Commit graph

1766 commits

Author SHA1 Message Date
photonstorm
4ad6df9a29 A test to try for #1424 2014-12-09 23:38:23 +00:00
photonstorm
def662f28f Text.setShadow has had the default color value changed from rgba(0,0,0,0) to rgba(0,0,0,1) so it appears as a black shadow by default - before the alpha channel made it invisible. 2014-12-02 09:03:55 +00:00
Richard Davey
152b26a668 Merge pull request #1378 from pnstickne/wip-minor-updatelogic-fix
Minor logic fix for Sprite life update
2014-12-01 12:07:56 +00:00
Richard Davey
81f356c235 Merge pull request #1386 from pnstickne/wip-docs-1130
Assorted documentation/consistency updates
2014-12-01 12:07:10 +00:00
Paul
d15037e283 Event-Signal object count optimization
There are a bunch of signals added for Sprites; more when input is
enabled. However, very few of these signals are ever actually used. While
the previous performance update related to Signals addressed the size of
each Signal object, this update is to reduce the number of Signal objects
as used by the Events type.

As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals;
with this change there less than 70 signals created when running the same
demo. (Each Event creates at 8 signals by default, and there is an Event
for each of the 400 particles.) While this is an idealized scenario, a
huge amount (of albeit small) object reduction should be expected.

It does this by creating a signal proxy property getter and a signal
dispatch proxy. When the event property (eg. `onEvent`) is accessed a new
Signal object is created (and cached in `_onEvent`) as required. This
ensures that no user code has to perform an existance-check on the event
property first: it just continues to use the signal property as normal.

When the Phaser game code needs to dispatch the event it uses
`event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This
special auto-generated method automatically takes care of checking for if
the Signal has been created and only dispatches the event if this is the
case. (If the game code used the `onEvent` property itself the event
deferal approach would be defeated.)

This approach is designed to require minimal changes, not negatively
affect performance, and reduce the number of Signal objects and
corresponding Signal/Event resource usage.

The only known user-code change is that code can add to signal (eg.
onInput) events even when input is not enabled - this will allow some
previously invalid code run without throwing an exception.
2014-11-30 21:39:25 -08:00
Paul
dab8772de0 Documentation - consistency updates
- Updated `readOnly` doclet to `readonly`

- `array` refined to `type[]`, where such information was immediately
determinable.

- Updated {Any}/{*} to {any}; {...*} is standard exception

- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
photonstorm
cfbad72881 Documentation - general
Updated some documentation for formatting, consistency, and minor
corrections.
2014-11-30 04:02:45 -08:00
Paul
3299588326 Sprite - removed comment
The comment was no longer valid after the previos changes.
2014-11-29 14:12:14 -08:00
photonstorm
d5dfa464c0 Added alpha setting to getContext. 2014-11-29 19:40:50 +00:00
Paul
dfe7279090 Minor logic fix for Sprite life update
The substraction of `physicsElapsedMS` needs to be done for all individual
updates. (When current FPS ~ target FPS this is a 1-1 mapping, but catchup
updates can throw off the calculations.)

Also renamed `Game#updateNumber` (a poor initial name on my part) to
`currentUpdateID`. This matches the naming of
`Stage#currentRenderOrderID`.
2014-11-28 23:02:31 -08:00
Paul
83cbbf1d21 Text - font component cleanup
Some minor cleanup of font component handling and comments.

Also adds a warning if an "unparsable font" string is encountered. Might
save someone some trouble.
2014-11-28 03:50:52 -08:00
Paul
bf3d5aa22e Text - consistency updates
Added `cssFont`, `fontStyle`, and `fontVariant` properties for better
consistency and control.
2014-11-28 02:56:44 -08:00
Paul
8eb7594b29 Text - font size/weight can be specified as style
Fulfills: https://github.com/photonstorm/phaser/issues/1370

This allows `fontSize` and `fontWeight` to be specified as part of the
style as supplied to the Text constructor (and `setStyle` method). In
addition the `fontStyle` and `fontVariant` properties can also be set -
although these are not exposed later.

This also fixes edge cases that could be caused if `Text#fontSize` was
used without `Text#fontWeight`, where the applied style defaults would be
overwritten/reset.
2014-11-28 02:20:18 -08:00
Paul
5fbbeca7ab Text - documentation updates 2014-11-28 00:12:10 -08:00
photonstorm
471ad20b4a Added Time.physicsElapsedMS and used in Sprite lifespan and Tweens. 2014-11-26 13:13:25 +00:00
photonstorm
e86f00eb55 Text.lineSpacing works correctly again. Before no space was added between the lines (thanks @intimidate #1367 and @brejep #1366) 2014-11-25 17:06:17 +00:00
Tim van den Eijnden
990867547e fix issue with lineSpacing, no space was added between the lines. The complete text moved down instead 2014-11-25 16:45:29 +01:00
photonstorm
72eaee3139 Adjusted Sprite.preUpdate to remove the lifespan calculation. 2014-11-25 14:18:18 +00:00
photonstorm
1068563914 jsdoc fixes. 2014-11-25 14:15:55 +00:00
Paul
e2f65f58a8 Merge commit '0d9678e512f9037b686ca480907c90f82d5b631e' into wip-time-clarify 2014-11-25 00:35:31 -08:00
Paul
5f9025f800 Sprite/Time - lifespan based on physicsTime
- Lifespan is updated based on physics time which makes this consistent
  with fixed-step updates and tweens, etc.
2014-11-25 00:33:13 -08:00
photonstorm
0d9678e512 Promoted Game time loop count to protected public var. Checked in Sprite.lifespan decrement to avoid over-decreasing the lifespan (#1358) 2014-11-25 02:50:39 +00:00
photonstorm
c4b81ff6ea jsdoc fixes. 2014-11-25 00:24:28 +00:00
photonstorm
2d50334cd3 Updated lifeSpan to use elapsedMS instead. 2014-11-24 12:54:39 +00:00
photonstorm
06b2a2c6a0 Added Tween.generateData back in, now all the Particles and Tween examples work properly. 2014-11-24 12:34:42 +00:00
photonstorm
21479acd8e Sprite.autoCull now properly works if the camera moves around the world.
Sprite.inCamera uses a much faster check if auto culling or world bounds checks are enabled and properly adjusts for camera position.
2014-11-18 12:29:55 +00:00
photonstorm
497b00d781 Tidying up a little. 2014-11-13 00:27:47 +00:00
photonstorm
d6297884e6 Added Sprite.setScaleMinMax for testing. 2014-11-08 13:31:35 +00:00
Paul
60268dd048 Changes to preserve original API
- Added @deprecated/@readonly to various some properties but public properties maintain the same semantics
- Also removed some "cleverness"
- Still same good fixes ..
2014-10-29 19:31:03 -07:00
Paul
5d04c62b33 Button - bug fixes, issue #1246
- Fix incorrect passing of "was clicked" to processInteractiveObjects
  - Button would not return to Over/Out state because of strict too check to catch `undefined`
  - Removed [undocumented] property usage from processInteractiveObjects and slight reformatting
  - Update Button state frames/sounds to remove duplication
  - Updated documentation in Button for consistency
2014-10-28 23:26:35 -07:00
spayton
a942a03631 Texture width is recalculated larger on subsequent call to updateText() when text has a stroke thickness > 1
In function override Phaser.Text.prototype.updateText(), don't include this.context.lineWidth in width calculation as it's already incorporated by this.style.strokeThickness.
2014-10-28 11:48:57 +00:00
photonstorm
26a1a080d2 Buttons are now waiting to be told when they're removed from the World. 2014-10-28 01:49:14 +00:00
photonstorm
d050b8471b Added onRemovedFromWorld signal. Not currently used anywhere, but will be. 2014-10-28 01:48:42 +00:00
photonstorm
d22f2bd89b Small fix for Text wordWrapping #1247 2014-10-23 16:03:29 +01:00
photonstorm
bebb83bad4 Removed methods that Pixi now offers directly. 2014-10-22 23:53:02 +01:00
photonstorm
b56c3bf54e jshint fixes 2014-10-22 22:49:20 +01:00
photonstorm
1bc1d2eb94 Fixed Text class for Pixi v2 changes. 2014-10-22 22:35:21 +01:00
photonstorm
73f210257a Removed duplicate Pixi classes and updated the build manifests to pull-in the correct Pixi Matrix class. 2014-10-22 21:20:38 +01:00
photonstorm
96fd0ade74 JSDoc fixes. 2014-10-21 22:43:42 +01:00
photonstorm
9d58297eb9 Button.setSounds now works if given an AudioSprite as the sound source. 2014-10-20 23:17:05 +01:00
photonstorm
35d29170d0 Lots of small jsdoc fixes and DocGen updates. 2014-10-20 00:54:56 +01:00
photonstorm
c960ab5d44 Typo fix. 2014-10-17 17:07:43 +01:00
photonstorm
5e734a6bb6 Pixi v2 UV update fixes. 2014-10-17 16:52:47 +01:00
photonstorm
4f1ba99120 BitmapData.getFirstPixel will scan the BitmapData and return the color and location of the first non-transparent pixel encountered. You can specify one of 4 scan directions: top to bottom, bottom to top, left to right and right to left.
BitmapData.getBounds will return a `Rectangle` object that encompasses the full extent of the non-transparent pixels in the BitmapData. This can be useful if you wish to trim away transparent pixels from the sides of a BitmapData down to size before saving.
2014-10-17 16:51:50 +01:00
photonstorm
fbfb107146 JSDoc fixes in the Rope class (thanks @Rovanion) 2014-10-15 22:05:38 +01:00
Richard Davey
837a035194 Merge pull request #1228 from Rovanion/dev
Corrected documentation for Phaser.Rope
2014-10-15 22:04:17 +01:00
Richard Davey
86cfc7111e Fixed UV updates for WebGL textures. 2014-10-15 11:36:35 +01:00
photonstorm
d206dd0dad Updates for Pixi v2 2014-10-13 12:20:25 +01:00
photonstorm
ac27f12c95 Fixes for Pixi update WebGL UV calls. 2014-10-11 04:18:42 +01:00
Rovanion Luckey
3ec5f2e0d3 Was able to figure out what the Array was made of through an example. 2014-10-10 17:16:53 +02:00