot would call start on a State twice if it was added to the game and started before the DOM load had completed. This didn't cause an error but was duplicating function calls needlessly.
2014-09-18 05:14:44 +01:00
photonstorm
426b43cc9f
Removed console.log calls.
2014-09-18 05:12:35 +01:00
photonstorm
d68ed61999
If you called StateManager.start from within a states init
method which also had a preload
method it would fail to start the next State.
2014-09-18 05:11:58 +01:00
photonstorm
756561920f
Group.ignoreDestroy boolean will bail out early from any call to Group.destroy
. Handy if you need to create a global Group that persists across States.
2014-09-18 05:11:48 +01:00
photonstorm
20551f9129
Lots of jsdocs fixes ready for the new doc generator.
2014-09-16 17:35:08 +01:00
photonstorm
fc6b7dd36c
StateManager.unlink will null all State-level Phaser properties, such as game
, add
, etc. Useful if you never need to return to the State again.
2014-09-15 13:19:01 +01:00
Jeremy Dowell
83007878fc
updated: Group.filter documentation
2014-09-11 13:09:52 -05:00
Jeremy Dowell
298622f65f
added: Group.filter
...
takes a predicate function and passes child, index, and the entire child array to it.
return an ArrayList containing all children that the predicate returns true for.
2014-09-11 13:06:38 -05:00
photonstorm
5b922be56e
Version 2.1.1. of Phaser is an emergency point release. It addresses a potential race condition that could happen in States that tried to change state from the create
method but had an empty preloader or pre-cached assets.
2014-09-11 10:38:40 +01:00
photonstorm
33d9b19e29
The Debug canvas is now cleared on State swap.
2014-09-09 15:28:58 +01:00
photonstorm
a1c9b64327
Now bails out of a few methods if RESIZE is set.
2014-09-09 12:48:21 +01:00
photonstorm
2e9dc682a1
Tidied up a redundant if
call.
2014-09-09 12:47:59 +01:00
photonstorm
b4e7da78ed
jsdocs updated.
2014-09-09 12:47:39 +01:00
photonstorm
c40c140631
Camera.roundPx is a new boolean. If set to true
it will call view.floor
as part of its update loop, keeping its boundary to integer values. Set to false
to disable this from happening ( #1141 )
2014-09-09 12:47:27 +01:00
photonstorm
79d873f47b
If you are using CocoonJS, please set your game render type to CANVAS and not WEBGL or AUTO. You should also disable any of the ScaleManager screen resizing or margin setting code. By default in this mode CocoonJS will now set 'screencanvas=true' which helps with performance significantly.
2014-09-08 22:34:53 +01:00
photonstorm
09915ebfde
Tidying up debug.
2014-09-08 22:34:53 +01:00
Richard Davey
3102ad534d
Swapped the order of the Camera.view floor to avoid the 1px jitter effect on the right of maps.
2014-09-06 10:26:54 +01:00
photonstorm
7c02358eed
More FlexGrid updates.
2014-09-05 16:19:32 +01:00
photonstorm
22df587bd3
Swapped to using FlexLayers.
2014-09-05 15:46:21 +01:00
photonstorm
ff07317120
First version of the FlexLayer class.
2014-09-05 15:46:10 +01:00
photonstorm
72c0f50b6b
Lots of small enhancements and layer types.
2014-09-05 08:02:44 +01:00
photonstorm
0af4ec4da2
The StateManager will now check if a State has a method called resize
. If it does, and if the game is running in the RESIZE Scale Mode then this method will be called whenever the game resizes. It will be passed two parameters: width
and height
that will match the games new dimensions. Resizing can happen as a result of either the parent container changing shape, or the browser window resizing.
2014-09-05 06:22:10 +01:00
photonstorm
0c9eef8a91
FlexGrid added to the ScaleManager.
2014-09-05 06:02:25 +01:00
photonstorm
07f529bf12
First experimental build of FlexGrid.
2014-09-05 06:01:48 +01:00
photonstorm
f2a8a927f9
Group.addMultiple allows you to pass an array of game objects and they'll all be added to the Group in turn.
2014-09-05 06:01:25 +01:00
photonstorm
ac9c9a1f9b
Fixed the assignment of the fullScreenTarget so FS mode works again now.
2014-09-05 01:07:51 +01:00
Richard Davey
7ee1564f2e
Signal.removeAll would ignore the context parameter and remove all bindings regardless (thanks @alect #1168 )
2014-09-04 22:24:47 +01:00
photonstorm
cbc6ac8e7d
New debug header.
2014-09-04 05:05:05 +01:00
Carlos Martinez
94f9c0906f
this fixes the camera judders when following with float values.
2014-09-01 14:49:44 +01:00
photonstorm
2cc8e57808
Fixed issue with the ScaleManager.
2014-09-01 08:19:43 +01:00
photonstorm
7fc37751b2
ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state.
2014-09-01 03:30:02 +01:00
photonstorm
047839d806
Fixed preUpdate so that the offset is reset regardless of the RESIZE scaleMode.
2014-09-01 03:20:09 +01:00
photonstorm
80d1df4705
ScaleManager.setMinMax(minWidth, minHeight, maxWidth, maxHeight) is a handy function to allow you to set all the min/max dimensions in one call.
2014-09-01 03:07:17 +01:00
photonstorm
2f1f680d73
Docs fixes.
2014-09-01 02:59:24 +01:00
photonstorm
c6493b59c3
Removed use of _startHeight, left over from the Phaser v1 days that's no longer required.
2014-09-01 02:44:35 +01:00
photonstorm
fe9dbd15e5
The World bounds can now be set to any size, including smaller than the game dimensions. Before it was locked to a minimum size of the game canvas, but it can now be anything.
2014-09-01 02:41:07 +01:00
photonstorm
1a60d641b1
Canvas.removeFromDOM(canvas) will remove a canvas element from the DOM.
...
Game.destroy now removes the games canvas element from the DOM.
2014-09-01 02:38:21 +01:00
photonstorm
97d771c4e8
ScaleManager has a new scaleMode called RESIZE
which will tell Phaser to track the size of the parent container (either a dom element or the browser window if none given) and set the canvas size to match it. If the parent changes size the canvas will resize as well, keeping a 1:1 pixel ratio. There is also a new ScaleManager.setResizeCallback method which will let you define your own function to handle resize events from the game, such as re-positioning sprites for a fluid responsive layout ( #642 )
...
The width and height given to the Phaser.Game constructor can now be numbers or strings in which case the value is treated as a percentage. For example a value of "100%" for the width and height will tell Phaser to size the game to match the parent container dimensions exactly (or the browser window if no parent is given). Equally a size of "50%" would tell it to be half the size of the parent. The values are retained even through resize events, allowing it to maintain a percentage size based on the parent even as it updates.
2014-09-01 01:52:04 +01:00
photonstorm
5fb8c7eb85
ScaleManager window.resize handler would constantly dispatch enterPortrait and enterLandscape events on window resizing, regardless if it actually entered that orientation or not.
...
Stage.offset has been moved to ScaleManager.offset
Stage.bounds has been removed, you can access it via Stage.getBounds.
Stage.checkOffsetInterval has been moved to ScaleManager.trackParentInterval
ScaleManager.hasResized signal has been removed. Use ScaleManager.setResizeCallback instead.
2014-09-01 01:02:48 +01:00
photonstorm
004deff508
Note: This commit will break all input, don't pull it down until I finish this work off later today please!
...
Moved the DOM offset from Stage to ScaleManager (a more logical location for it) and updated Pointer to use that.
Moved the Pointer offset check to look at the ScaleManager.
Used getBoundingClientRect(), will see if that works better than Phaser.Canvas.getOffset.
2014-08-31 12:17:07 +01:00
photonstorm
8c7a699f74
Getting ready to test auto resizing renderer.
2014-08-31 11:09:27 +01:00
photonstorm
4d0cae0e2d
jshint fixes for CocoonJS.App and continuing work on the new ScaleManager.
2014-08-31 10:17:02 +01:00
photonstorm
3e1eb10673
First pass at fully resizable canvas tracking and parenting.
2014-08-31 10:17:02 +01:00
Dan Cox
cccaa30459
CocoonJSApp 'onSuspended' and 'onActivated' events
...
This PR depends on [#1150 ] (https://github.com/photonstorm/phaser/pull/1150 )!
(I apologize for all the different pull requests in a short time period. I finally got some time to do some development tonight and have been making my way through many of my TODO items.)
This adds support for CocoonJS.App's 'onSuspended' and 'onActivated' events, making it so that the timers and sounds are stopped/started and muted/unmuted when the user swaps an app from the background to the fore or the reverse.
Because neither ['onActivated'] (http://doc.ludei.com/2.0.2/CocoonJS_App/symbols/CocoonJS.App.html#.event:onActivated ) nor ['onSuspended'] (http://doc.ludei.com/2.0.2/CocoonJS_App/symbols/CocoonJS.App.html#.event:onSuspended ) send an Event object themselves, this patch fakes sending an object by creating one during the function call and giving it a 'type' property for visibilityChange() to check against.
2014-08-29 23:13:13 -04:00
photonstorm
26a55bd202
SoundManager.destroy is a new method that will destroy all current sounds and reset any callbacks.
...
StateManager.clearCurrentState now handles the process of clearing down the current state and is now called if the Game is destroyed.
Game.destroy now clears the current state, activating its shutdown callback if it had one. It also now destroys the SoundManager, stopping any currently running sounds (#1092 )
2014-08-29 11:37:47 +01:00
Richard Davey
ffb413b741
Fixed issue with callbacks not having the correct context.
2014-08-28 21:54:30 +01:00
photonstorm
0c88ba041a
If you used a single Game configuration object and didn't specify the enableDebug property it would crash on Debug.preUpdate (thanks @luizbills #1053 )
2014-08-28 04:19:10 +01:00
photonstorm
6e2cd37776
ScaleManager.destroy now removes the window and document event listeners, which are no longer created anonymously (thanks @eguneys #1092 )
...
Input.Gamepad.destroy now destroys all connected SinglePads and clears event listeners.
SinglePad.destroy now clears all associated GamepadButton objects and signals.
2014-08-28 03:31:47 +01:00
photonstorm
fa45d7feff
Events.onDestroy is a new signal that is dispatched whenever the parent is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084 )
...
Group.onDestroy is a new signal that is dispatched whenever the Group is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084 )
2014-08-28 02:56:06 +01:00
photonstorm
d7f8950758
Debug.cameraInfo no longer crashes if the camera bounds are nulled (thanks @wayfu #1143 )
...
Camera.setBoundsToWorld no longer crashes if the camera bounds are nulled (thanks @wayfu #1143 )
2014-08-28 02:13:51 +01:00
Richard Davey
50179d76fb
Merge pull request #1015 from Zielak/dev
...
Phaser.Camera.position for quick access
2014-08-28 02:02:40 +01:00
Richard Davey
6a314a60d1
Merge pull request #1142 from darfux/dev
...
Fixed Group.removeBetween's default endIndex bug
2014-08-28 01:44:01 +01:00
Richard Davey
cc69a4bf2c
Merge pull request #1127 from FedeOmoto/dev
...
Game configuration object "renderer" property wrongly assigned to Game.r...
2014-08-28 01:36:49 +01:00
darfux
abdf54858c
Fixed Group.removeBetween's default endIndex bug
2014-08-26 21:02:13 +08:00
Alvin
c7e256245a
Merge pull request #1107 from gamedolphin/test
...
Fixed Point.rotate bug . Also added a little documentation for world wrap.
2014-08-22 12:32:06 +02:00
Federico Omoto
14028cafbc
Game configuration object "renderer" property wrongly assigned to Game.renderer
2014-08-21 17:57:07 -03:00
Dan Cox
fbd2de5b23
Cordova 'deviceready' event check
...
A slightly obnoxious but necessary hack to prevent a race condition between the loading of Apache Cordova and Phaser itself.
Without waiting for the 'deviceready' event, Phaser can often load first, preventing any console messages from appearing to the user. Because Cordova writes to the platform's console (via CordovaLog), it must first be loaded and signal its own 'deviceready' event before console or plugin usage can occur. Otherwise, all messages and functionality is ignored.
2014-08-21 00:11:41 -04:00
Sandeep Nambiar
9977d5e204
World Wrap and P2
...
Changes only to documentation for clarity.
2014-08-13 04:10:37 +05:30
Sam MacPherson
3b69c7ede1
group swap fix
2014-08-05 19:39:21 -04:00
Txus Ordorika
b952884d9d
Fix for scale issues in CocoonJS using webgl renderer and screencanvas
2014-07-23 17:16:25 +02:00
Richard Davey
d8c755a544
Merge pull request #1017 from devinb83/dev-codepaused
...
codePaused should be set if manually called
2014-07-18 11:57:37 +01:00
photonstorm
24527eac3e
Group.checkAll allows you to check if the same property exists across all children of the Group and is set to the given value (thanks @codevinsky #1013 )
...
Group.checkProperty allows you to check if the property exists on the given child of the Group and is set to the value specified (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.getProperty will get an Objects property regardless of depth (thanks @codevinsky #1013 )
2014-07-18 11:52:39 +01:00
Richard Davey
3da788bd1d
Merge pull request #1013 from codevinsky/group-checkall
...
added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phase...
2014-07-18 11:37:38 +01:00
Johan Rosén
ba62326ce7
OritentationSprite fix, not using PIXI.TextureCache anymore
2014-07-16 17:07:53 +02:00
Darek Zieliński
64ae6c6ba7
"Reuse a single Point object rather than creating a new one each time"
2014-07-15 18:32:20 +02:00
Richard Davey
afb379f2dd
Merge pull request #1024 from lucbloom/if-onShutDownCallback
...
Add a check around this optional function
2014-07-15 16:21:35 +01:00
photonstorm
538425193a
World.wrap when using the bounds of the object wouldn't adjust the bounds correctly, meaning wrapping outside the camera failed (thanks @jackrugile #1020 )
2014-07-15 14:22:24 +01:00
Richard Davey
f77b4d4e8f
Merge pull request #1014 from Dumtard/dev
...
Group create was not creating with p2 debug flag
2014-07-15 12:39:53 +01:00
Luc Bloom
f1cb146c10
Add a check around an optional function
...
My game crashes here if I update phaser.js to a new version. It happens
when my game switches to another State object.
2014-07-15 13:02:44 +02:00
photonstorm
f78a527ad5
Prevented objects with pixel perfect checks from over-riding other higher priority ID items ( #983 )
...
Rebuilt the way items are polled for Pointer events (drag, click, move). Now faster and more efficient, especially when some items in the stack require pixel perfect checks.
2014-07-15 11:20:57 +01:00
devinb83
4a632ed3a0
codePaused should be set if manually called
...
If pause is called manually, codePaused should be set regardless of whether the game is currently paused or not. This would fix issues where a developer might not want the game to automatically resume when the screen regains focus.
2014-07-14 12:57:37 -07:00
Darek Zieliński
852054b772
Plus validation of non-point objects
2014-07-14 20:09:22 +02:00
Charles Black
7107d73188
group create with p2 debug
2014-07-14 14:05:44 -04:00
Darek Zieliński
ee1df55d84
Added position Point object for quick x/y coordinates access.
2014-07-14 20:03:34 +02:00
jdowell
aad74ff4d5
added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phaser.Group.checkAll
...
Added deep-property getting and setting via strings:
Phaser.Util.getProperty(someObj, 'foo.bar.baz');
Phaser.Util.setProperty(someObj, 'foo.bar.baz', 'lol');
Added a "checkAll" method to Phaser.Group that returns true/false if all of the children's given properties match the value passed in.
this.someGroup.checkAll('foo.bar.baz', 'lol'); // will return true if child[n].foo.bar.baz === 'lol'
Comes with standard 'force' ability.
2014-07-14 12:33:13 -05:00
photonstorm
2c421d27ce
GameObjectFactory.spriteBatch now lets you specify null
as a parameter for the parent and automatically adds the batch to game.world
as a result. Also fixed jsdocs issues (@petarov #1000 )
2014-07-14 12:56:05 +01:00
photonstorm
74679922d1
Debug.preUpdate was still being called in the Game Loop even if enableDebug was set to false (thanks @qdrj, #995 )
2014-07-11 11:52:48 +01:00
photonstorm
d11d8051b1
You can now prevent the Debug class from being created or booted by using the Game configuration setting: enableDebug
. By default it is true
, set to false
to prevent the class from being created. Please note you are responsible for checking if this class exists before calling it, but you can do that via if (game.debug) { ... }
(request #984 )
2014-07-10 10:46:18 +01:00
photonstorm
a182598c65
Using a Game configuration object you can now specify the value of the preserveDrawingBuffer
flag for the WebGL renderer. By default this is disabled for performance reasons. But if you need to be able to take screen shots of your WebGL games using toDataUrl on the game canvas then you'll need to set this to true
( #987 )
2014-07-10 10:46:18 +01:00
jackrugile
42df8356e7
Added options to disable horizontal and vertical world wrapping individually
2014-07-10 00:05:50 -06:00
photonstorm
a70a938505
docs fix
2014-07-09 05:38:59 +01:00
Alvin
7031d9ccc1
Fixed typo
2014-07-07 18:19:02 +02:00
photonstorm
7c624f409f
Updated console.log and README.
2014-07-03 10:50:26 +01:00
photonstorm
e0b5e94f45
Fixed _destroy issue in Signal.
2014-07-03 10:50:12 +01:00
photonstorm
177d51f238
Signal.removeAll now has a new context
parameter. If specified only listeners matching the given context are removed (thanks @lucbloom for the idea, #880 )
2014-07-03 02:22:11 +01:00
photonstorm
92dbabb2df
Camera.updateTarget has had a make-over and now is a lot smoother under certain conditions (thanks @tjkopena, fix #966 )
2014-07-03 02:09:53 +01:00
photonstorm
8b160a1eb1
Tidied up formatting and docs.
2014-07-02 15:25:07 +01:00
photonstorm
8c41f6cc10
Game.onBlur and Game.onFocus events are now dispatched regardless if Stage.disableVisibilityChange is true or false, so you can respond to these events without your game automatically pausing or resuming ( #911 )
2014-07-02 14:57:28 +01:00
photonstorm
2916f0413f
Group.bringToTop (and consequently Sprite.bringToTop) no longer removes the child from the InputManager if enabled (thanks @BinaryMoon, fix #928 )
...
Group.sendToBack (and consequently Sprite.sendToBack) no longer removes the child from the InputManager if enabled.
Group.add has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.addAt has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.remove has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onRemovedFromGroup` event.
Group.removeBetween has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Group.removeAll has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Internal child movements in Group (such as bringToTop) now uses the new `silent` parameter to avoid the child emitting incorrect Group addition and deletion events.
2014-07-02 14:04:14 +01:00
photonstorm
58fc73348c
The StateManager has a preRenderCallback option, which checks for a preRender function existing on the State, but it was never called. Have decided to add this in, so the core Game loop now calls state.preRender right before the renderer runs (thanks @AnderbergE #869 )
2014-07-02 05:32:40 +01:00
photonstorm
db22b019be
Swapped the ScaleManager creation order in Game, so both start and stop fullScreen requests work now.
2014-07-01 16:50:33 +01:00
photonstorm
d2fc42520b
stopFullScreen has been changed to run against document instead of the canvas since the cancelFullScreen method is created on the document (thanks @j0hnskot, #863 )
2014-07-01 15:46:32 +01:00
photonstorm
ee5f6457c8
Swapped to using escaped Unicode characters for the console output.
2014-06-09 16:15:41 +01:00
photonstorm
b63900f669
Testing frame crop support.
2014-06-05 02:33:29 +01:00
photonstorm
1e9d0b2438
Tidying up.
2014-05-30 05:33:30 +01:00
photonstorm
6e8694d5f7
A Canvas style set from a game config object used an incorrect property (thanks @TatumCreative, fix #861 )
2014-05-30 02:01:33 +01:00
photonstorm
edc1507b4e
Resolved issue where Cocoon won't render a scene in Canvas mode if there is only one Sprite/Image on it.
2014-05-29 23:52:13 +01:00
photonstorm
eee1183a6a
Forces use of a Canvas Renderer under CocoonJS automatically.
...
The SoundManager no longer requires a touch to unlock it, defaults to unlocked.
2014-05-29 23:17:18 +01:00
photonstorm
0c675f741f
Wrapped all events that CocoonJS doesn't support in conditional checks to avoid Cocoon Warnings.
2014-05-29 22:25:40 +01:00
photonstorm
4004cc92e3
First working pass at the Asset Pack Loader update.
2014-05-29 15:57:47 +01:00
photonstorm
86c228d380
Group.destroy now removes any set filters (thanks @Jmaharman fix #844 )
2014-05-26 20:13:00 +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
c9656e48de
Group.hasProperty fixed to not use hasOwnProperty, but a series of in
checks (thanks @mgiuffrida for the idea, #829 )
2014-05-19 13:11:58 +01:00
photonstorm
798d7a4fd1
Stage.backgroundColor now properly accepts hex #RRGGBB and color values 0xRRGGBB again ( fix #785 )
2014-05-14 01:59:21 +01:00
photonstorm
5eb7ae2cb0
Plugins moved to their own new repo.
2014-05-08 01:57:21 +01:00
Richard Davey
281e84ee9b
Start of the Virtual Joystick plugin.
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Fixes to Point.angle.
2014-05-07 16:35:08 +01:00
photonstorm
ebd608939a
PluginManager.add now accepts additional parameters and if given a function it will pass them all to the Plugin constructor.
2014-05-07 00:11:02 +01:00
photonstorm
1f24d95e1a
New force
parameter added to Group.set, setAll, setAllChildren, setProperty which controls if a property is created even if it doesn't exist.
...
Group.hasProperty will check a child for the given property and return a boolean.
2014-05-01 11:45:17 +01:00
photonstorm
fa613c5fe1
ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782 )
...
P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776 )
P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783 )
2014-04-29 19:34:38 +01:00
photonstorm
937085afda
Added Uint32Array polyfill for BitmapData manipulation, and optional dataview polyfill for IE9 P2 requirements in the resources folder.
2014-04-29 02:09:58 +01:00
photonstorm
a5cbd8f2a6
Fixed an issue where Sounds that had been paused via game code would un-mute if the game paused and resumed.
2014-04-28 20:30:47 +01:00
photonstorm
360d744472
Camera.unfollow allows you to easily unfollow a tracked object (thanks @alvinsight, #755 )
2014-04-28 14:56:48 +01:00
photonstorm
1d48b3c5f2
Your State can now have a pauseUpdate method, which is called constantly when the game is paused.
...
The Input system is now updated even while the game is paused.
2014-04-28 00:07:40 +01:00
photonstorm
6e0c182fa5
Added _startHeight mod, but disabled until further testing.
2014-04-27 10:17:37 +01:00
photonstorm
bcd64fd44b
More Timer tests.
2014-04-26 16:16:18 +01:00
photonstorm
b0afc562b5
And take 3
2014-04-25 20:01:09 +01:00
photonstorm
3db5d27c82
ArrayList.callAll check added (ping @jflowers45 #746 )
2014-04-25 19:38:10 +01:00
photonstorm
b6c2b4e0bf
Updated to [Pixi.js 1.5.3]( https://github.com/GoodBoyDigital/pixi.js/releases/tag/v1.5.3 )
2014-04-25 16:55:09 +01:00
photonstorm
29040b39d7
Tidied up the ArrayList. May rename to Stack?
2014-04-25 15:24:55 +01:00
photonstorm
54b71ddc23
Phaser.ArrayList is a new iterative object, similar in principal to a linked list but operating on a single array without modifying the object structure.
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Input and Pointer now use the new ArrayList instead of a LinkedList, which resolve list item removable during callback issues.
Input.reset no longer resets every interactive item it knows of, because they are removed during the destroy phase and can now persist between States if needed.
2014-04-25 15:11:54 +01:00
photonstorm
0f1e0a3d4e
Updated the Device little / big endianess check.
2014-04-23 23:35:36 +01:00
photonstorm
b6cc150a15
Game.scratch is a single handy BitmapData instance that can be used as a visual scratch-pad, for off-screen bitmap manipulation (and is used as such by BitmapData itself).
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Updated TS defs.
2014-04-23 22:14:47 +01:00
photonstorm
87bcb6677d
Group.classType allows you to change the type of object that Group.create or createMultiple makes to your own custom class.
2014-04-23 21:49:58 +01:00
photonstorm
4ec5665148
Fixed #750 - Invalid typescript mapping for TileSprite.autoScroll function in TS defs.
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Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
Body.loadData flagged as deprecated.
2014-04-22 23:31:07 +01:00
photonstorm
944e03ddb8
P2.Body.loadPolygon has been updated to correct center of mass issues (thanks @georgiee, fix #749 )
2014-04-22 22:33:25 +01:00
photonstorm
5aaac8fbd4
Lots of jsdocs updates in the State class to make it more clear what the various properties and methods do.
2014-04-22 02:52:58 +01:00
photonstorm
0b1fb5a637
Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746 )
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InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
2014-04-22 01:43:22 +01:00
photonstorm
3e6a88fff6
Group.remove now checks the child to see if it's a member of the root Group before removing it, otherwise Pixi throws an Error.
2014-04-17 12:47:36 +01:00
photonstorm
ce592d48bf
Group.destroy checks parent before removing (thanks @clark-stevenson, fix #733 )
2014-04-17 12:18:39 +01:00
photonstorm
7c9f079ce5
Group.setProperty will now check if the property exists before setting it, this applies to Group.setAll and anything else using setProperty internally.
2014-04-17 12:11:37 +01:00
photonstorm
b77c034f61
World.wrap will take a game object and if its x/y coordinates fall outside of the world bounds it will be repositioned on the opposite side, for a wrap-around effect.
2014-04-16 22:59:19 +01:00
photonstorm
089dfbb960
Group.resetCursor will reset the Group cursor back to the start of the group, or to the given index value.
2014-04-16 21:39:04 +01:00
photonstorm
6979103634
Fix for #732 (Timer.onComplete not firing).
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jsdoc updates across Math and InputHandler.
2014-04-16 18:50:54 +01:00
photonstorm
eeff786eb2
StateManager.restart incorrectly skipped the first additional parameter after clearCache (thanks @mariusbrn, fix #722 )
2014-04-14 23:34:13 +01:00
photonstorm
f70e4d7d90
Fixed the use of the destroy parameter in Group.removeAll and related functions (thanks @AnderbergE, fix #717 )
2014-04-14 12:57:29 +01:00
photonstorm
3a1c202e24
jsdoc fixes for SignalBindings.
2014-04-11 00:19:37 +01:00
photonstorm
a01cc2e1ca
Objects with an InputHandler now deactivate it when the object is removed from a Group but not destroyed ( fix #672 )
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Lots of jsdoc fixes in Body and World.
Removed un-used events from World (such as onImpact).
2014-04-11 00:06:22 +01:00
photonstorm
ff7dd65496
jshint fixes.
2014-04-10 00:57:46 +01:00
photonstorm
770ced8ac1
Group.customSort allows you to sort the Group children based on your own sort function.
2014-04-10 00:56:53 +01:00
photonstorm
be52515ed4
PluginManager parent parameter removed as it's redundant. Also most core functions tidied up and jsdocs fixed.
2014-04-09 16:12:25 +01:00
photonstorm
b9cb2417b6
Group.removeBetween now properly iterates through the children.
2014-04-09 03:19:36 +01:00
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
photonstorm
01eec6cef5
Keyboard.stop nulls the function references after removing the event listeners (thanks @bmceldowney, #691 )
2014-04-07 12:29:26 +01:00
photonstorm
bf32590cfe
Fixed a few jsdoc errors.
2014-04-07 12:29:26 +01:00
Richard Davey
eef7cc2d6d
Merge pull request #688 from jonthulu/cursorFix
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Fixed bug in group.next when cursor is at the last child.
2014-04-03 21:22:43 +01:00
Jon White
0aca0962df
Fixed bug when group.remove is called when the cursor is on the last children index.
2014-04-03 10:42:55 -05:00
Jon White
ab3ae750e2
Fixed bug in group.next when cursor is at the last child.
2014-04-03 10:13:27 -05:00
Richard Davey
1311c830a8
Merge pull request #684 from jonthulu/groupMove
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Fixed bug where move up and move down method in groups did not work.
2014-04-02 23:04:47 +01:00
Jon White
e24c8f63ea
Fixed bug where move up and move down method in groups did not work.
2014-04-02 15:39:20 -05:00
photonstorm
f4dc686028
New build files for testing.
2014-04-01 16:13:00 +01:00
photonstorm
61429d8467
StateManager.restart allows you to quickly restart the *current* state, optionally clearing the world and cache.
2014-04-01 11:25:04 +01:00
Ralph Smith
7e9fbd3c27
issue#661 update state before values are cleared
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this prevent loosing state values related to physics bodys
and inputs before `state.update` is called.
2014-03-28 09:12:32 -05:00
Richard Davey
06c953a293
Merge pull request #647 from xtian/grunt-jshint
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Run jshint as part of build process and fix jshint errors
2014-03-26 15:46:35 +00:00
photonstorm
953ae83350
Updated TS defs ( fix #650 )
2014-03-26 13:24:11 +00:00
Christian Wesselhoeft
debb6bdcf9
Fix jshint issues in src/core
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
61f18b675c
Trim trailing whitespace.
2014-03-25 14:56:04 -07:00
photonstorm
111164e221
If no seed was given in the Game config object, the RandomDataGenerator wouldn't be started (thank tylerjhutchison fix #619 )
2014-03-21 11:22:56 +00:00
photonstorm
22b472ba4d
Removed rogue console.log
2014-03-19 13:23:46 +00:00
photonstorm
164f3cbe83
When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world.
2014-03-19 13:09:29 +00:00
photonstorm
96365a3a1f
The StateManager is now responsible for clearing down input, timers, tweens, physics, camera and the World display list.
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Removed the use of Int16Array from all Game Objects, swapped for standard Array. Phaser now runs on Android 2.x again (fix #590 )
2014-03-19 12:05:19 +00:00
photonstorm
11fdd62436
World.destroy incorrectly clashed with the Group.destroy method it over-rode, renamed to World.shutdown and updated StateManager accordingly.
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World.shutdown now removes all children iteratively, calling destroy on each one, ultimately performing a soft reset of the World.
Objects with a scale.x or y of 0 are no longer considered valid for input (fix #602 )
InputHandler will set the browser pointer back to default if destroyed while over (fix #602 )
Group.destroy has a new parameter: `soft`. A soft destruction won't remove the Group from its parent or null game references. Default is `false`.
InputHandler.validForInput is a new method that checks if the handler and its owner should be considered for Pointer input handling or not.
Group.replace will now return the old child, the one that was replaced in the Group.
2014-03-19 00:54:49 +00:00
photonstorm
a8502f3498
Removed State.destroy empty method and replaced with State.shutdown, as that is what the StateManager expects ( fix #586 )
2014-03-17 19:43:28 +00:00
photonstorm
ec2275e18c
Group enableBody parameter was incorrectly assigned to the debug var (thanks BurnedToast, fix #565 )
2014-03-16 00:45:47 +00:00
photonstorm
fee4d36b91
Group.getAt comparison updated ( fixes #578 )
2014-03-15 23:53:05 +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
e955145707
Added p2 kill and reset test + nearing completion on tilemap collision.
2014-03-13 21:14:18 +00:00
photonstorm
c8e63582a4
Lots of small tweaks to pass jshint.
2014-03-13 16:49:52 +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
aa6b1821bd
Get First Dead example.
2014-03-13 10:14:06 +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
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
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
abf26df741
New P2 examples and fixed Body debug assignment parameter.
2014-03-12 06:25:29 +00:00
photonstorm
cb5a8c7515
Renamed px2p and p2px to: pxm and mpx (px to meters and meters to px). Also removed from Math.
2014-03-12 00:07:27 +00:00
photonstorm
83e197772d
Moved Time update back into core loop.
2014-03-11 20:30:26 +00:00
photonstorm
e9ae465272
Sorted out Body gravity settings and updated the example.
2014-03-11 16:26:03 +00:00
photonstorm
6bddf1a914
The main Game class has been modified so that the update methods no longer have any if/else checks in them. Now split into coreUpdate, etc.
...
Put QuadTree back into Debug class.
Debug class now clears down on WebGL.
Updated RetroFont.type.
Fixed QuadTree example.
2014-03-11 16:14:01 +00:00
photonstorm
4aba75a522
Debug canvas now clears on WebGL.
2014-03-11 15:37:28 +00:00
photonstorm
58887d9bc6
Moved all of the Tilemap to P2 body methods into P2 itself (makes more sense this way) and tidied them up.
2014-03-11 15:02:59 +00:00
photonstorm
6ef9e30753
Added z property to remaining game objects and updated TypeScript defs.
2014-03-10 23:16:49 +00:00
photonstorm
53797171a3
Fixed Group.sort. Added z-depth property to all core game objects. Fixed P2 const overwrite.
2014-03-10 23:01:10 +00:00
photonstorm
b4cb281f1c
Renamed Phaser.Physics.P2 const to Phaser.Physics.P2JS to avoid issue #540
2014-03-10 22:15:03 +00:00
photonstorm
85d5fdfb2f
Sorted out orientationImage in ScaleManager, throwing a preUpdate error ( fix #534 )
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Tightened up the currentFrame allocation in AnimationManager.
2014-03-10 19:06:16 +00:00
photonstorm
9f997daa46
Lots of examples fixes and put Group.sort back in.
2014-03-10 14:33:18 +00:00
photonstorm
8fff38618d
Tidied up the Examples, fixed Arcade Physics Body, added Body enable support to Group and fixed QuadTree.
2014-03-10 03:06:28 +00:00
photonstorm
45ab4673cc
ScaleManager.fullScreenTarget allows you to change the DOM element that the fullscreen API is called on (feature request #526 )
2014-03-10 01:13:01 +00:00
photonstorm
a51ae03246
Tweens are now bound to their own TweenManager, not always the global game one. So you can create your own managers now (for you clark :)
2014-03-07 01:26:09 +00:00
photonstorm
3b2573de9a
Objects that are 'fixedToCamera' are now still correctly placed even if the camera is scaled ( #512 )
2014-03-06 17:12:12 +00:00
photonstorm
22b1ce9b9d
Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games.
2014-03-05 02:36:08 +00:00
photonstorm
8c2502d37d
Group.xy(index, x, y) allows you to set the x and y coordinates of a Group child at the given index.
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Group.reverse() reverses the display order of all children in the Group.
New labs demo.
Fixed some Easing docs issues.
2014-03-04 01:27:57 +00:00
photonstorm
67ad898294
Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples)
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Added new Retro Font examples.
2014-03-03 22:43:35 +00:00
photonstorm
4a370c82cf
You can now load in CSV Tilemaps again and they get created properly ( fixes #391 )
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You can now create blank Tilemaps and then populate them with data later.
2014-03-03 13:45:47 +00:00
photonstorm
c4a68e3e87
The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499 )
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All the Debug methods have had the word 'render' removed from the start. So where you did `debug.renderSpriteInfo` before, it's now just `debug.spriteInfo`.
Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
2014-03-03 00:46:03 +00:00
photonstorm
66bdf56349
The physics world is now cleared on state swap ( fixes #505 )
2014-03-02 11:04:04 +00:00
photonstorm
664d5b3e2c
Fixed issue where Image, Sprite, etc wouldn't call preUpdate or postUpdate of its children.
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Fixed issue where renderOrderID wasn't being assigned correctly, causing the Input Handler to be unable to select the "top" item on a display list (would all default to zero)
Fixed issue where Stage would assign renderOrderIDs in reverse, should be in sequence.
Fixed issue where objects where checking World for the currentRenderOrderID by mistake instead of Stage.
Basically, input handling works a lot better now for Groups and nested objects :)
2014-02-28 19:45:15 +00:00
photonstorm
8dcfef8db0
Updated to latest Pixi build (can do away with our own local patch now).
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Group.sendToBottom(child) is the handy opposite of Group.bringToTop()
Group.moveUp(child) will move a child up the display list, swapping with the child above it.
Group.moveDown(child) will move a child down the display list, swapping with the child below it.
2014-02-28 18:55:07 +00:00
photonstorm
e3d53ad6a3
Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
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If the game was set to NO_SCALE and you swapped orientation, it would pause and resize, then fail to resize when you swapped back (thanks starnut, fixes #258 )
2014-02-28 04:15:28 +00:00
photonstorm
5c30fd019f
Stage.smoothed was returning the opposite of its actual setting ( #494 )
2014-02-27 21:56:47 +00:00
photonstorm
7e12075be1
Buttons are now cleanly destroyed if part of a Group without leaving their InputHandler running.
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You can now safely destroy a Group and the 'destroyChildren' boolean will propogate fully down the display list.
Calling destroy on an already destroyed object would throw a run-time error. Now checked for and aborted.
Calling destroy while in an Input Event callback now works for either the parent Group or the calling object itself.
In Group.destroy the default for 'destroyChildren' was false. It's now `true` as this is a far more likely requirement when destroying a Group.
All GameObjects now have a 'destroyChildren' boolean as a parameter to their destroy method. It's default is true and the value propogates down its children.
2014-02-27 20:05:16 +00:00
photonstorm
53c10ca31f
The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now.
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The grunt task now has a new `noUmd` option which builds Phaser without the UMD wrapper.
2014-02-27 17:00:14 +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
1aea08d0f7
AnimationParser.spriteSheet wasn't taking the margin or spacing into account when calculating the numbers of sprites per row/column, nor was it allowing for extra power-of-two padding at the end ( fix #482 , thanks yig)
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AnimationManager.add documentation said that 'frames' could be null, but the code couldn't handle this so it defaults to an empty array if none given (thanks yig)
Also updated TypeScript definitions and StateManager.add docs.
2014-02-26 01:32:38 +00:00
photonstorm
994eaff92b
StateManager fixes for when you change state in the create function.
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TilemapLayer update for WebGL.
2014-02-26 00:58:19 +00:00
photonstorm
db2e3733c2
Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors ( fixes #232 )
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Fullscreen mode now works in Internet Explorer and uses the new fullscreen non-prefix call.
2014-02-25 21:16:56 +00:00
photonstorm
741249043c
ScaleManager has 2 new events: ScaleManager.enterFullScreen and ScaleManager.leaveFullScreen, so you can respond to fullscreen changes directly.
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Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors (fixes #232 )
2014-02-25 17:10:37 +00:00
photonstorm
be27442139
Fixed Fullscreen example and State preloading.
2014-02-25 16:26:11 +00:00
photonstorm
1646157c0c
Fixed documentation error.
2014-02-25 14:54:56 +00:00
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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
(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
photonstorm
45b6d5a741
Removed: Debug.renderSpriteTouching, Debug.renderLocalTransformInfo, Debug.renderWorldTransformInfo, Debug.renderSpriteCollision and Debug.dumpLinkedList.
...
Debug.renderPhysicsBody(body, color) is extremely useful for debugging the new physics bodies. Will draw the outline + points in the color given.
Debug.renderBodyInfo(sprite, x, y, color) will display lots of Sprite body data.
2014-01-31 05:42:20 +00:00
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
90c09374af
Velocity integration tidied up. Now moving to sync Body with Sprite center point.
2014-01-28 01:29:35 +00:00
photonstorm
128c7143d5
Lots more physics tests and updates.
...
PLEASE DO NOT upgrade to this release if you need your game working and it uses any of the physics functions, as they're nearly all broken here.
Just pushing up so I can share it with someone.
2014-01-20 20:14:34 +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
011d2d8e05
The way the collision process callback works has changed significantly and now works as originally intended.
...
The World level quadtree is no longer created, they are now built and ripped down each time you collide a Group, this helps collision accuracy.
Bodies are no longer added to a world quadtree, so have had all of their quadtree properties removed such as skipQuadtree, quadTreeIndex, etc.
QuadTree.populate - you can pass it a Group and it'll automatically insert all of the children ready for inspection.
Removed ArcadePhysics binding to the QuadTree, so it can now be used independantly of the physics system.
2014-01-14 02:43:09 +00:00
Richard Davey
5f9acdca4b
Merge pull request #299 from Niondir/dev
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Phaser Definitions Update
2014-01-08 17:02:59 -08:00
Tarion
c21365703d
Phaser Definitions Update
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Added "GetCurrentState" to StateManager
2014-01-08 22:57:13 +01:00
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
428e331a11
Groups can now be added to other Groups as children via group.add() and group.addAt().
...
Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive.
2014-01-06 01:39:23 +00:00
photonstorm
86f6ddcbc8
Two new particle examples and a group animation example. Also fixed CocoonJS sound issue and Cache sound locked bug.
2013-12-31 03:37:11 +00:00
photonstorm
ba74bea4b4
New Group.destroy example and patched the desyrel font xml.
2013-12-30 21:36:50 +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
0acef49a7c
RenderTexture now displays correctly in Canvas games.
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Stage.display property added. A direct reference to the root Pixi Stage object (very useful for RenderTexture manipulation)
2013-12-23 04:20:09 +00:00
photonstorm
bf72b4d3b0
Tilemap.createFromObjects can now turn a bunch of Tiled objects into Sprites in one single call, and copies across all properties as well.
2013-12-22 04:27:12 +00:00
photonstorm
dd7ae12271
ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks.
2013-12-17 16:48:03 +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
886618c056
Tilemap collision fixed, regardless of rotation, number of overlapping tiles and speed (to a point anyway). Maps also don't crash if they are smaller than the render area. Layers can be positioned successfully anywhere in camera but collision isn't yet offset for this.
2013-12-06 04:34:27 +00:00
photonstorm
1f513a333e
Fixed an issue where passing null as the Group parent wouldn't set it to game.world as it should have (thanks tito100).
...
Continued work on the tilemap collision - again, please don't use this version if you need working tilemaps.
2013-12-06 01:07:25 +00:00
photonstorm
cd314cd03e
Group.length now returns the number of children in the Group regardless of their exists/alive state, or 0 if the Group is has no children.
2013-12-05 09:14:49 +00:00
Richard Davey
eb3d8241ca
Merge pull request #250 from cocoademon/camera_bounds_fix
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Switch Camera.setBoundsToWorld to match world.bounds instead of world
2013-12-05 01:11:59 -08:00
Cameron Foale
f6712da774
Switch Camera.setBoundsToWorld to match world.bounds instead of world
2013-12-05 16:28:17 +11:00
John
b978a2b73b
Introduced a separate stage.fullScreenScaleMode property that is used to decide scaling when fullscreen.
2013-12-05 01:00:36 +00:00
photonstorm
42c0bed502
Fixed World.scale and Group.scale.
2013-12-03 02:13:57 +00:00
Richard Davey
f9ee9bfc0e
Merge pull request #239 from jcd-as/dev
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move TilemapLayer positioning/rendering to postUpdate to be in line with...
2013-12-01 04:50:39 -08:00
Josh Shepard (jcs)
2b99cb4be4
move TilemapLayer positioning/rendering to postUpdate to be in line with ‘normal’ Sprites.
...
reverts e91d40b9fc
- fix was incorrect & regressed fixedToCamera Sprites’ & TilemapLayer positioning.
Fixes #237
2013-11-30 17:40:24 -08:00
photonstorm
00a9897ae2
Updated Filter resolution to a 2f and added Blur and Marble filters.
2013-11-29 12:26:53 +00:00
Richard Davey
378ffc7ade
Caustics filter
2013-11-29 10:39:52 +00:00
photonstorm
f22159e257
Updated documentation.
2013-11-28 15:57:09 +00:00
photonstorm
780b8a5d6d
New filters and demos: LightBeams, Fire and Tunnel. Also Loader can now load script files.
2013-11-28 05:43:35 +00:00
Josh Shepard (jcs)
e91d40b9fc
fix for ’jitter’ in scrolling where tilemaps & sprites are one frame off from each other
...
Fixes #214
2013-11-27 16:25:20 -08:00
photonstorm
a9a46bfbbf
Lots of documentation updates and new Loader examples.
2013-11-27 16:33:49 +00:00
photonstorm
4926fac578
New non-conflicting Loading system in place. Creating tests.
2013-11-26 21:10:01 +00:00
photonstorm
141337bed9
Heavily optimised PixiShader.
2013-11-26 05:13:56 +00:00
photonstorm
86584a636c
Added new Phaser.HEADLESS render mode (doesn't output anything).
2013-11-25 14:53:30 +00:00
photonstorm
06a17b4b26
Fixed an issue in Text. Fixed the background color issue with Canvas games. Updated the Examples viewer so the side-by-side focuses the iframe now. Added new "Extend Group" example.
2013-11-25 13:12:03 +00:00
photonstorm
299115ca5d
The entire Phaser library has been updated to match the new JSHint configuration.
2013-11-25 04:40:04 +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
photonstorm
b286093093
Opps forgot to fix a rogue filter which caused the lib to crash.
2013-11-21 05:31:23 +00:00
photonstorm
496639ff25
Added Phaser.Filter and started moving the shaders over into their own filter classes, so they won't all get bundled in unless needed.
2013-11-21 05:00:07 +00:00
Richard Davey
e32c127a97
Merge pull request #212 from TheJare/dev
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Fixes to Math and Loader
2013-11-20 04:51:25 -08:00
TheJare
f115a2dbf8
Remove references to GameMath, it's just Math now
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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
Cameron Foale
9b6bfa5f37
Fix a silly mistake in skip preupdate/update for PIXI objects
2013-11-20 09:45:27 +11:00
Cameron Foale
7ef5ab8c98
Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist
2013-11-19 16:29:02 +11:00
photonstorm
83cacb93a0
More updates to BitmapData.
2013-11-15 20:40:55 +00:00
Richard Davey
6a24d6116b
Lots of renderTexture updates and examples added
2013-11-13 06:49:24 +00:00
Samuel Batista
084c4239e5
Implementing PluginManager.remove function, added PluginManager.removeAll function.
2013-11-08 01:11:36 -05:00
photonstorm
3f99b691c9
Added in a Group.sort demo, also updated the documentation and build files.
2013-11-07 06:10:15 +00:00
photonstorm
42cd8bd812
Added Group.sort, can sort the Group based on any given numeric property (x, y, health), finally you can do depth-sorting :)
2013-11-07 04:31:37 +00:00
photonstorm
789f0bb0a1
Fixing up Group.sort
2013-11-06 17:43:01 +00:00
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
8b793cd8d7
Updated to latest version of Pixi.js. Lovely new WebGL filters now working happily :)
2013-11-06 04:51:23 +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
3e9777e6f4
Updated docs for 1.1.2 release.
2013-11-01 18:16:52 +00:00
photonstorm
685054eac5
Group.callAll now supports nested functions and a context, making it really powerful!
2013-11-01 17:29:57 +00:00
photonstorm
787abc1e02
Updated debug header and added more info to the project template.
2013-11-01 04:58:08 +00:00
photonstorm
581d637663
Added Group.cursor. This points to the first item added to a Group. You can move the cursor with Group.next() and Group.previous().
2013-11-01 02:50:00 +00:00
photonstorm
3c164b466c
* Updated: event.preventDefault() has been added to all Mouse event handlers.
...
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00
photonstorm
712858cf75
More work on the Invaders game.
2013-10-31 05:31:54 +00:00
Richard Davey
ebf4456e4e
Merge pull request #147 from beeglebug/scope
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state callbacks now receive game object as argument
2013-10-30 18:44:35 -07:00
Stuart Lee
01f64c6694
state callbacks now receive game object as argument
2013-10-30 16:09:06 +00:00
photonstorm
3de62907a0
Nearly fixed the tilemap / body issue. More tests needed but then can push to master.
2013-10-29 04:07:26 +00:00
beeglebug
f00c52598b
added init method to plugins
...
this will allow potentially destructive code to run outside of the
constructor, and only if it has been added to the PluginManager
2013-10-27 22:30:01 +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
Richard Davey
e4621aafdd
Merge pull request #115 from ooflorent/grunt-build
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Build phaser using Grunt
2013-10-23 09:11:51 -07:00
photonstorm
7e5f38d022
Phaser.Time physicsElapsed delta timer clamp added. Stops rogue iOS / slow mobile timer errors causing crazy high deltas.
2013-10-23 17:11:06 +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
photonstorm
275fa4641e
Added Text.destroy and BitmapText.destroy.
2013-10-17 15:40:44 +01:00
photonstorm
c6bf67c392
Group.alpha exposed and instance returns added to Loader functions.
2013-10-13 20:28:06 +01:00
photonstorm
a7230aa769
Sprite.loadTexture added.
2013-10-10 09:03:38 +01:00
photonstorm
29acf7fb4b
Enemy tanks, now firing.
2013-10-09 07:11:36 +01:00
photonstorm
83a00862be
Lots of new examples and updates.
2013-10-09 04:31:08 +01:00
photonstorm
f5584bdfe5
Lots of fixes and updates to ArcadePhysics and Group, plus more examples.
2013-10-08 21:09:46 +01:00
photonstorm
c307f79102
Added Sprite.fixedToCamera, fixed Angular Velocity and Acceleration, fixed jittery Camera, added skipQuadTree flag and created lots more examples.
2013-10-08 00:58:20 +01:00
photonstorm
1bc6ac25fa
Preparing to merge new examples.
2013-10-07 22:15:28 +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
e8bed83ac3
Making some major changes to Camera and World.
2013-10-04 14:41:15 +01:00
Richard Davey
54f073e5cb
Testing some new Camera tricks.
2013-10-03 23:20:24 +01:00
Richard Davey
f832bacfd6
More Docs!
2013-10-03 01:21:08 +01:00
Richard Davey
868ae81bab
Input, Loader and Math docs tidied up.
2013-10-02 15:05:55 +01:00
Richard Davey
852e82d0ca
More docs.
2013-10-02 12:11:22 +01:00
Richard Davey
6ce6330f50
More docs.
2013-10-02 11:22:48 +01:00
Richard Davey
82325ecc8a
Finished Group documentation.
2013-10-02 01:51:30 +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
a38ad2d1a9
Merge pull request #85 from onedayitwillmake/dev
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Fixed accidentally overwroting remove function with a prepend function
2013-10-01 08:16:16 -07:00
Mario Gonzalez
f593afd164
Fixed accidentally overwroting remove function with a prepend function
2013-10-01 10:08:09 -04:00
Richard Davey
0a98bb67d8
jsdoc blocks added to every file and tidied up.
2013-10-01 15:05:30 +01:00
Richard Davey
305b12d76b
Adding docs.
2013-10-01 15:01:46 +01:00
Mario Gonzalez
fa8ad51c79
Fixed bug in LinkedList#remove that could cause first/tail to be have pointers to dead node
2013-09-30 22:06:48 -04:00
Richard Davey
480d90b009
* Removed the callbackContext parameter from Group.callAll because it's no longer needed.
...
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
* Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
2013-10-01 02:19:08 +01:00
Richard Davey
16b1913de1
* Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
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* Button.setFrames will set the current frame based on the button state immediately.
* InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
2013-09-30 17:12:22 +01:00
Richard Davey
e3384b7ff7
Merge pull request #71 from webeled/dev
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More examples migrated across.
2013-09-30 04:16:44 -07:00
Richard Davey
31bbf05ace
* Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
...
* Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
* Change: When you swap State all active tweens are now purged.
2013-09-30 11:15:50 +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
51049128f5
Collision fixes for testing
2013-09-23 22:23:17 +01:00
Richard Davey
bc02a1a05e
Fixing collision issues
2013-09-23 01:06:09 +01:00
Richard Davey
6b9484aa80
Merge pull request #60 from TheJare/master
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Fix bug in StateManager...
2013-09-22 14:32:25 -07:00
Luiz "Bills"
8132427870
fix antialias bug
2013-09-21 21:40:36 -03:00
TheJare
4b6147d3e3
Fix bug in StateManager where a state's update function might not get called if it has an empty preload function
2013-09-20 22:42:04 +01:00
Richard Davey
a415e779d1
Final 1.0.5 release.
2013-09-20 13:55:33 +01:00
Webeled
26a595cd44
JSDocs update ;)
2013-09-19 16:34:48 +02:00
Webeled
78a062dfb6
Updated my files and the documentation checklist
2013-09-19 13:17:49 +02:00
Webeled
6e4631a849
First commit of the day
2013-09-19 10:36:15 +02:00
Richard Davey
c5fc5e3394
Fixed various issues in the TweenManager, added length property to Group and improved the build script.
2013-09-19 04:45:08 +01:00
Richard Davey
d9a49797c4
1.0.4 release
2013-09-18 06:34:56 +01:00
Richard Davey
3c5ea01e09
1.0.3 release - fixed Text and Bitmap Fonts, Animation documentation and more examples
2013-09-17 16:50:47 +01:00
Webeled
bb9761aaf4
It loops but still problems on the constructor
2013-09-16 17:40:56 +02:00
Webeled
fc584cf6bc
Examples (audio, button,camera), and docs
...
Created some examples (audio, button,camera), and documented the source
code along the way
2013-09-16 16:37:30 +02:00
Richard Davey
49a6ba2c02
Updated Group to fix some issues with not checking children
2013-09-15 00:14:45 +01:00
Richard Davey
70233b7508
Updating examples with new runner and menu system.
2013-09-13 17:48:47 +01:00
Richard Davey
7c6e6df91a
State swap example done and working.
2013-09-13 05:44:04 +01:00
Richard Davey
9f687b4f8a
Adding Type support for collision checks.
2013-09-12 21:54:41 +01:00
Richard Davey
336de314a1
Fixed an issue where the Tile.physicsElapsed would go insane if the game has been paused for a long time.
2013-09-12 16:18:44 +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