Stuart Lee
8ef5c5e0de
fixed arguments
2014-08-22 16:33:42 +01:00
Chad Engler
be4662815c
prepare for npm publish
2014-08-22 07:33:00 -07:00
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
Alvin
1f3a909f08
Merge pull request #1114 from clark-stevenson/patch-2
...
TileMapLayer getTileX/Y returns number not Tile in TS def file
2014-08-22 11:22:54 +02:00
Dan Cox
2065c3a77a
Fixed trailing whitespace
2014-08-21 20:37:27 -04:00
beeglebug
bfd0b77fd4
typo
2014-08-21 22:50:09 +01:00
beeglebug
c85f4c04b0
may as well use the setter logic, saves duplicating code
2014-08-21 22:46:44 +01:00
beeglebug
2faab9b516
added clone and setTo functions
2014-08-21 22:45:10 +01:00
beeglebug
7ae5657113
extra null check on output to match rectangle
2014-08-21 22:44:40 +01:00
Dan Cox
fa0fa860c0
Device detection of Node-Webkit
...
Because the user-agent string can be (easily changed) [https://github.com/rogerwang/node-webkit/wiki/Manifest-format#user-agent ], one of the few ways to detect Node-Webkit is to look for the 'process' object and require() function. If they exist, Node support was enabled and 'process.version' will have the version of Node.js used to create the project.
However, if Node is (disabled) [https://github.com/rogerwang/node-webkit/wiki/Manifest-format#nodejs ], the 'process' object won't exist and the project will be executed as if it was in a single instance of a browser anyway.
2014-08-21 17:37:51 -04:00
beeglebug
5930a90546
added clone function to Line
2014-08-21 22:36:40 +01:00
beeglebug
8c0a400d65
rename out to output to match others
2014-08-21 22:36:24 +01:00
Federico Omoto
14028cafbc
Game configuration object "renderer" property wrongly assigned to Game.renderer
2014-08-21 17:57:07 -03:00
beeglebug
23f077a4e8
copy tile properties to tiles when parsing map
2014-08-21 21:08:05 +01:00
beeglebug
a435191fd0
swapped argument order of Rectangle.containsRect - fixes #1095
2014-08-21 20:59:08 +01:00
Alvin
118ea6f84a
Merge pull request #1120 from videlais/patch-2
...
Cordova 'deviceready' event check
2014-08-21 20:47:36 +02:00
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
clark-stevenson
ecf8b4eb26
TileMapLayer getTileX/Y returns number not Tile
...
Fixed simple type error.
http://www.html5gamedevs.com/topic/8621-gettilex-gettiley-typescript-signature-wrong/
2014-08-17 20:43:03 +01:00
Alessandro Cuzzocrea
5e76eb4834
Added support for Tiled object's type field
2014-08-16 21:44:21 +02:00
Sandeep Nambiar
b25e2bd782
Sign Error
2014-08-13 05:49:39 +05:30
Sandeep Nambiar
daade10ecc
Should fix the Error in rotation
2014-08-13 05:19:21 +05:30
Sandeep Nambiar
9977d5e204
World Wrap and P2
...
Changes only to documentation for clarity.
2014-08-13 04:10:37 +05:30
Richard Davey
6fd51e29b2
Merge pull request #1102 from videlais/patch-1
...
Device detection of Apache Cordova
2014-08-11 19:07:06 +01:00
Dan Cox
d54725212f
Device detection of Apache Cordova
...
Simple check if "window.cordova" is defined for device detection of Phaser running (most likely) under Apache Cordova.
2014-08-11 12:33:06 -04:00
Alvin
6da5831f73
Merge pull request #1099 from kay-is/master
...
Method documentation was missing parameters.
2014-08-08 09:56:39 +02:00
Kay Plößer
9ac06c44ba
Method documentation was missing parameters.
2014-08-07 14:47:54 +02:00
photonstorm
f887ee0df8
TypeScript definition updates to help fix for the noimplicitany
option (thanks @Waog #1088 )
2014-08-06 16:24:33 +01:00
Richard Davey
15378e1d09
Merge pull request #1091 from photonstorm/alvin/dev
...
Fixed #1078 chromeOS no belongs to desktops
2014-08-06 16:12:33 +01:00
Richard Davey
b3d08ea535
Merge pull request #1090 from Blank101/swapfix
...
Group.swap() fix
2014-08-06 16:10:18 +01:00
Alvin
31c1423947
Merge pull request #1057 from steelywing/patch-2
...
add README.md index
2014-08-06 15:39:14 +02:00
Alvin
79166bb268
Fixed #1078 chromeOS no belongs to desktops
2014-08-06 14:08:38 +02:00
Sam MacPherson
3b69c7ede1
group swap fix
2014-08-05 19:39:21 -04:00
photonstorm
36ecd81f29
Arcade Physics Body.skipQuadTree is a new boolean that if set to true
when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large.
...
Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.
2014-08-04 13:04:11 +01:00
photonstorm
06cb37247a
Updated readme.
2014-08-04 12:24:34 +01:00
Richard Davey
0c4c43be1e
Merge pull request #1080 from lucbloom/detect-kindle
...
Added a UA string test for Kindle
2014-08-03 11:00:40 +01:00
photonstorm
aabdf6f97a
Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0.
2014-08-01 17:46:51 +01:00
Luc Bloom
84cf835e83
Added a UA string test for Kindle
...
Also added PS Vita so the “silk” detection doesn’t confuse that one.
2014-07-31 15:40:59 +02:00
Richard Davey
48869776f2
Merge pull request #1064 from txusinho/dev
...
Fix for scale issues in CocoonJS using webgl renderer and screencanvas
2014-07-31 14:00:31 +01:00
Richard Davey
acceb692c3
Merge pull request #1071 from Dumtard/dev
...
Fix for previous PR #1028
2014-07-31 13:48:15 +01:00
photonstorm
9bbc8ecce3
Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060 )
2014-07-31 13:39:26 +01:00
Charles Black
a90ab2e59b
P2 bounds now collides with everything by default
2014-07-27 16:06:55 -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
74b1189890
Merge pull request #1061 from clark-stevenson/dev
...
Fixed #1056 draw typo changed to drag
2014-07-22 13:49:44 +01:00
Clark Stevenson
ebe1f9901f
Fixed #1056 draw typo changed to drag
2014-07-22 12:39:53 +01:00
Luc Bloom
0fc30e839e
Removed some more checks
2014-07-22 10:42:47 +02:00
Luc Bloom
7f3b542fdd
Removed the notion of Sprite Sheets vs single frame images
...
Instead of making a distinction between single frame images and Sprite
Sheets, I added a simple FrameData with one Frame to every image that
gets loaded. This way, a lot of the engine code can be simplified.
For instance, you can play animations on any Sprite without having to
check the “frame count” of its image anymore.
The engine doesn’t have to check for non-existing .frameData anymore.
An animation can keep on playing when an image happens to be set with 1
frame, continuing its animation when after that, another image is set
with multiple frames.
Think of it this way: an image with one frame is an animation of just
one frame.
2014-07-22 10:24:53 +02:00
Wing
eb4d635046
add README.md index
2014-07-22 14:13:32 +08:00
photonstorm
122640e01b
Phaser.Loader was incorrectly getting the responseText from _xhr instead of _ajax on IE9 xDomainRequests (thanks @lardratboy #1050 )
2014-07-21 11:12:58 +01:00
Richard Davey
671c8e63a0
Merge pull request #1051 from jackrugile/dev
...
Remove escaping backslashes from RetroFont text set documentation
2014-07-21 11:05:59 +01:00
jackrugile
05d856d4ea
remove escaping backslashes from retro font text set documentation
2014-07-20 15:15:02 -06:00