Richard Davey
1956d3584e
InputHandler.dragStopBlocksInputUp is a boolean that allows you to control what happens with the input events. If false
(the default) then both the onInputUp
and onDragStop
events will get dispatched when a Sprite stops being dragged. If true
then only the onDragStop
event is dispatched, and the onInputUp
is skipped.
2016-06-07 02:21:12 +01:00
Richard Davey
913936f080
jshint fix.
2016-06-07 01:50:38 +01:00
Richard Davey
df92c45420
There are two new Phaser consts available, for help with orientation of games or Game Objects. They are Phaser.HORIZONTAL
, Phaser.VERTICAL
, Phaser.LANDSCAPE
and Phaser.PORTRAIT
.
2016-06-07 01:45:33 +01:00
Richard Davey
66b846cbdb
InputHandler.dragDistanceThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a distance, in pixels, that the pointer must have moved before the drag will begin.
...
InputHandler.dragTimeThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a time, in ms that the pointer must have been held down for, before the drag will begin.
InputHandler.downPoint is a new Point object that contains the coordinates of the Pointer when it was first pressed down on the Sprite.
2016-06-07 01:28:06 +01:00
Richard Davey
f3a211e42d
Merge pull request #2536 from Upperfoot/dev
...
Fixed typo on collision for TileMapLayers (lesson to triple check you…
2016-06-06 16:47:40 +01:00
Craig Whiteside
7a1667fa7e
Fixed typo on collision for TileMapLayers (lesson to triple check your code...)
2016-06-06 15:43:51 +01:00
photonstorm
5492ed0d64
Docs update.
2016-06-06 11:15:38 +01:00
Richard Davey
5bcc26e366
Merge pull request #2535 from BaroqueEngine/dev
...
Fixed typescript definitions: ArrayUtils.rotateMatrix and ArrayUtils.numberArrayStep
2016-06-06 11:14:28 +01:00
BaroqueEngine
042fc28513
Fixed typescript definitions: ArrayUtils.rotateMatrix and ArrayUtils.numberArrayStep
2016-06-06 17:27:32 +09:00
Richard Davey
a180882d27
Fixed the data object not being created.
2016-06-06 00:31:46 +01:00
Richard Davey
de3d749385
Farthest swapped for the more common Furthest.
2016-06-05 23:01:00 +01:00
Richard Davey
56759f46fd
Docs update.
2016-06-05 21:23:13 +01:00
Richard Davey
1b67850c82
Merge pull request #2529 from TheJasonReynolds/local_dev
...
Set isPlaying to true if no marker (.play is not called again)
2016-06-05 15:51:43 +01:00
Richard Davey
050308018a
Merge pull request #2530 from johnrees/patch-1
...
Signal description typo fix
2016-06-05 15:50:47 +01:00
John Rees
e75827d6ab
Signal description typo fix
2016-06-04 19:41:54 +01:00
Jason Reynolds
db0a41bedf
Set isPlaying to true if no marker (.play is not called again)
2016-06-03 17:08:07 -05:00
photonstorm
aa8e5f00db
Phaser 2.4.9 RC2.
2016-06-03 18:48:34 +01:00
photonstorm
f39dffc88e
Added Weapon Plugin to optional build task.
2016-06-03 17:26:44 +01:00
photonstorm
1a67079ae7
Phew. Added TypeScript defs for the Weapon Plugin. Don't say I never do anything for you!
2016-06-03 17:11:08 +01:00
photonstorm
61f064dfe9
Docs update.
2016-06-03 16:45:47 +01:00
Richard Davey
d81ec7fa0f
Merge pull request #2526 from drhayes/dev
...
Don't extend Phaser.Utils when doing deep copy in Phaser.Cache.getJSON.
2016-06-03 16:42:30 +01:00
Richard Davey
6c292a4607
Merge pull request #2525 from Upperfoot/dev
...
Adds missing fixedToCamera check in TilemapLayer.prototype._renderWebGL
2016-06-03 16:40:00 +01:00
photonstorm
a2d0aac9fd
Docs finished.
2016-06-03 16:38:40 +01:00
photonstorm
93b1f3eba1
Math.between will return a value between the given min
and max
values.
2016-06-03 16:18:35 +01:00
David Hayes
8317563d27
Don't extend Phaser.Utils when doing deep copy in Phaser.Cache.getJSON.
2016-06-03 10:16:07 -05:00
Upperfoot
57e8a35226
Adds missing fixedToCamera check in Phaser.TilemapLayer.prototype._renderWebGL e4ea011353
2016-06-03 16:11:39 +01:00
photonstorm
ee6f277b31
PluginManager.remove has a new argument destroy
(defaults to true
) which will let you optionally called the destroy
method of the Plugin being removed.
2016-06-03 15:52:17 +01:00
photonstorm
c73ccfbddb
Lots more docs updates.
2016-06-03 15:51:06 +01:00
photonstorm
d2269c362d
Docs update.
2016-06-03 15:20:11 +01:00
photonstorm
0da7cf5ffd
There are a bunch of new Phaser consts available to help with setting the angle of a Game Object. They are Phaser.ANGLE_UP
, ANGLE_DOWN
, ANGLE_LEFT
, ANGLE_RIGHT
, ANGLE_NORTH_EAST
, ANGLE_NORTH_WEST
, ANGLE_SOUTH_EAST
and ANGLE_SOUTH_WEST
.
2016-06-03 15:19:18 +01:00
photonstorm
96711f4db9
Added the Weapon Plugin and worked lots on its docs.
2016-06-03 15:09:43 +01:00
Richard Davey
7ec02f79e4
Merge pull request #2520 from seanirby/patch-1
...
Update docstring for TimerEvent
2016-06-03 13:15:43 +01:00
photonstorm
0a5b2673ff
JSHint fixes re: #2522
2016-06-03 13:14:59 +01:00
photonstorm
9ae43757b9
Group.removeAll has a new argument destroyTexture
which allows you to optionally destroy the BaseTexture of each child, as it is removed from the Group (thanks @stoneman1 #2487 )
2016-06-03 13:11:03 +01:00
photonstorm
ae5be7ac92
Merging in the new Weapon Plugin.
2016-06-03 13:00:45 +01:00
photonstorm
84c60d4e87
Within RequestAnimationFrame both updateRAF
and updateSetTimeout
now only call game.update
if isRunning
is true. This should avoid asynchronous Game destroy errors under environments like Angular (thanks @flogvit #2521 )
2016-06-03 13:00:45 +01:00
Richard Davey
05ca827c2b
Merge pull request #2522 from Upperfoot/master
...
Fixing tileMap collision when tileMapLayer is set to a position other than 0,0
2016-06-03 12:45:37 +01:00
photonstorm
e4ea011353
TilemapLayer now adheres to fixedToCamera should it be disabled #2482
2016-06-03 12:13:01 +01:00
Sean Irby
3c2003365d
Update docstring for TimerEvent
...
I think the TimerEvent lifecycle could use some clarification so I updated the docstring to explain what happens when they are finished firing.
2016-06-02 17:47:31 -07:00
Richard Davey
097add1aa6
Game Objects including Sprite, Image, Particle, TilemapLayer, Text, BitmapText and TileSprite have a new property called data
. This is an empty Object that Phaser will never touch internally, but your own code, or Phaser Plugins, can store Game Object specific data within it. This allows you to associate data with a Game Object without having to pollute or change its class shape.
2016-06-03 01:08:32 +01:00
Richard Davey
1b7dcd9cbb
Phaser 2.4.9 RC1.
2016-06-02 23:23:23 +01:00
Richard Davey
45bd98ee18
Fixed issue with camera target sync.
2016-06-02 23:20:46 +01:00
Richard Davey
1d5ff625b2
Docs update.
2016-06-02 22:45:35 +01:00
Richard Davey
645a614326
Stage has had all of its core update loops modified, so they now iterate through the display list forwards, instead of in reverse. Stage.postUpdate is now also a lot smaller, with no conditional branching if there is a Camera Target or not.
2016-06-02 22:45:31 +01:00
Richard Davey
c822cda452
TilemapLayer.postUpdate could potentially be called several times per frame (depending on device frame rate), which would cause multiple texture redraws, even though only the last texture is used during rendering. This has now been modified so that the local TilemapLayer canvas is only re-rendered once per frame, during the rendering phase, and not during the logic update phase.
2016-06-02 22:44:24 +01:00
Richard Davey
c4f4ceef42
Code format fix.
2016-06-02 22:41:58 +01:00
Richard Davey
09d09aaf84
Removed the updateTransform calls from the frame loop, because it happens automatically as part of Game.updateLogic anyway, so was duplicating the workload for no reason.
2016-06-02 22:41:03 +01:00
Richard Davey
eb1c61826c
The camera now divides its effects (like shake and fade) updates, and the updateTarget into two separate functions.
2016-06-02 22:40:30 +01:00
photonstorm
c4cded108f
2.4.9 build test.
2016-06-02 16:40:04 +01:00
photonstorm
68c29470cf
The way the display list updates and Camera movements are handled has been completely revamped, which should result is significantly smoother motion when the Camera is following tweened or physics controlled sprites. The Stage.postUpdate
function is now vastly reduced in complexity. It takes control over updating the display list (calling updateTransform
on itself), rather than letting the Canvas or WebGL renderers do this. Because of this change, the Camera.updateTarget
function uses the Sprites worldPosition
property instead, which is now frame accurate (thanks @whig @Upperfoot @Whoisnt @hexus #2482 )
2016-06-02 16:38:21 +01:00