photonstorm
dfaf0b99dd
Merge branch 'multitexture-gl' into dev
2016-07-26 14:47:26 +01:00
photonstorm
2318fec65c
Start of a Particle base class.
2016-07-26 14:31:36 +01:00
photonstorm
86affde81b
The file pixi/utils/Polyk.js has been removed, as it was no longer used with Pixi or Phaser (we replaced it with EarCut a while ago)
2016-07-26 14:30:06 +01:00
Filip Nedyalkov
566c781f26
Merge remote-tracking branch 'refs/remotes/photonstorm/dev' into display-object-container-dimensions-fix
2016-07-26 14:10:15 +03:00
Filip Nedyalkov
c56bc766cc
Overrided getLocalBounds() for PIXI Sprite, Strip and Graphics
...
Since they override the getBounds of the DisplayObjectContainer, the
getLocalBounds should also be overriden for them to properly work.
2016-07-26 14:01:35 +03:00
James Robinson
118d2057c0
Allow animation speed greater than 0
2016-07-25 19:43:19 -07:00
Felipe Alfonso
4d09b31560
Merge branch 'dev' into multitexture-gl
2016-07-25 15:50:57 -04:00
Richard Davey
9654a4b3c5
Consolidating Layers into View class.
2016-07-25 01:39:46 +01:00
Richard Davey
19e609185a
Math.rotateToAngle takes two angles (in radians), and an interpolation value, and returns a new angle, based on the shortest rotational distance between the two.
2016-07-25 00:39:38 +01:00
Richard Davey
8d4a72c9d7
Phaser 2.7.0 Beta 3
2016-07-23 15:05:52 +01:00
Richard Davey
b69cae4206
The methods setStageReference
and removeStageReference
have been removed from all Pixi classes. Objects no longer have stage
properties, or references to the Stage object. This is because no reference to the Stage is required for any calculations, and Phaser can only have 1 Stage, so adding and removing references to it were superfluous actions.
2016-07-23 14:31:17 +01:00
Richard Davey
ce764e098d
As a result of changes in #2573 Graphics objects were calling updateLocalBounds
on any shape change, which could cause dramatic performances drops in Graphics heavy situations ( #2618 ). Graphics objects now have a new flag _boundsDirty
which is used to detect if the bounds have been invalidated, i.e. by a Graphics being cleared or drawn to. If this is set to true then updateLocalBounds
is called once in the postUpdate
method (thanks @pengchuan #2618 )
2016-07-23 12:52:35 +01:00
Richard Davey
fb1a7f13cb
Merge pull request #2639 from fmflame/display-object-container-dimensions-fix
...
Fix for DisplayObject/DisplayObjectContainer - getting dimensions or bounds do NOT retrieve proper values
2016-07-23 12:18:06 +01:00
Richard Davey
02d078500c
Merge pull request #2656 from leopoldobrines7/documentHidden-compatibility
...
Check if hidden is available first
2016-07-23 12:09:00 +01:00
Richard Davey
6947057427
The property checkCollision.none
in the ArcadePhysics.Body class was available, but never used internally. It is now used and checked by the separate
method. By setting checkCollision.none = true
you can disable all collision and overlap checks on a Body, but still retain its motion updates (thanks @samme #2661 )
2016-07-23 10:01:38 +01:00
Richard Davey
ab739bdce0
Added back in undefined Tileset check.
2016-07-23 09:43:20 +01:00
Richard Davey
46c20ab00a
The property checkCollision.none
has been removed from the ArcadePhysics.Body class. It was never used internally, so lead to confusion about its use. To disable a body, use body.enable = false
(thanks @samme #2661 )
2016-07-23 09:43:01 +01:00
photonstorm
30e9273eb8
Removed console.log.
2016-07-22 17:38:46 +01:00
photonstorm
3ba00bbf2d
Loads of work on tilemap collision, and offset support. You can now collide with a tilemap no matter where it is on the screen, or which layer it's from.
2016-07-22 17:02:10 +01:00
photonstorm
0e25c5acac
Revert getTiles call.
2016-07-22 14:08:54 +01:00
photonstorm
9fb27b6fe2
Moving all the getTiles calls back again, as it's just a bit TOO API breaking to move them, for the sake of a few KB.
2016-07-22 14:05:35 +01:00
Richard Davey
d8560eb3bc
Fixed Tilemap collision.
2016-07-22 04:32:56 +01:00
Richard Davey
d14250304c
Defs update.
2016-07-22 04:19:17 +01:00
Richard Davey
91b9513e7e
TilemapLayer.getTileX, getTileY and getTileXY all now required a Phaser.TilemapLayer (or Phaser.TilemapLayerGL) as the first argument.
...
Tilemap.getRayCastTiles now requires a Phaser.TilemapLayer (or Phaser.TilemapLayerGL) as the first argument.
Tilemap.getTiles now requires a Phaser.TilemapLayer (or Phaser.TilemapLayerGL) as the first argument.
2016-07-22 04:10:55 +01:00
Richard Davey
0301330c2d
jshint fixes.
2016-07-22 03:59:10 +01:00
Richard Davey
020cb01056
Canvas tilemap renderer fixes.
2016-07-22 03:55:21 +01:00
Felipe Alfonso
062c7cd95a
Added setTexturePriority function to WebGLRenderer
2016-07-21 22:34:27 -04:00
Richard Davey
be92e41366
The private methods TilemapLayer._fixX
, _unfixX
, _fixY
and _unfixY
have been moved to `Tilemap.
2016-07-22 03:20:56 +01:00
Richard Davey
ef9f53e350
TilemapLayer.getRayCastTiles has been moved to Tilemap.getRayCastTiles.
...
TilemapLayer.rayStepRate has been moved to Tilemap.rayStepRate.
TilemapLayer.getTiles has been moved to Tilemap.getTiles.
2016-07-22 03:03:50 +01:00
Felipe Alfonso
1755bfd779
Merge branch 'dev' into multitexture-gl
2016-07-21 21:51:14 -04:00
Felipe Alfonso
44774d648e
Final implementation related to multi texture batching
2016-07-21 21:49:29 -04:00
Richard Davey
f669202fb4
Loads of refactoring. Removed the internal layer creation, added in first/last gid detection, sorted out multiple identical layer creation.
2016-07-22 02:39:35 +01:00
Richard Davey
9eff79f2c2
Phaser.Tileset has a new property lastgid
which is populated automatically by the TilemapParser when importing Tiled map data, or can be set manually if building your own tileset.
2016-07-22 02:35:33 +01:00
Richard Davey
91e7b2ca9c
Updated properties.
2016-07-22 00:30:55 +01:00
Pete Baron
8c6fec0e97
Apply "half pixel correction" to the source coordinates for tiles when drawing with WebGL.
2016-07-22 11:30:06 +12:00
Richard Davey
8832680aa0
Exposed 'width' and 'height' properties on TilemapLayer, so it can be resized and update all children.
2016-07-22 00:09:31 +01:00
Richard Davey
ed9793e06b
Removed un-needed baseTexture dirty call.
2016-07-21 22:55:10 +01:00
Richard Davey
e384724b28
Doesn't need to extend DoC, can extend DO instead.
2016-07-21 22:54:39 +01:00
photonstorm
6661952d50
Masses of changes to get tilemap layer display dimensions filtering down to linked child layers. Also allowed offset to work correctly, and fixed the display sizes with offset bounds. Exposed offset as layer.x/y. Need to duplicate in canvas variation.
2016-07-21 16:56:17 +01:00
Pete Baron
d994641d52
Don't scale the clip offset value when the layer is scaled.
2016-07-22 00:23:05 +12:00
Pete Baron
3faca89831
oops my bad: rename
2016-07-22 00:12:56 +12:00
Pete Baron
7c2dae0773
Add offset parameter to TilemapLayerGL and use it with clipping to draw a view into a map at a specified location and size in the game window.
2016-07-22 00:02:05 +12:00
Richard Davey
c36babcc1c
Code formatting and docs updates.
2016-07-21 10:45:23 +01:00
Felipe Alfonso
40b4b2dbd0
added multi texture to WebGLFastSpritebatch and Strip (wip)
2016-07-21 01:57:39 -04:00
Pete Baron
aecbd7c267
Add width/height to debug log for new layers.
2016-07-21 17:13:12 +12:00
Pete Baron
29c77e10d7
Send layer width/height to PIXI.Tilemap (previously these were ignored and forgotten after the c'tor).
...
Modify resize to set displayWidth/displayHeight only.
2016-07-21 17:12:46 +12:00
Pete Baron
008de253ce
Add displaywidth/height parameters to PIXI.Tilemap c'tor and save them.
...
Clean up _initWebGL to remove unused GL buffers.
Clean up _renderBatch to remove unused srcWide/srcHigh variables.
Set new Tile Shader's clipping uniform using displayWidth/Height.
2016-07-21 17:10:51 +12:00
Pete Baron
5f55fb095e
Tile shader uses clipping dimensions when drawing.
2016-07-21 17:07:50 +12:00
Pete Baron
42a2608036
Fix createInternalLayer to use the 'base layer' rather than assume this.layers[0] was the base layer for each new one. This makes the multi-tileset, multi-layer demos work correctly.
2016-07-21 16:27:35 +12:00
Pete Baron
37a9f4fa01
Remove console warn for invalid tile index as it was firing incorrectly (when processing a base layer which only uses tiles from another tileset).
2016-07-21 16:26:32 +12:00
Pete Baron
f958567a48
Remove more dead code.
2016-07-21 15:24:05 +12:00
Pete Baron
7454eb0aa0
Add console warning when invalid tile index is used.
2016-07-21 15:23:37 +12:00
Pete Baron
70f95d2558
Remove dead code (commented out).
...
Add flag to detect when an 'internal layer' is not needed (none of the specified tileset is used in the parent layer) and skip creating one.
2016-07-21 14:58:25 +12:00
Pete Baron
f9ff1d10c5
Apply rendersession.offset to the TilemapShader (fixes screen shake).
2016-07-21 14:16:17 +12:00
Richard Davey
5ecdee86c2
Merging in flipped tile support.
2016-07-21 02:32:08 +01:00
Richard Davey
79e135087f
ScaleManager.hasPhaserSetFullScreen is a new boolean that identifies if the browser is in full screen mode or not, and if Phaser was the one that requested it. As it's possible to enter full screen mode outside of Phaser, and it then gets confused about what bounding parent to use.
2016-07-21 02:11:16 +01:00
Filip Nedyalkov
d18f303d28
Fixed formatting to match the general formatting of the code
2016-07-21 03:38:41 +03:00
Filip Nedyalkov
7206453126
Just removed some whitespace I don't remember adding it...
2016-07-21 03:32:41 +03:00
Leopoldo Brines
1e7cd986ee
Check if hidden is available first
2016-07-20 20:04:25 -04:00
Richard Davey
b90d7b28f8
Merge pull request #2654 from leopoldobrines7/fix-function
...
Fix 'TypeError: target.center is undefined'
2016-07-21 00:26:16 +01:00
Filip Nedyalkov
4f21e70852
Fix for PIXI's DisplayObject/DisplayObjectContainer - getting correct dimensions and bounds
...
With the previous fix what the getBounds did was:
1) if targetCoordinateSpace is the same instance as the caller of
getBounds(), then it will return the bounds of the caller without any
transformations;
2) if targetCoordinateSpace is null/undefined it will return the global
bounds of the caller.
3) if targetCoordinateSpace is any valid DisplayObject it will return
the local bounds of the caller.
What this fix does is fixing 3) along with other obsolete code that
wasn't necessary so I reverted it.
So now if the targetCoordinateSpace is a valid DisplayObject:
- if it's a parent of the caller at some level it will return the bounds
relative to it
- if it's not parenting the caller at all it will get global bounds of
it and the caller and will calculate the x and y bounds of the caller
relative to the targetCoordinateSpace DisplayObject
Also I have fixed how empty groups are treated when they have no other
children except groups, so now calculations are correct. They obviously
have 0 width and height but are still being positioned and other things
could possibly relate to that bounds and it didn't make sense to me to
ignore them.
Also added a DisplayObjectContainer.contains(child) method which
determines whether the specified display object is a child of the
DisplayObjectContainer instance or the instance itself. This method is
used in the new getBounds function.
Corrected DisplayObject's default _bounds rect from (0, 0, 1, 1), to (0,
0, 0, 0) - it doesn't seem to break anything and also in the getBounds
before the fix, when there were no children it assigned a (0, 0, 0, 0)
rectangle to it so I am pretty sure it's safe to correct it.
2016-07-21 02:14:10 +03:00
Richard Davey
b9d34ca843
Added debug object back in.
2016-07-20 23:44:41 +01:00
Leopoldo Brines
18472f5998
Fix 'TypeError: target.center is undefined'
2016-07-20 18:34:02 -04:00
Richard Davey
d982003760
Lots more tidying up and adding jsdocs.
2016-07-20 20:06:59 +01:00
Richard Davey
ca6985e2f2
Removed lots of redundant code and tidied up bad formatting.
2016-07-20 19:27:32 +01:00
Richard Davey
7645e773dc
More tidying and jshint fixing.
2016-07-20 17:28:19 +01:00
Richard Davey
82fb296b2a
Code formatting issues.
2016-07-20 17:00:00 +01:00
Richard Davey
49fb798f60
Fixed createInternalLayer loop.
2016-07-20 16:24:06 +01:00
Richard Davey
cff28860fa
The Loader.headers object has a new property requestedWith
. By default this is set to false
, but it can be used to set the X-Requested-With
header to XMLHttpRequest
(or any other value you need). To enable this do this.load.headers.requestedWith = 'XMLHttpRequest'
before adding anything to the Loader #2398
2016-07-20 12:45:11 +01:00
Richard Davey
60b8d78ab8
Group.align updates.
2016-07-20 12:29:30 +01:00
Richard Davey
8139d484a3
Merge pull request #2649 from boniatillo-com/boniatillo-com-patch-jsdoc-intersectsRectangle
...
jsdoc fix: complete the Phaser.Line.intersectsRectangle @method tag
2016-07-20 12:10:47 +01:00
Richard Davey
29a2f65922
Merge pull request #2648 from boniatillo-com/jsdoc-fixes
...
jsdoc fix: replace #onTop for #onCeiling
2016-07-20 12:10:20 +01:00
Richard Davey
dc6d3e2680
Merge pull request #2643 from deargle/group-align-documentation-fix
...
fix documentation for group.align -- row and column were swapped
2016-07-20 12:08:22 +01:00
Richard Davey
418c87ea1a
Weapon.autofire wouldn't fire after the first bullet, or until fire
was called, neither of which are requirements. If you now set this boolean the Weapon will fire continuously until you toggle it back to false (thanks @alverLopez #2647 )
2016-07-20 11:52:48 +01:00
Richard Davey
1105e4821d
Added more info to console.warn.
2016-07-20 04:53:21 +01:00
Felipe Alfonso
6d21a4ca18
First working example of multi texture support
2016-07-19 23:17:13 -04:00
Felipe Alfonso
1f72355e8a
Fixed issue with disabled vertex attribute
2016-07-19 22:06:37 -04:00
Felipe Alfonso
601573b62c
working on setting up texture index on vertex buffer object.
2016-07-19 21:32:38 -04:00
Boniatillo.com
a465a0e8c7
jsdoc fix: complete the Phaser.Line.intersectsRectangle @method tag
...
complete the @method tag of Phaser.Line.intersectsRectangle with the class prefix.
2016-07-19 08:51:51 -04:00
Boniatillo.com
881dca3cc5
Fix jsdoc: change to #audioSprite
...
The Phaser.Loader.audioSprite method is using #audiosprite in its jsdoc. Here it is changed to #audioSprite.
2016-07-19 08:41:39 -04:00
Boniatillo.com
3d1b10c310
jsdoc fix: replace #onTop for #onCeiling
...
Modified the jsdoc of Phaser.Arcade.Body.onCeiling, by replacing the #onTop reference for #onCeiling.
2016-07-19 08:32:34 -04:00
Felipe Alfonso
bb53624418
Merge branch 'dev' into multitexture-gl
2016-07-18 22:54:34 -04:00
Felipe Alfonso
f97b0c4016
Moved texture index to vertex buffer to avoid memory overhead
2016-07-18 22:50:44 -04:00
Dave Eargle
209b588f8b
fix documentation for group.align -- row and column were swapped
2016-07-18 20:39:32 -04:00
Richard Davey
3574d86bba
Code formatting and copyright text.
2016-07-18 23:39:09 +01:00
Richard Davey
1e181fa30d
Tidying up new Tilemap classes.
2016-07-18 23:24:49 +01:00
Richard Davey
d3e460567b
Updated config to handle WebGL Tilemap renderer for testing.
2016-07-18 23:05:03 +01:00
Richard Davey
8d1b670df1
Merge remote-tracking branch 'origin/webgl-tilemap' into dev
2016-07-18 23:00:35 +01:00
Pete Baron
e3f402ec06
Clean-up and comments.
2016-07-18 13:28:20 +12:00
Pete Baron
550954210e
Clean-up and comments.
2016-07-18 13:24:29 +12:00
Pete Baron
9daf6d0525
Clean-up and comments.
2016-07-18 13:19:15 +12:00
Pete Baron
5f6ea15c58
Clean-up and comments.
2016-07-18 13:09:43 +12:00
Pete Baron
263238ba42
Comments and clean-up.
2016-07-18 12:56:34 +12:00
Pete Baron
fdb80f1a55
Modify Tile Shader to produce scaled layers that look identical to the Canvas renderer scaling (add uCentreOffset, scale the drawing coordinates, subtract uCentreOffset).
2016-07-18 12:43:59 +12:00
Pete Baron
0b392e19a2
Remove unused precalculated u/v scale factor.
2016-07-18 12:41:32 +12:00
Pete Baron
e87fc84527
comment - Tile.scale is currently unused
2016-07-18 12:40:08 +12:00
Filip Nedyalkov
483a3b6836
Fix for DisplayObject/DisplayObjectContainer - getting dimensions or bounds do NOT retrieve proper values
...
* Documentation
* TypeScript Defs
* Nothing, it's a bug fix
Describe the changes below:
I noticed that getting dimensions or bounds changed in Phaser 2.6.1 and
it was bugged - returned dimensions were doubled in the direction of the
scaling for example, but the nice thing was that this time the
dimensions included the rotation of the object - which I think should be
the default behavior. It also bugged getLocalBounds which started
returning global getBounds();
When I checked the previous version of phaser 2.5.0 - total different
story. getLocalBounds returns the object without any transformations to
it. Getting width and height works ok, but rotation wasn't calculated to
the dimensions at all.
In all cases only getBounds returned proper dimensions, which is
obviously not enough and this is also a very important issue to be
resolved as soon as possible since it's a major core component feature
used all the time.
That's why I decided to spare the time and hopefully find a good fix for
all of this mess and I think I finally got there and tried to make the
changes as much as possible with your Code of Conduct. This is actually
the first time I am requesting a pull so I hope it will do some good. I
did compare my results with how Flash handles dimensions - they match,
so I do hope I didn't miss something and believe you guys would make
sure everything works ok.
To help you with reviewing and possibly (and hopefully) accepting this
pull request I've made available online 3 demos of the issues and with
demo of the fix of course:
1.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemo_v2.5.0/
2.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemo_v2.6.1/
3.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemoFixed_v2.6.1/
Here is a zip file of the demo projects (build with VS2015):
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemos.zip
I really hope to see this FIX in the next version - would help me and a
lot of people I guess to get the job done properly!
Thank you!
2016-07-18 02:32:29 +03:00
Richard Davey
b405570833
Docs fix #2624
2016-07-17 11:26:09 +01:00
Richard Davey
6f9bcae23e
Docs fixes #2629
2016-07-17 11:23:41 +01:00
Richard Davey
0765e9eaa6
Merge pull request #2634 from greeny/hotfix-bitmapdata-fluent
...
BitmapData.js: fixed fluent interface
2016-07-17 11:20:40 +01:00
Richard Davey
776c148a93
Fixed jshint errors.
2016-07-16 08:04:56 +01:00
Tomáš Blatný
2b90f2cb3b
BitmapData.js: fixed fluent interface
2016-07-15 20:16:35 +02:00
Felipe Alfonso
44d9f08c06
Merge branch 'dev' into multitexture-gl
2016-07-14 19:45:28 -04:00
Felipe Alfonso
e73837aa77
Texture Index working on common shaders. Still need to disable draw call for texture changing
2016-07-14 19:44:10 -04:00
Felipe Alfonso
2f41d9cf57
Sampler Array working correctly for WebGLSpriteBatch + PixiShader
2016-07-13 00:40:32 -04:00
Felipe Alfonso
9aa71e5e90
Added comments to shaders to help with debugging with WebGL Inspector.
2016-07-12 23:30:30 -04:00
Richard Davey
a01f59d82d
Added Path Manager Plugin.
2016-07-13 03:08:03 +01:00
Richard Davey
4548d70369
Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278
)
2016-07-13 02:44:35 +01:00
Richard Davey
e49d45e278
Experimenting with new MainLoop + position interpolation.
2016-07-12 03:05:29 +01:00
Richard Davey
265501b4af
The src/system folder has been removed and all files relocated to the src/utils folder. This doesn't change anything from an API point of view, but did change the grunt build scripts slightly.
2016-07-11 22:38:09 +01:00
photonstorm
9b4bb1bdd8
Group.getRandomExists will return a random child from the Group that has exists set to true.
...
Group.getAll will return all children in the Group, or a section of the Group, with the optional ability to test if the child has a property matching the given value or not.
Group.iterate has a new `returnType`: `RETURN_ALL`. This allows you to return all children that pass the iteration test in an array.
2016-07-11 17:05:42 +01:00
photonstorm
1467eb48cf
A Group with inputEnableChildren
set would re-start the Input Handler on a Sprite, even if that handler had been disabled previously.
2016-07-11 14:17:51 +01:00
photonstorm
94498fcd32
The InputHandler.flagged property has been removed. It was never used internally, or exposed via the API, so was just overhead.
2016-07-11 14:17:41 +01:00
photonstorm
9aef9b741c
Preparing for 2.6.2 dev.
2016-07-11 10:30:09 +01:00
photonstorm
ac2516f5aa
2.6.1 Release.
2016-07-11 10:07:56 +01:00
Richard Davey
cfb2b813ef
Fixed Uncaught TypeError: Cannot set property 'x' of undefined
in Body.js (thanks @ErwanErwan #2607 )
2016-07-08 18:54:00 +01:00
photonstorm
aaa9f0d61a
Preparing for 2.6.1 dev.
2016-07-08 16:18:59 +01:00
photonstorm
fced3f86ec
Phaser 2.6.0 Release.
2016-07-08 15:46:26 +01:00
photonstorm
8a8fa0297d
Preparing for release.
2016-07-08 14:26:31 +01:00
photonstorm
61ce14f332
P2.World.clear will now clear out the World.walls property, resetting all of the wall bounds to null
. This allows the walls to be re-created accurately when the P2 World is reset, which happens on a State change or restart (thanks @ewpolly1 @codermua #2574 )
2016-07-08 13:02:58 +01:00
photonstorm
521a6c9dbb
Sound.stop will check to see if gainNode
exists before trying to disconnect from it.
2016-07-08 12:27:12 +01:00
photonstorm
c34c7bae4e
Docs updates.
2016-07-08 12:04:28 +01:00
photonstorm
dfd9203e0a
onWorldBounds now sends the bounds it collided with.
2016-07-08 11:28:45 +01:00
photonstorm
ee202667ed
Huge docs update for all of the Game Object events.
2016-07-08 11:28:30 +01:00
Richard Davey
0014201917
Groups now have the following properties, which are getters and setters: centerX
, centerY
, left
, right
, top
and bottom
. These calculate the bounds of the Group, based on all visible children, and then allow you to apply positioning based on that. This means you can, for example, now get the horizontal center of a Group by called Group.centerX
. These properties are also setters, so you can position the Groups, and it will take scale and rotation into consideration.
...
Groups have a new method `alignIn`. It allows you to align the Group within another Game Object, or a Rectangle. You can specify one of 9 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.CENTER` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily place Groups into the corners of the screen, or game world, or align them within other Sprites, using this method.
Groups have a new method `alignTo`. It allows you to align a Group to the side of another Game Object, or a Rectangle. You can specify one of 11 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.LEFT_BOTTOM` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily align Groups next to other Sprites using this method.
2016-07-08 01:33:42 +01:00
Richard Davey
410237881e
PIXI.DisplayObjectContainer calls updateTransform
at the start of getBounds
to help avoid the bounds being out of date.
2016-07-08 01:06:25 +01:00
Richard Davey
c0ba439e82
ArcadePhysics.Body.onCollide is a new Signal that is dispatched whenever the Body collides with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: sprite.body.onCollide = new Phaser.Signal()
and it will be called when a collision happens, passing two arguments: the sprites which collided.
...
ArcadePhysics.Body.onOverlap is a new Signal that is dispatched whenever the Body overlaps with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()` and it will be called when an overlap happens, passing two arguments: the sprites which collided.
2016-07-07 23:16:18 +01:00
Richard Davey
6ba3c9401f
ArcadePhysics.Body.setCircle is a new method that allows you to define an Arcade Physics Body as being a circle instead of a rectangle. You can control the radius of the body and the offset from the parent sprite.
...
ArcadePhysics.World.separateCircle is a new method that handles all circular body collisions internally within Arcade Physics (thanks @VitaZheltyakov)
All of the Arcade Physics internal methods, such as `collideGroupVsSelf`, `collideSpriteVsSprite` and so on, have been updated to work with circular body shapes (thanks @VitaZheltyakov)
ArcadePhysics.Body.onWorldBounds is a new Signal that is dispatched whenever the Body collides with the world bounds, something that was previously difficult to detect. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()` and it will be called when a collision happens, passing one argument: the sprite on which it occurred.
2016-07-07 21:58:39 +01:00
photonstorm
261155a683
Merged the arcade-circles branch back into 2.6 and tidied up lots of the source code. Needs checking as not working properly with rect vs. circle, but fine with circle vs. circle.
2016-07-07 16:45:10 +01:00
Richard Davey
97bba5f3c7
toABGR updated.
2016-07-06 22:40:05 +01:00
Richard Davey
d93019e86b
Moved to 2.6.0
2016-07-06 22:40:00 +01:00
Richard Davey
63158a1dbf
Argument swapped for destroyBaseTexture
.
2016-07-06 22:31:26 +01:00
Richard Davey
c4d7870a31
* PIXI.Texture.fromImage, PIXI.BaseTexture.fromImage and PIXI.Sprite.fromImage have all been removed. They should never have actually been used, as they bypass the Phaser Loader, and don't factor in CORs or any other advanced loader settings.
...
* The PIXI.BaseTexture.imageUrl property has been removed, as it was never actually populated.
* The PIXI.BaseTexture._UID property has been removed, as it was never actually used internally.
* All references to PIXI.BaseTextureCache have been removed (primarily from BaseTexture.destroy and Texture.destroy), as the BaseTextureCache was never used internally by Phaser, or by our custom version of Pixi.
* PIXI.TextureCache has been removed. It was only ever used by the __default and __missing images that Phaser generates on start-up. It wasn't used internally by Phaser anywhere else, and the only references Pixi has to it have all been removed. If you need it in your own game, please refactor it to avoid it, or re-create the object on the PIXI global object.
* Canvases created by `BaseTexture.fromCanvas` no longer have the `_pixiId` property attached to them, as this was never used internally by Phaser or Pixi.
* PIXI.BaseTexture.updateSourceImage is now deprecated. Please use `Sprite.loadTexture` instead.
* The property PIXI.BaseTextureCacheIdGenerator has been removed, as it is no longer used internally by Phaser or Pixi.
* PIXI.Texture.addTextureToCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.removeTextureFromCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.fromFrame and PIXI.Sprite.fromFrame have been removed. They relied on the PIXI Texture Cache, which was never actually used by Phaser, and was never used internally by Pixi either.
* The property PIXI.TextureCacheIdGenerator has been removed, as it was not used internally.
* The property PIXI.FrameCache has been removed, as it was not used internally.
2016-07-06 21:47:27 +01:00
Richard Davey
440e2afe7c
* PIXI.CanvasPool no longer _just_ checks for null
parent comparisons. It will check for all falsey parents, helping free-up canvases when the parent objects have been removed elsewhere.
...
* PIXI.CanvasPool.remove and `removeByCanvas` both now set the removed canvas width and height to 1.
2016-07-06 21:47:05 +01:00
Richard Davey
886c641ddc
* The default image texture, for when none is supplied, is now available under Phaser.Cache.DEFAULT
.
...
* The missing image texture, for when an image has failed to load, is now available under `Phaser.Cache.MISSING`.
* Phaser.Cache.addImage will now check the key given, and if `__default` or `__missing` it will update the new consts `Phaser.Cache.DEFAULT` and `Phaser.Cache.MISSING` accordingly, allowing you to replace the default or missing image textures used by Phaser.
* Phaser.Cache.getPixiTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
* Phaser.Cache.getPixiBaseTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
2016-07-06 21:46:40 +01:00
Richard Davey
8a3c71f050
CanvasPool parent checks are now falsey, not just !== null.
2016-07-06 20:59:42 +01:00
Richard Davey
33150018ad
Text.fontPropertiesCanvas no longer uses a CanvasPool entry.
2016-07-06 20:59:28 +01:00
Richard Davey
3642ff0489
Phaser.Color.toABGR converts RGBA components to a 32 bit integer in AABBGGRR format.
2016-07-04 18:50:42 +01:00
photonstorm
e08e0861d0
Phaser.ArrayUtils.rotate is now deprecated. Please use Phaser.ArrayUtils.rotateLeft instead.
2016-07-04 13:09:36 +01:00
photonstorm
0036bf747f
BitmapData has a new, optional, fifth argument: skipPool
. By default BitmapData objects will ask for the first free canvas found in the CanvasPool, but this behavior can now be customized on a per object basis.
2016-07-04 12:57:08 +01:00
photonstorm
cb0861d881
The canvas created by Phaser.Debug for use when displaying debug data is no longer stored in the CanvasPool, and is instead a stand-alone canvas, free from ever being re-used by another game object.
2016-07-04 12:56:52 +01:00
photonstorm
7ebae00c8f
Phaser 2.5.1 RC1
2016-07-01 16:57:36 +01:00
photonstorm
32bec66031
Docs update.
2016-06-29 16:18:54 +01:00
photonstorm
4066a8d8d8
All Pixi.Graphics methods that change the Graphics, i.e. drawShape
, lineTo
, arc
, etc will now all automatically call Graphics.updateLocalBounds
. This is so that the bounds of the Graphics object are kept updated, allowing you to scale and rotate the Graphics object and still obtain correct dimensions from it (thanks @kelu-smiley #2573 )
2016-06-29 16:18:54 +01:00
Richard Davey
fdcbb9229b
Phaser.ArrayUtils.shift is the opposite of ArrayUtils.rotate. It takes an array, removes the element from the end of the array, and inserts it at the start, shifting everything else 1 space in the process.
2016-06-29 02:08:42 +01:00
Richard Davey
1f570b49e8
Phaser.Utils.pad now calls toString
on the input given, which means you can pass in common data typs such as numbers and have them padded and returned as strings.
2016-06-29 00:04:22 +01:00
Richard Davey
fbd1ba05f7
Phaser.Utils.reverseString will take the given string, reverse it, and then return it.
2016-06-27 22:43:53 +01:00
Richard Davey
a0c771d47e
Text.setText has a new optional argument immediate
which will re-create the texture immediately upon call, rather than wait for the next render pass to do so (thanks @Scraft #2594 )
2016-06-27 22:42:01 +01:00
photonstorm
b24de1e561
Polygon.contains would only work with non-flattened Polygon objects. It now works with both flat and non-flat Polygons.
...
Graphics objects enabled for input would fail to do anything if a Phaser Polygon was given to the Graphics object (which it was in nearly all cases), as it wouldn't detect input correctly with flattened polygons (thanks @symbiane #2591 )
2016-06-27 14:51:25 +01:00
Pete Baron
2a2c82ee3d
Fixed the alpha blending (copied the approach from the TriangleStrip PIXI shader) for Tilemap layers. The "blank tilemap" example now works properly and blends the background layers when you use the number keys to switch primary layers.
2016-06-28 00:28:28 +12:00
Pete Baron
9e3a7ec537
Modified the batch creation code and the batch drawing code to only insert degenerate triangles at the end of rows or when a row is broken (e.g. by some empty tiles which we won't draw at all). This should speed things up by optimising the draw, and reducing the amount of data required to describe the batch.
...
PIXI.Tilemap - _renderBatch using a local 'degenerate' flag to signal to next iteration that one should be inserted before the next triangle.
Phaser.TilemapLayerGL - add degenerate markers at end of rows and whenever a row has a break in it (e.g. empty tiles)
Phaser.Tileset - new addDegenerate function which prevents double markers in a row
2016-06-27 18:24:56 +12:00
Pete Baron
2a4049d5ef
Pass each Tile.alpha value and store it with the glBatch data.
...
NOTE: if implemented this will have to break the tile batch into separate batches based on the alpha values! Need a chat with Rich...
2016-06-27 16:09:01 +12:00
Pete Baron
d43f29d839
Use the tilemap layer alpha value when batch rendering tiles.
2016-06-27 16:07:24 +12:00
Pete Baron
61635c930e
Added offsets to render large tiles at the correct (according to Tiled editor) positions.
2016-06-27 15:21:55 +12:00
Pete Baron
b8c81c21c9
Removed resolveTileset from TilemapLayerGL, added new task to task list.
2016-06-27 15:14:08 +12:00
Pete Baron
20b3d92b9b
Fixed large tiles vanishing at screen edges by making a clear distinction between the original tilemap tile width and height, and the collision width and height of tiles for each layer. The difference between these two is now applied when calculating the region to be drawn to fill the screen.
2016-06-27 15:02:20 +12:00
Pete Baron
4f1728c62d
First working demo of multiple tileset sources specified in a single Tiled map layer being rendered as separate Batch drawing lists by the webgl renderer.
...
Phaser.Tilemap now creates internal map layers for each tileset except the first one (which will be handled by the createLayer call from the game). It also stores a reference to each tileset where the new map layers can access it.
Phaser.TilemapLayerGL uses the new tileset reference to ensure the correct base image and tile sizes are used for each new layer.
PIXI.Tilemap: added initialisation of glBatch to null in c'tor.
Phaser.TilemapParser was cleaned up to remove the now unnecessary tilemap parameter and the attempt to create layers while parsing.
2016-06-27 14:41:46 +12:00
Pete Baron
8d4733c8a5
Commit current state of development before trying something different (see last note in the progress doc). Will revert to previous commits if this attempt fails.
2016-06-27 11:46:52 +12:00
Richard Davey
8c5cea066a
Updated docs.
2016-06-23 00:45:24 +01:00
Richard Davey
e050c39357
Gamedevs do it in the render method.
2016-06-22 19:30:30 +01:00
Mike Headley
fca0a625b0
Distance comparison opposite of intended. Fixing so it will save the smaller distance instead of the greater.
2016-06-21 22:20:27 -07:00
Richard Davey
80f12ec074
Merge pull request #2571 from uboot/dev
...
Fixed Animation.setFrame() for sprite index argument
2016-06-21 22:20:24 +01:00
Richard Davey
2bd4f68ea0
Small tweaks to #2577 and TS defs.
2016-06-21 22:18:09 +01:00
Richard Davey
8cde880d98
Merge pull request #2577 from LoneStranger/dev
...
Modifed Group.getClosestTo() and Group.getFurthestFrom() to add optional filter callback
2016-06-21 22:07:13 +01:00
Richard Davey
50434375a1
Tidy up formatting for #2585
2016-06-21 22:00:59 +01:00
Richard Davey
495cbb7c14
Merge pull request #2585 from stoneman1/dev
...
Added file type mappings to accept headers.
2016-06-21 21:56:36 +01:00
Stoneman1
4861df4b66
Added file type mappings to accept headers.
2016-06-21 18:05:56 +03:00
cryptographer
9fdbb2d25d
Remove assignment to obsolete tileColor property
2016-06-20 22:29:05 -04:00
Mike Headley
48616c8854
Replacing lost Group.getClosestTo documentation lines.
2016-06-20 14:26:30 -07:00
Mike Headley
2e91588f87
Refactored original getClosestTo and getFurthestFrom functions to include optional filter callback. Removed the getClosestToFilter and getFurthestFromFilter.
2016-06-20 14:07:12 -07:00
photonstorm
e39cd584bf
The start of the PIXI re-documentation process. Time to remove the old YUIdoc syntax, and replace with JSDoc and more meaningful descriptions.
2016-06-20 15:50:51 +01:00
Mike Headley
3ef8e5011b
Revert "Clarified health property in component Health documentation that 'kill' will be called if it goes below zero."
...
This reverts commit 18ae3b1ddb
.
2016-06-20 07:38:01 -07:00
photonstorm
d119ffa539
Removed PIXI.DisplayObject.prototype._renderWebGL
and PIXI.DisplayObject.prototype._renderCanvas
as both were only there for ancient jshint tests.
2016-06-20 14:10:21 +01:00
photonstorm
bd30181a2a
Docs update.
2016-06-20 12:18:39 +01:00
photonstorm
2310e5dc6f
Sound.volume was accidentally repeated twice in the source (thanks @LoneStranger #2569 )
2016-06-20 12:18:39 +01:00
Richard Davey
b0cb949b6c
Merge pull request #2564 from gotenxds/dev
...
Added some data to image object types.
2016-06-20 11:55:01 +01:00
Mike Headley
18ae3b1ddb
Clarified health property in component Health documentation that 'kill' will be called if it goes below zero.
2016-06-19 22:36:27 -07:00
David Hayes
8f36b96c8a
Reorder Weapon.onFire argument order in documentation.
2016-06-19 20:39:51 -05:00
Mike Headley
ad0f31be8d
Added Group.getClosestToFilter() and Group.getFurthestFromFilter()
2016-06-19 10:45:35 -07:00
Matthias Fuchs
0d45251e98
Fixed Animation.setFrame() for sprite index argument.
2016-06-17 22:34:11 +02:00
photonstorm
697a2ae94e
Fixed issue in Group.align where the cell wouldn't increase if rows
was great than -1
2016-06-17 15:28:39 +01:00
Richard Davey
effb975a25
Preparing for 2.5.1 development.
2016-06-17 13:11:48 +01:00
Richard Davey
a9976d2703
Phaser 2.5.0 Release.
2016-06-17 12:46:56 +01:00
photonstorm
47f0224a40
Phaser 2.4.9 release.
2016-06-17 01:11:24 +01:00
photonstorm
9dd745167c
Docs fix.
2016-06-16 17:18:49 +01:00
photonstorm
4da3b15ae2
Renamed alignTo to alignIn, and added the new method alignTo, to allow for Sprite to Sprite alignment. Updated all of the Bounds and TS defs.
2016-06-16 17:01:51 +01:00
photonstorm
5bcf84f5a4
Added offsetX and offsetY arguments to Bounds.alignTo.
2016-06-16 15:51:12 +01:00
photonstorm
f64558c4ac
Readme update.
2016-06-16 12:14:27 +01:00
Richard Davey
e659083818
Fixed jshint error.
2016-06-16 02:51:44 +01:00
Richard Davey
853d770764
Group.align is a new method that allows you to layout all the children of the Group in a grid formation. You can specify the dimensions of the grid, including the width, height and cell size. You can also control where children are positioned within each grid cell. The grid width and height values can also be set to -1, making them fluid, so the grid expands until all children are aligned. Finally an optional child index argument can be set. This is a great way to quickly and comprehensively align Group children, and has lots of use cases.
2016-06-16 02:50:24 +01:00
Richard Davey
fc7a3934d2
Group.align working.
2016-06-16 02:28:49 +01:00
Richard Davey
ed8fbd9a6c
All Game Objects with the Bounds component; which includes Sprites, Images, Text, BitmapText, TileSprites and anything that extend these, now have a new method alignTo
. It allows you to align the Game Object to another Game Object, or a Rectangle. You can specify one of 9 positions which are the new constants: Phaser.TOP_LEFT
, Phaser.TOP_CENTER
and so on (see above for the complete list). The Game Objects are positioned based on their Bounds, which takes rotation, scaling and anchor into consideration. You can easily place Sprites into the corners or the screen or game world, or align them against other Sprites, using this method.
2016-06-16 02:00:46 +01:00
Richard Davey
0efcf68b21
The Game Object Bounds component has been updated to include two new properties: centerX
and centerY
. This means you can, for example, now get the horizontal center of a Sprite by called Sprite.centerX
. These properties are also setters, so you can position the Game Objects, and it will take scale and anchor into consideration.
2016-06-16 01:00:11 +01:00
Richard Davey
123e61c018
The Game Object Bounds component has been updated so that it now provides setters for all of the properties, as well as getters. Previously Sprite.left
, Sprite.right
, Sprite.top
and Sprite.bottom
were read-only, but they are now available to be set as well, and take into consideration the anchor and scale of the Game Objects.
2016-06-16 00:33:48 +01:00
Richard Davey
d67e902760
Rectangle.getPoint is a new method that returns a point based on the given location constant, such as Phaser.BOTTOM_LEFT
. It returns the same result as calling Rectangle.bottomLeft
(etc) but unlike those getters you are able to provide your own Point object.
2016-06-15 23:39:15 +01:00
Richard Davey
64a44aab17
Added the following new constants: Phaser.TOP_LEFT
, Phaser.TOP_CENTER
, Phaser.TOP_RIGHT
, Phaser.MIDDLE_LEFT
, Phaser.MIDDLE_CENTER
, Phaser.MIDDLE_RIGHT
, Phaser.BOTTOM_LEFT
, Phaser.BOTTOM_CENTER
and Phaser.BOTTOM_RIGHT
.
2016-06-15 23:37:48 +01:00
Richard Davey
32cf1f1a9c
Group.createMultiple can now accept Arrays for both the key
and frame
arguments. This allows you to create multiple sprites using each key and/or frame in the arrays, which is a great and quick way to build diverse Groups. See the JSDocs for complete details and code examples.
2016-06-15 22:36:23 +01:00
gotenxds
91987eff56
Added some data to image object types.
2016-06-15 13:09:47 +03:00
Richard Davey
70be74cb36
Lots of work on Body.moveTo and Body.moveFrom. Now working nicely.
2016-06-15 04:12:47 +01:00
Richard Davey
b5cc01132c
Body.move tests.
2016-06-14 23:45:00 +01:00
photonstorm
bc00c900e9
BitmapData.smoothProperty is a new property that holds the string based prefix needed to set image scaling on the BitmapData context.
...
BitmapData.copyTransform allows you to draw a Game Object to the BitmapData, using its `worldTransform` property to control the location, scaling and rotation of the object. You can optionally provide
BitmapData.drawGroup now uses the new `copyTransform` method, to provide for far more accurate results. Previously nested Game Objects wouldn't render correctly, nor would Sprites added via `addChild` to another Sprite. BitmapText objects also rendered without rotation taken into account, and the Sprites smoothing property was ignored. All of these things are now covered by the new drawGroup method, which also handles full deep iteration down the display list.
2016-06-14 15:29:56 +01:00
photonstorm
189cbf4132
Added exists property.
2016-06-14 15:29:45 +01:00
photonstorm
6383f6b1fb
Updated docs.
2016-06-14 15:29:38 +01:00
photonstorm
7817d47a25
Updated Cache docs.
2016-06-14 12:18:32 +01:00
photonstorm
ad3641830d
Phaser.Matrix if passed a 0 value would consider it falsy, and replace it with the default by mistake. It now checks if the arguments are undefined
or null
and only then sets the defaults (thanks mmcs)
2016-06-14 12:18:23 +01:00
Richard Davey
7108bc3de3
Merge pull request #2552 from drhayes/dev
...
Distinguish between Arrays and Objects when cloning in Cache.getJSON.
2016-06-14 11:49:02 +01:00
photonstorm
fb3f7721cb
Working through updating BitmapData.copy to use the source matrix instead, so it retains the correct draw sequence order.
2016-06-13 17:01:33 +01:00
photonstorm
1a3b06a9f4
The DisplayObject.worldRotation
value didn't sign the wt.c
value correctly, meaning the rotation would be wrong.
...
The `DisplayObject.worldScale` value didn't multiply the local objects scale into the calculation, meaning the value wasn't a true representation of the objects world scale.
2016-06-13 17:01:03 +01:00
Pete Baron
04980c8096
Remove hack to force WEBGL mode for testing.
2016-06-14 01:02:02 +12:00
Pete Baron
11c5300591
Remove dubious use of tile.index to reference the tilesets list (it seems unlikely that there would ever be a tilesets value for every tile, and a huge waste of memory if it was ever done that way).
...
TODO: look into putting the tileset index (or a tileset reference) into each Tile structure when building them to avoid resolveTilesets entirely too.
2016-06-14 00:43:46 +12:00
Pete Baron
7533005a62
Fix buffer size bug.
2016-06-14 00:00:18 +12:00
Pete Baron
b406d10d94
Comments, and removed reinitialisation of the glBatch list.
2016-06-13 18:40:51 +12:00
Pete Baron
310b151924
Removed pixiTest flag, using renderType instead.
2016-06-13 18:39:52 +12:00
Pete Baron
c7476a6583
Fixed bug where scroll was effectively applied twice.
2016-06-13 18:38:55 +12:00
Pete Baron
05efcfe36e
Modified my PIXI.Tilemap class to accept the glBatch list of tile source and destination coordinates, convert them into a GL TRIANGLE_STRIP data buffer, then draw them as a single batch WebGL draw.
2016-06-13 17:28:35 +12:00
Pete Baron
a8405bd066
add comment
2016-06-13 17:26:33 +12:00
Pete Baron
57a6245f25
Made a copy of Phaser.TilemapLayer which instead extends PIXI.Tilemap, then added functions to build a batch list of tile source and destination coordinates (instead of drawing them directly onto a Canvas). This maintains all the existing Phaser functionality in regards to tile map decoding and interpretation, and also provides maximum performance from the PIXI component by using a TRIANGLE_STRIP to render everything as a single batch job.
2016-06-13 17:25:50 +12:00
Pete Baron
94d49f1196
Add GL variant of the Tileset.draw function for new approach to WebGL tile drawing (utilising most of the existing Phaser code unchanged)
2016-06-13 17:13:13 +12:00
David Hayes
346aed2866
Distinguish between Arrays and Objects when cloning in Cache.getJSON.
...
Fixes #2551 .
2016-06-10 10:33:33 -05:00
photonstorm
0880380ea9
Phaser 2.4.9 RC4.
2016-06-10 16:22:54 +01:00
Richard Davey
1daf897b23
Small styling fixes.
2016-06-09 23:27:19 +01:00
Richard Davey
5415d9b603
Stage and Group postUpdate methods iterate the same way now.
2016-06-09 23:14:24 +01:00
Richard Davey
cd8bb5a216
Removed keyCode modifier ( #2542 )
2016-06-09 22:03:09 +01:00
Richard Davey
57642afc24
Fixed keyboard issue.
2016-06-09 20:55:21 +01:00
photonstorm
88f47e2497
Keyboard now uses a new internal method getKeyCode
to normalize the key code value based on browser support. It first checks for event.key
, then event.keyIdentifier
and finally event.keyCode
(thanks @SVasilev #2542 )
2016-06-09 16:37:32 +01:00
photonstorm
2ac594ca03
TypeScript defs update.
2016-06-09 16:29:09 +01:00
photonstorm
a65f9c7e4b
Group.onChildInputDown is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an onInputDown
signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
...
Group.onChildInputUp is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputUp` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
Group.onChildInputOver is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOver` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
Group.onChildInputOut is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOut` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
2016-06-09 16:19:11 +01:00
photonstorm
28331c4f7f
Comment fix.
2016-06-09 15:37:03 +01:00
photonstorm
458a67251d
Fixed input property check.
2016-06-09 15:09:20 +01:00
photonstorm
90e1460320
Added new Debug.displayList function.
2016-06-09 14:58:58 +01:00
photonstorm
24f4abe760
Group.add has a new optional argument index
which controls the index within the group to insert the child to. Where 0 is the bottom of the Group.
...
Group.addAt has been refactored to be a simple call to `Group.add`, removing lots of duplicate code in the process.
Group.create has a new optional argument `index` which controls the index within the group to insert the child to. Where 0 is the bottom of the Group. It also now makes proper use of `Group.add`, cutting down on more duplicate code.
Group.createMultiple now returns an Array containing references to all of the children that the method created.
2016-06-09 14:58:35 +01:00
photonstorm
c64749fef2
Added missing properties.
2016-06-09 14:54:39 +01:00
photonstorm
92d3a5efa8
Adds a callback that is fired every time 'Pointer.processInteractiveObjects' is called.
...
The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to
interact with. It works by polling all of the valid game objects, and then slowly discounting those
that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).
Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid
for input and overlap with the Pointer. If you need fine-grained control over which of the items is
selected then you can use this callback to do so.
The callback will be sent 3 parameters:
1) A reference to the Phaser.Pointer object that is processing the Items.
2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites.
3) The current 'favorite' candidate, based on its priorityID and position in the display list.
Your callback MUST return one of the candidates sent to it.
2016-06-09 14:49:10 +01:00
photonstorm
7c2d1d4ab8
Pointer.interactiveCandidates is a new Array that is erased and re-populated every time this Pointer is updated. It contains references to all of the Game Objects that were considered as being valid for processing by this Pointer, during the most recent update. To be valid they must have suitable a priorityID
, be Input enabled, be visible and actually have the Pointer over them. You can check the contents of this array in events such as onInputDown
, but beware: it is reset every update.
...
Pointer.swapTarget allows you to change the `Pointer.targetObject` object to be the one provided. This allows you to have fine-grained control over which object the Pointer is targeting.
2016-06-09 14:36:15 +01:00
photonstorm
fa43bec19f
PIXI.DisplayObjectContainer.ignoreChildInput is a new property. If true
then the children will _not_ be considered as valid for Input events. Because this has been applied to DisplayObjectContainer
it means it's available in Group, Sprite and any other display level object. Using this boolean you can disable input events for all children in an entire Group, without having to iterate anything or deep-set flags.
...
InputHandler._pointerOverHandler and _pointerOutHandler have new arguments `silent` - if `true` then they will not dispatch any Signals from the parent Sprite.
2016-06-09 14:32:56 +01:00
photonstorm
e8e7e27184
The DisplayObject.renderOrderID
used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a renderOrderID
of 9, where-as the top-most sprite, rendering above all others, would have a renderOrderID
of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and renderOrderID
s are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is.
...
`InputHandler.validForInput` and `Pointer.processInteractiveObjects` have been updated to reflect the new `renderOrderID` sequence (see above).
2016-06-09 12:32:37 +01:00
Richard Davey
53c579a50c
Merge pull request #2545 from fillmoreb/patch-3
...
Fix Phaser.Rectangle.aabb()
2016-06-09 11:30:19 +01:00
Upperfoot
bab2fac729
Resolved issue with tilemapLayer collision.
2016-06-08 23:52:56 +01:00
fillmoreb
3f5de71add
Fixe Phaser.Rectangle.aabb()
...
Number.MIN_VALUE does not return the most negative number, but rather the smallest representable number above 0. As a result, Phaser.Rectangle.aabb() did not work correctly when the points had negative values.
2016-06-08 16:14:30 -06:00
Craig Whiteside
212a07b9ac
Fixed problem with missing parameter in tileCheckX and tileCheckY.
2016-06-07 14:00:34 +01:00
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
Craig Whiteside
7a1667fa7e
Fixed typo on collision for TileMapLayers (lesson to triple check your code...)
2016-06-06 15:43:51 +01:00
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
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
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
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
45bd98ee18
Fixed issue with camera target sync.
2016-06-02 23:20:46 +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
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
Richard Davey
8da3395407
Merge pull request #2471 from cwleonard/gamepad
...
Gamepad problems in Google Chrome
2016-06-02 15:46:03 +01:00
photonstorm
a81fe3cf02
jshint fixes.
2016-06-02 15:38:05 +01:00
photonstorm
63a1336bd5
Sound.addMarker now has a default value for the duration
argument (1 second) to avoid the DOM Exception 11 error if you accidentally miss it out (thanks @mari8i #2508 )
2016-06-02 15:29:51 +01:00
photonstorm
21b5492e98
Video.onComplete wouldn't fire on iOS if the user hit the 'Done' button before the video had finished playing. It now uses the webkitendfullscreen
event to detect this, and dispatches the onComplete
signal should that event fire (thanks @kelu-smiley #2498 )
2016-06-02 15:26:11 +01:00
photonstorm
dfa8b9dedc
Refactored Group.getClosestTo and Group.getFurthestFrom.
2016-06-02 15:11:23 +01:00
photonstorm
a52bbf621b
Added missing property.
2016-06-02 15:02:44 +01:00
Richard Davey
837d3cba46
Merge pull request #2505 from gotenxds/ReverseAnimation
...
Added a reverse functionality to animations.
2016-06-02 15:01:57 +01:00
Richard Davey
f67d304e99
Merge pull request #2504 from Nuuf/master
...
added functions for getting closest child and farthest child
2016-06-02 14:58:09 +01:00
Richard Davey
56cc7dc155
Merge pull request #2519 from TadejZupancic/patch-1
...
Fixing measurement of text width that produced too narrow canvas
2016-06-02 14:53:17 +01:00
Richard Davey
d18c591c15
Merge pull request #2499 from kevinleedrum/2496
...
Fixing issue #2496 : Wrapped BitmapText not centering
2016-06-02 14:51:09 +01:00
TadejZupancic
317c85db90
Fixing measurement of text width that produced too narrow canvas
...
When using a style on characters (e.g. addColor), the length of the whole line with default style was measured ignoring the different width of the characters with added style.
I've included the measureLine function, which does the same measurements as updateLine, but it does not render the line to canvas - it only returns the line length.
Now this function is used for measuring line of text if some style is added to it.
2016-06-02 11:10:40 +02:00
gotenxds
7fc34c117c
Reverse and reverseOnce will now return the animation to allow linking.
2016-05-31 20:29:02 +03:00
gotenxds
b34860c89b
Reverse and reverseOnce will now return the animation to allow linking.
2016-05-31 20:27:55 +03:00
Vitaliy
cd3742f9f2
Corrected intersects fuction
...
Added protection against incorrect handling collisions. Clashes with the body itself will not be processed.
2016-05-31 01:18:17 +03:00
Gustav
5a1cb006ec
beautified
2016-05-28 00:27:35 +02:00
gotenxds
d243da7a1b
Small fix, should check for -1 not 0
2016-05-27 21:37:56 +03:00
gotenxds
ae3ebf00cd
Added typescript defs; Fixed jshint.
2016-05-27 18:04:33 +03:00
gotenxds
d4636e9e81
Added a reverseOnce method.
2016-05-27 17:58:54 +03:00
gotenxds
b0c4f3bc4c
Added a convenient function.
2016-05-27 17:48:06 +03:00
gotenxds
bb7cbb36f6
If animation is reversed it should start from last frame.
2016-05-27 17:43:36 +03:00
gotenxds
2c752a25c2
Deleted whitespace.
2016-05-27 15:55:46 +03:00
John Doe
911d345571
Merge remote-tracking branch 'origin/ReverseAnimation' into ReverseAnimation
...
Conflicts:
src/animation/Animation.js
typescript/phaser.comments.d.ts
typescript/phaser.d.ts
2016-05-27 15:46:57 +03:00
John Doe
ce17ac9902
Added a reverse functionality to animations.
2016-05-27 15:44:32 +03:00
John Doe
11805b311d
Added a reverse functionality to animations.
2016-05-27 02:24:23 +03:00
Gustav
5b4b41c958
added functions for getting closest child and farthest child
2016-05-26 21:51:56 +02:00
Pete Baron
0904e386de
Use firstgid (TODO: assumes tileset 0 currently, needs to calculate the correct tileset) to fix the 'out by one' tilemap example errors.
...
Handle empty VBO case, and make sure we only drawArrays the correct number of vertices (to fix the large corrupt block in the top-right corner of many example demos).
2016-05-26 14:13:07 +12:00
Pete Baron
0dd3610ee4
Minor optimisation in TilemapLayerGL to remove unnecessary loop.
2016-05-26 14:10:45 +12:00
kevinleedrum
c1a2970488
Fixing issue #2496 : Wrapped BitmapText not centering
2016-05-24 09:09:38 -04:00
photonstorm
07ef075e92
Phaser.Line.intersectsRectangle checks for intersection between a Line and a Rectangle, or any Rectangle-like object such as a Sprite or Body.
2016-05-24 02:30:00 +01:00
photonstorm
c1c2e6bc9d
Removed left-over Body.isCircle checks.
2016-05-23 23:02:04 +01:00
photonstorm
e974ff4ee9
Removed Circle functions and updated setSize docs.
2016-05-23 13:16:21 +01:00
photonstorm
9b9e398c73
InputHandler.checkPointerDown had an incorrect single pipe character |, instead of an OR check ||, and an isDown
check, causing Button Over events to fail (thanks @pengchuan #2486 )
2016-05-23 13:03:11 +01:00
photonstorm
16e9acac84
Updated Body.reset call.
2016-05-23 12:54:41 +01:00
photonstorm
8743e8952c
Reverted worldScale calculation.
2016-05-23 12:54:33 +01:00
photonstorm
09dd84565e
Arcade Physics Body incorrectly positioned if the Sprite had a negative scale (see http://www.html5gamedevs.com/topic/22695-247-248-body-anchoring-any-migration-tips/ ) (thanks @SBCGames @icameron @Nuuf @EvolViper #2488 #2490 )
2016-05-23 12:46:01 +01:00
photonstorm
7844ad927c
Preparing for 2.4.9 dev.
2016-05-23 12:32:37 +01:00
Pete Baron
a9bf339efd
Fully working sci-fly demo using a single gl draw to blit all of the tiles at once. Theoretically extremely fast (requires testing). Works here in FireFox and Chrome at 60 fps on an i7 4770 with Nvidia 780 GTX drawing typically 1989 tiles per frame.
2016-05-23 21:09:13 +12:00
Pete Baron
1b7eaadd06
First (nearly) working batch drawing test. Instead of pushing rectangles as pairs of triangles individually, this version creates a vertex buffer object for all visible tile rectangles, with degenerate triangles separating each one from the next. The drawing is done by a single call to gl.drawArrays.
...
Bizarrely, this version still chokes in Firefox, implying that the previous demo's horrible performance was not down to the GPU blocking as the rectangles are sent to it.
The test is not fully working because it does not scroll the drawing position. So instead of the map moving when you hit a scroll boundary, it simply stops drawing the top or left edges as the scroll region moves away from the visible window. It's an easy fix, but I think I'll leave it until I find out exactly why Firefox still chokes on this demo.
Progress text file updated with latest experiments and progress today.
2016-05-23 17:48:54 +12:00
photonstorm
d1234d1685
Preparing for 2.5.0 dev.
2016-05-19 13:45:51 +01:00
photonstorm
9f28d0659d
Phaser 2.4.8 release.
2016-05-19 12:36:51 +01:00
Upperfoot
4a3e8f2b4a
Take into consideration Tilemap position into collision
2016-05-19 11:06:49 +01:00
Upperfoot
55700e4fec
Take into account position of tilemap in collision
2016-05-19 08:47:31 +01:00
zeterain
cd188ed0ab
Update Documentation in Game.js
...
Updated the documentation in Game.js to indicate that the renderType property could be set to Phaser.HEADLESS.
2016-05-18 10:56:44 -06:00
photonstorm
a6a2c61240
Sprites that had a tint on them, that then had their frame changed via either Sprite.frame
or Sprite.frameName
wouldn't re-tint the new frame, and would become stuck on the old frame in Canvas mode (thaks @spayton #2453 )
2016-05-17 21:04:40 +01:00
photonstorm
d161a7f6bc
Sounds played using the Audio tag, set to loop, would get caught in an endless pause-play loop cycle (thanks @rroylance #2473 )
2016-05-17 16:43:11 +01:00
photonstorm
7018ca2132
Position in Body.reset #2470
2016-05-16 15:20:44 +01:00
photonstorm
54683b7fb2
Sounds played using the Audio tag, that were paused and then resumed again (either directly in code, or via a game pause event) would not resume from the point at which they paused (thanks @rroylance #2473 )
2016-05-16 15:16:19 +01:00
photonstorm
02e8b1ae0a
If you set Game.renderType to Phaser.HEADLESS
it will no longer render the output to the canvas. The canvas is still created (although not added to the DOM), as it's required internally, but no rendering now takes place on it (thanks @ForgeableSum #2464 )
2016-05-16 14:53:11 +01:00
photonstorm
ac89d1aec7
Arcade Physics Body has a new property worldBounce
. This controls the elasticity of the Body specifically when colliding with the World bounds. By default this property is null
, in which case Body.bounce is used instead. Set this property to a Phaser.Point object in order to enable a World bounds specific bounce value (thanks @VitaZheltyakov #2465 )
2016-05-16 13:53:12 +01:00
photonstorm
f9994fac75
Fixed a bug in Arcade Physics Body.preUpdate which would incorrectly apply the position of an offset Body (one which has had Body.setSize used on it) when combined with a Sprite with a non-zero anchor (thanks @SBCGames #2470 )
2016-05-16 13:39:46 +01:00
photonstorm
19dce62734
Arcade Physics has had a new world
argument added to the following functions: distanceBetween
, distanceToXY
, distanceToPointer
, angleBetween
, angleToXY
and angleToPointer
. The argument (which is false by default), when enabled will calculate the angles or distances based on the Game Objects world
property, instead of its x
and y
properties. This allows it to work for objects that are placed in offset Groups, or are children of other display objects (thanks @Skeptron for the thread #2463 )
2016-05-16 13:31:57 +01:00
Richard Davey
6eca457877
Merge pull request #2476 from staff0rd/generate_texture
...
fix generateTexture return type
2016-05-16 12:56:27 +01:00
photonstorm
4fd2524c61
Text.setStyle has a new argument update
which will optionally automatically call updateText
after setting the new style (thanks @staff0rd #2478 )
2016-05-16 12:55:27 +01:00
Pete Baron
5c6ad9cbcb
Fix double subtraction error.
2016-05-13 14:34:24 +12:00
Pete Baron
e396c266b8
Use the correctly scaled scrollX, scrollY parameters for the scroll offsets.
...
This makes the layers in "blank tilemap" example work properly (you'll need to click the 3rd tile in the palette before drawing becomes visible - that's next up)
2016-05-13 14:13:51 +12:00
Pete Baron
5be5ddba25
Protect against zero and negative indexes (-1 is used in e.g. "blank tilemap" example).
2016-05-13 14:06:58 +12:00
Pete Baron
49b3d1a57a
Temporary modification to force webgl renderer without needing to edit all the example files.
2016-05-13 14:06:08 +12:00
Pete Baron
e0008793bd
Prepare Phaser.Tilemap for testing other examples/tilemaps with the TilemapLayerGL code.
...
Ensure that TilemapLayerGL is treated as a valid layer the same as TilemapLayer.
TODO: I've hardwired the PIXI TilemapLayerGL test flag (pixiTest) to be 'on' unless otherwise specified... need to turn this off before final commits!
2016-05-13 12:24:55 +12:00
Pete Baron
a98d0e8e70
First pass of 'clean-up': correcting comments, removing unused code
2016-05-13 12:06:18 +12:00
Pete Baron
4cfcb3b7bd
Implemented _renderMode switch and _renderVisibleTiles functionality. This speeds up the sci-fly demo hugely.
2016-05-13 11:37:33 +12:00
Pete Baron
0855e59972
Added _renderMode to switch between full-map redrawing and visible screen redrawing modes.
2016-05-13 11:36:12 +12:00
stafford
e6b9ca4e22
fix generateTexture return type
2016-05-12 15:30:33 +10:00
photonstorm
f34b567295
BitmapData.copy, and by extension any method that uses it, including BitmapData.draw, drawGroup and drawFull, now all support drawing RenderTexture objects. These can either be passed directly, or be the textures of Sprites, such as from a call to generateTexture.
2016-05-12 03:48:14 +01:00
photonstorm
85d5d9715d
Removed, this has gone to its own branch.
2016-05-11 16:38:56 +01:00
photonstorm
1d18c70371
BitmapData.drawGroupProxy is now capable of iterating through Sprites that have children, and also now uses the world positions for drawing instead.
2016-05-11 16:38:42 +01:00
photonstorm
74af2079b6
Swap to use worldScale instead of worldTransform.
2016-05-11 16:37:31 +01:00
photonstorm
621673b9ca
Revert worldScale setter.
2016-05-11 16:37:21 +01:00
photonstorm
815907184a
Typo fix.
2016-05-11 16:37:01 +01:00
photonstorm
9649f714bb
InputHandler.checkPointerDown and checkPointerOver will now test the worldTransform scale property of a Sprite. If zero it will fast return, where-as before it would incorrectly report an up event (thanks @jaapaurelio #2466 )
2016-05-11 12:25:35 +01:00
photonstorm
368913fd98
Removed WebGL Tilemap renderer, has moved to its own branch to be part of 2.5.0.
2016-05-11 11:27:36 +01:00
photonstorm
16203a378a
PIXI.defaultRenderer is now set to null
in Game.destroy, allowing it to be reset if a new Game instance is created on the same page (thanks @xtforgame ##2474)
2016-05-11 11:27:36 +01:00
Casey Leonard
9ede913609
gamepad bugs in Chrome
...
fixes issues with being unable to connect a gamepad in Chrome and losing
the gamepad when focus is lost to the game
2016-05-07 19:07:16 -04:00
Pete Baron
5e97f10c86
Remove un-needed mixin components leaving only FixedToCamera (not sure about this one). Move this.fixedToCamera after the Core.init call which creates the underlying core components required. Add temporary instant return from shiftCanvas in case that was being called and contributing to the slow-down (probably not).
2016-05-05 17:00:22 +12:00
Pete Baron
ef4143136e
Use this.x, this.y as scrolling offsets when rendering each tile.
2016-05-05 16:57:55 +12:00
Pete Baron
69abe492cc
Modified Phaser.Tilemap and PIXI.Tilemap to support the new Phaser.TilemapLayerGL objects.
...
The PIXI file has a reverse dependency on Phaser for it's 'layer' parameter which contains a Phaser.Tilemap (which holds the map data). The other changes adapt it to the new data source (previously this expected a raw JSON object encoded like the Mario.json map is).
The Phaser file now keeps a reference to the data parsed from the original map, and adds a branch in createLayer to build a TilemapLayerGL instead of a TilemapLayer.
2016-05-05 15:58:03 +12:00
Pete Baron
ad04676980
New class: duplicate of Phaser.TilemapLayer modified to access the new PIXI.Tilemap WebGL based tile renderer.
...
This is just the first test which actually produces some visible output (the map is drawn for the "sci fly" demo example, if you adjust line 27 of that source file to: layer = map.createLayer(0, undefined, undefined, undefined, true);
The new terminal "true" parameter instructs Phaser.Tilemap.createLayer to create a TilemapLayerGL object instead of the usual Phaser.TilemapLayer.
2016-05-05 15:52:26 +12:00
photonstorm
45118e7a60
Docs fix.
2016-05-04 23:34:15 +01:00
Pete Baron
eb77949f63
Strip down PIXI.Tilemap to remove all unused code.
...
Add very simple tilemap render function to draw every layer, every tile, for the tiles provided.
Link to the TilemapShader and get the whole thing working.
2016-05-05 10:29:51 +12:00
Pete Baron
9deb07c3aa
Modify this shader to draw a simple textured rectangle using a two-tri strip, extremely quickly due to simplicity.
2016-05-05 10:28:12 +12:00
photonstorm
1adece490a
Docs update.
2016-05-04 02:02:13 +01:00
photonstorm
7afe087c3d
Docs fix.
2016-04-29 17:46:44 +01:00
photonstorm
7332dd8028
Custom WebGL Tilemap renderer POC displaying textures. It's a start.
2016-04-28 00:18:09 +01:00
photonstorm
16378713b4
JSDocs update ( #249 )
2016-04-27 12:57:41 +01:00
photonstorm
d55b0c9e51
Tilemap update.
2016-04-27 03:38:07 +01:00
photonstorm
b10c8858c3
Tilemap shader WIP.
2016-04-27 03:02:13 +01:00
photonstorm
f494c867c7
Fixed an issue in the Arcade Physics overlap method where it would only detect overlaps up to the max bias threshold and no further (thanks @rgk #2441 )
...
The Arcade Physics overlap method would return false if two bodies were overlapping but neither had any velocity (i.e. they were embedded into each other)
2016-04-25 11:38:51 +01:00
Richard Davey
74d52dd327
Merge pull request #2443 from drhayes/dev
...
Add a "shakeIntensity" property to Camera.
2016-04-23 04:34:08 +01:00
photonstorm
6bc93de7a5
Preparing for 2.4.8 dev.
2016-04-23 04:32:47 +01:00
David Hayes
fb709fe728
Add a "shakeIntensity" property to Camera.
...
This would allow tweening the intensity of the Camera shake over the
lifetime of the shaking.
2016-04-22 19:53:52 -05:00
photonstorm
a29cc64932
Phaser 2.4.7 Final.
2016-04-22 15:15:28 +01:00
photonstorm
002d6250a8
Docs update.
2016-04-21 00:48:54 +01:00
photonstorm
3d6b1a3b7e
Stopped the Camera Shake effect from changing the World position, as it screws up Arcade Physics, Sprite deltas and some input handling. Instead moved the effect to be render applied only. On Canvas it updates the context.setTransform call, and on WebGL the renderSession offset property.
2016-04-19 04:12:58 +01:00
photonstorm
62d135cf1f
Small tidy-up.
2016-04-19 03:39:04 +01:00
photonstorm
7d9c817373
Dragging a Sprite while the camera was moving would slowly cause the Sprite position to become out of sync the further the camera moved. A Sprite being dragged now tracks the camera position during the drag update and adjusts accordingly (thanks @jeroenverfallie #1044 )
2016-04-19 01:54:24 +01:00
photonstorm
628dd1c420
P2.Body.offset is now used and applied to the Sprite position during rendering. The values given are normal pixel values, and offset the P2 Body from the center of the Sprite (thanks @Mourtz #2430 )
2016-04-18 20:57:41 +01:00
photonstorm
a2d145a43d
When the Loader loads audio via the Audio tag, instead of Web Audio, it used to use Phaser.GAMES[_this.game.id].load
as the callback handler, which would stop it from working if you had multiple Loaders set-up within Phaser. It now uses a local reference to _this
instead (thanks @SBCGames #2435 )
2016-04-18 16:44:28 +01:00
photonstorm
41f81d39b7
jsdocs update (and removed isCircle switch)
2016-04-18 16:17:47 +01:00
photonstorm
257a22b170
When loading Video with the asBlob
argument set it now uses a 'blob' type for the XHR loader, and doesn't cast the resulting file as a Blob upon load. This fixes loading videos as blobs on Chrome for Android (thanks @JuCarr #2433 )
2016-04-18 16:17:27 +01:00
photonstorm
41add1b4bf
Phaser 2.4.7 RC1.
2016-04-14 13:23:44 +01:00
photonstorm
ac4acfb912
Removed Arcade Physics Circle support (now in its own branch) ready for 2.4.7 release.
2016-04-14 13:23:28 +01:00
photonstorm
4d8753e9ce
Tidying up for 2.4.7.
2016-04-14 12:57:05 +01:00
photonstorm
aad499b025
Tidying up the code base for 2.4.7.
2016-04-14 12:43:10 +01:00
photonstorm
5221bfd5da
You can now pass in your own Canvas element to Phaser and it will use that instead of creating one itself. To do so you must pass a Game Configuration object to Phaser when you instantiate it, and set the canvas
property of the config object to be the DOM element you wish to use, i.e.: { canvas: document.getElementById('yourCanvas') }
(thanks @Friksel #2311 )
2016-04-14 11:57:10 +01:00
Lewis Pollard
719b4bb7f6
Alter BitmapText to use toString on text parameter in constructor
...
The BitmapText property accessor for the text property uses toString on the value passed in, meaning Numbers can be passed in as the text value with no problem. However, passing a Number into the constructor results in the following exception as it isn't implicitly converted to a string in a similar manner.
phaser.js:71890 TypeError: text.substr is not a function
at Phaser.BitmapText.updateText (http://localhost/phaser/build/phaser.js:56283:21 )
at new Phaser.BitmapText (http://localhost/phaser/build/phaser.js:56034:10 )
at Phaser.GameObjectFactory.bitmapText (http://localhost/phaser/build/phaser.js:46318:26 )
at Object.Boot.create (http://localhost/phaser/:46:34 )
at Phaser.StateManager.loadComplete (http://localhost/phaser/build/phaser.js:29240:35 )
at Phaser.Loader.finishedLoading (http://localhost/phaser/build/phaser.js:71446:25 )
at Phaser.Loader.processLoadQueue (http://localhost/phaser/build/phaser.js:71403:18 )
at Phaser.Loader.asyncComplete (http://localhost/phaser/build/phaser.js:71476:14 )
at Phaser.Loader.xmlLoadComplete (http://localhost/phaser/build/phaser.js:72413:14 )
at .<anonymous> (http://localhost/phaser/build/phaser.js:72236:34 )
This simply mimics the logic in the property accessor by running toString on the text value and using an empty string if null to allow Numbers to be passed into the constructor.
2016-04-13 15:24:29 +01:00
Richard Davey
358cc6b8d0
Merge pull request #2428 from EJanuszewski/radToDeg-typo
...
Fix typo in Math radToDeg description
2016-04-13 14:18:18 +01:00
photonstorm
f4277efc20
Alternative snooker-ball like collision test.
2016-04-11 16:43:17 +01:00
photonstorm
a193ad557e
Fixed jsdocs #2418
2016-04-11 08:55:24 +01:00
photonstorm
7102a34706
Camera.flash is a new function that makes the camera 'flash' over the top of your game. It works by filling the game with the solid fill color specified, and then fading it away to alpha 0 over the duration given. This is great for things like hit effects. You can listen for the Camera.onflashComplete Signal.
...
Camera.fade is a new function that makes the camera fade to the color given, over the course of the duration specified. This is great for things like transitioning from one State to another. You can listen for the Camera.onFadeComplete Signal.
Camera.resetFX resets any active FX, such as a fade or flash and immediately clears it. Useful to calling after a fade in order to remove the fade from the Stage.
Phaser.Camera.ENABLE_FX is a const that controls if the Camera FX are available or not. It's `true` by default, but if you set it to `false` before boot then it won't create the Graphics object required to process the effects.
2016-04-09 04:05:07 +01:00
photonstorm
2ea94c83e6
Camera.shake is a new function that creates a camera shake effect. You can specify the intensity, duration and direction of the effect. You can also set if it should shake the camera out of bounds or not.
2016-04-09 02:57:16 +01:00
photonstorm
0b0a5d44cc
Camera shake working and documented.
2016-04-09 02:49:18 +01:00
photonstorm
a916812db1
Camera shake support.
2016-04-09 02:01:45 +01:00
photonstorm
9e803fff7c
Small fix.
2016-04-09 01:10:31 +01:00
photonstorm
dba84d5931
Camera has a new property: lerp
. This is a Point object, that allows you to control the amount of horizontal and vertical smoothing to be applied to the camera when it tracks a Sprite. It works both with and without deadzones, and is turned off by default. Set it to low values such as 0.1 for really smooth motion tracking (thanks to @WombatTurkey for the idea of adding this)
2016-04-09 01:07:19 +01:00
photonstorm
b9fab96471
Improved docs.
2016-04-09 00:25:56 +01:00
photonstorm
3c4e63fda5
World.separateCircle is working with circle vs. circle bodies.
2016-04-08 03:37:49 +01:00
photonstorm
d009b8d769
Circle vs. Circle rebound code started.
2016-04-07 19:32:27 +01:00
photonstorm
cc5361dd6d
World.separate has been optimized to cut down on the number of calls to intersect
from 3 calls per Game Object collision check, to 2. So if you were colliding 50 sprites it will reduce the call count from 150 to 100 per frame. It also reduces the calls made to seperateX
and seperateY
by the same factor.
...
Two immovable bodies would never set their overlap data, even if an overlap only check was being made. As this is useful data to have this has been changed. Two immovable bodies will still never separate from each other, but they _will_ have their `overlapX` and `overlapY` properties calculated now.
2016-04-07 18:04:45 +01:00
photonstorm
50e126f59e
* Body has two new properties: left
and top
. These are the same as Body.x
and Body.y
but allow you to pass the Body to geometry level functions such as Circle.contains.
...
* Body.setCircle allows you to define a Body as using a circle to collide with instead of a rectangle. You can set the radius of the collision circle and an offset.
* Body.render now renders both circle and rectangle body shapes to the Debug canvas.
* World.intersects has been updated to support both circle and rectangle body shapes, and supports quick-paths for circle vs. circle and rect vs. rect checks.
* World.circleBodyIntersects is a new method that checks for intersection between a Body that has been defined as a circle, and a normal rectangle based Body. This is used internally by World.intersects, but exposed for direct calls as well.
2016-04-07 17:01:16 +01:00
photonstorm
b162ca4d51
Improved Math.clamp and docs.
2016-04-07 16:14:44 +01:00
photonstorm
952b5c04ea
The start of Arcade Physics circle bodies.
2016-04-07 14:32:53 +01:00
photonstorm
b9f62e77e6
You can now pass a TilemapLayer as a Texture to a TileSprite. A limitation of this is that if you pass it to a TileSprite it will make a fill pattern from the TilemapLayer at that instant it's passed, and it won't keep track of the layer in future should it update (thanks @jdnichollsc #1989 )
2016-04-07 03:45:21 +01:00
photonstorm
e4a505d4b6
Lots of new Signals documentation.
2016-04-07 02:44:29 +01:00
photonstorm
e5ceb7e9bc
P2.World.setBounds has been re-written completely. If the World is resized it no longer removes the P2 body instances and re-creates them. Instead it checks to see which walls are required and then just moves the position of the shapes instead, or updates them, or creates or destroys them as required. This is far more efficnent, especially in a game which see's a lot of world bounds changes (i.e. resizes responsively in browser)
2016-04-07 01:56:42 +01:00
photonstorm
5c261821fe
P2.World.updateBoundsCollisionGroup didn't set the _boundsOwnGroup
private var, meaning the World.setBounds
method wasn't able to restore previously set collision masks automatically (thanks @jmp909 #2183 )
2016-04-07 01:25:52 +01:00
photonstorm
4d5a037ae5
P2.World.updateBoundsCollisionGroup wouldn't use the boundsCollisionGroup
mask if you passed true
as the argument, only if it was left undefined.
2016-04-07 01:18:19 +01:00
photonstorm
58af40ca92
Added a bit more info to the SoundManager docs re: #2373
2016-04-07 01:07:19 +01:00
photonstorm
787111c12c
A Game Object with fixedToCamera = true
that was then set for Input, and enabled for dragging from its center (input.enableDrag(true)
) would throw an error upon being dragged (thanks @solusipse #2367 )
2016-04-07 00:44:53 +01:00
photonstorm
fc7b5c79e3
Graphics objects can now have a Physics Body directly attached to them, where-as before it would throw an error due to a lack of anchor property (thanks @NLilley #2400 )
2016-04-07 00:14:41 +01:00
photonstorm
0945083a4b
Removed further mentions of RenderTexture re: TileSprite.
2016-04-06 23:58:34 +01:00
photonstorm
b3757ed862
jsdocs update #2384
2016-04-06 02:33:29 +01:00
photonstorm
896b32a28c
SoundManager.muteOnPause is a new boolean that allows you to control if the Sound system gets muted automatically when a Phaser game pauses, such as when it loses focus. You may need to set this to false
if you wish to control the audio system from outside of your Phaser game, i.e. from DOM buttons or similar ( #2382 )
2016-04-06 02:09:22 +01:00
photonstorm
61bc4a8dca
Sound.play when using an AudioTag would ignore the muted state of the SoundManager and play regardless. It now checks the SoundManager.mute state on play, and sets the volume accorindingly (thanks @brianbunch #2139 )
2016-04-06 01:41:54 +01:00
Richard Davey
8e74f4d06e
Merge pull request #2187 from BdR76/patch-1
...
Bugfix, reuse emitter when parameter explode=false
2016-04-06 01:28:49 +01:00
Richard Davey
2f0231b3cd
Merge pull request #2415 from jakewilson/dev
...
Fixed and added warnings.
2016-04-06 01:21:09 +01:00
photonstorm
988290631f
When setting a global volume for the SoundManager it would previously incorrectly calculate the volumes of AudioTag based Sound objects that were not played at volume 1. The new approach uses Sound.updateGlobalVolume which adjusts the Sound volume to be a percentage of the global volume. So if the global volume is 0.5 and the Sound volume is 0.5, the Sound will play with an actual volume of 0.25 (thanks @VitaZheltyakov #2325 )
2016-04-06 01:19:32 +01:00
Richard Davey
71056ccb69
Merge pull request #2371 from stoneman1/dev
...
Fixed video for future
2016-04-06 01:08:22 +01:00
photonstorm
4d69b13977
Passing a BitmapData to a TileSprite as a texture would fail if the BitmapData had not been previously added to the cache. It now uses the new frameData property (thanks @mzamateo @lucap86 #2380 )
2016-04-06 00:44:55 +01:00
photonstorm
c33b53fa95
BitmapData has a new property frameData
which is a Phaser.FrameData container instance. It contains a single Frame by default, matching the dimensions of the entire BitmapData, but can be populated with additional frames should you wish to create animations from dynamic BitmapData textures.
2016-04-06 00:43:21 +01:00
photonstorm
18c0b150b5
FrameData.destroy will nullify the local arrays used to contain Frame instances.
2016-04-06 00:43:09 +01:00
photonstorm
0c2ac47981
Camera.position would return the view rectangles centerX/Y coordinates, instead of view.x/y (which is what Camera.x/y returns), so it has been updated to return view.x/y instead (thanks @kamparR #2120 )
2016-04-06 00:18:01 +01:00
photonstorm
ecbff44354
Group.getByName searches the Group for the first instance of a child with the name
property matching the given argument. Should more than one child have the same name only the first instance is returned.
2016-04-05 23:59:05 +01:00
photonstorm
65f8f111c8
Game.forceSingleUpdate is now true
by default.
2016-04-05 23:40:15 +01:00
photonstorm
b762e1dc55
Added jsdocs warning re: #2045
2016-04-05 23:28:02 +01:00
photonstorm
4c3a30a6f6
PluginManager.destroy is now called by Game.destroy.
2016-04-05 23:16:52 +01:00
photonstorm
6933b41e6f
Arcade.Body's speed property was only set when the body moved, it now updates regardless (thanks @mark-henry #2417 )
2016-04-05 23:06:57 +01:00
photonstorm
aee0212e11
Camera.follow now uses the Targets world
property to seed the camera coordinates from, rather than its local position. This means Sprites that are members of offset Groups, or transformed display lists, should now be followed more accurately (thanks @rbozan #2106 )
2016-04-05 23:04:31 +01:00
photonstorm
8ad7b25595
The Debug canvas now listens for the ScaleManager.onSizeChange signal and resizes itself accordingly when running under WebGL. This means if your game size changes the Debug canvas won't be clipped off (thanks @francisberesford #1919 )
2016-04-05 21:52:11 +01:00
photonstorm
7b803135c8
Updated jsdocs for getBounds ( #2406 )
2016-04-05 21:13:04 +01:00
Jake Wilson
96a79cd91a
Added warning if physics body is enabled on unknown physics system.
2016-04-05 11:23:17 -04:00
photonstorm
b3e6381a9e
Tween.update wouldn't dispatch an onLoop
signal for Tweens with just one child, such as those created via Tween.to with -1 as the repeat value (thanks @ForgeableSum #2407 )
2016-04-05 01:11:50 +01:00
photonstorm
917d9c7060
TweenData.repeatTotal is a new property that keeps track of the total number of times the Tween should repeat. If TweenData.start is called, as a result of the Tween repeatCount being > 0 then the child tween resets its total before re-starting.
2016-04-05 01:06:05 +01:00
photonstorm
f9949166be
Text that used fonts which had numbers in their names wouldn't be correctly rendered unless you explicitly set the font property after creation. You can now pass font names with numbers in them as the font style object correctly (thanks @And-0 #2390 )
2016-04-04 23:20:04 +01:00
Jake Wilson
ca13a82acb
Added Tileset name to tile size warning.
2016-04-04 18:10:53 -04:00
photonstorm
bc4b828b51
BitmapData.copy, and by extension draw, drawFull, drawGroup, etc, would incorrectly handle drawing a tinted Sprite if it was using a frame from a texture atlas (thanks @PhaserDebugger #2405 )
2016-04-04 22:53:13 +01:00
photonstorm
f40cfbe2ae
2015 - 2016.
2016-04-04 22:16:16 +01:00
photonstorm
12f3bd6cc5
The Destroy component will now call TweenManager.removeFrom, removing any active tweens from the TweenManager upon the Game Objects destructions (thanks @PokemonAshLovesMyTurkeyAndILikeYouTwo #2408 )
...
Tween.update will now return `false` (flagging the Tween for destruction) should the Tween.target property every become falsey. This can happen if the object the Tween was tracking is destroyed, nulled or generally removed..
2016-04-04 22:06:16 +01:00
photonstorm
d6942991bc
Docs update (in light of browser extensions causing us grief)
2016-04-04 22:06:15 +01:00
Richard Davey
8e880eddee
Merge pull request #2402 from jakewilson/dev
...
Added ability to kill a Game Object when it leaves camera bounds.
2016-04-04 21:52:30 +01:00
Richard Davey
4298b2caae
Merge pull request #2368 from Weedshaker/patch-2
...
AudioBufferSourceNode - same issue as on play:
2016-04-04 21:48:20 +01:00
photonstorm
63b3b3e887
Negative lineSpacing in Text objects will no longer crop the bottom pixels off lines of text (thanks @gaelenh #2379 #2374 )
2016-04-04 21:36:37 +01:00
Richard Davey
3c3ca5b515
Merge pull request #2394 from zeterain/patch-5
...
Check for sprite destruction in onInputDown event.
2016-04-04 21:29:59 +01:00
photonstorm
f9ff892510
Formatting.
2016-04-04 21:25:21 +01:00
Richard Davey
07adad9ae8
Merge pull request #2395 from sergey7c4/dev
...
Fixed issue #2317
2016-04-04 21:20:01 +01:00
Richard Davey
1528d54a38
Merge pull request #2397 from rblopes/remove-from-hash-issue
...
Ensure a parent container is a Group before removing from its hash.
2016-04-04 20:47:31 +01:00
Richard Davey
d3e8509f0e
Merge pull request #2410 from slashman/limitWrappedTextToMaxLines
...
Add "maxLines" style attribute to Text object.
2016-04-04 20:44:35 +01:00
Richard Davey
04ed512612
Merge pull request #2383 from CptSelewin/patch-2
...
Fix tinting issue when loading textures
2016-04-04 17:15:18 +01:00
Richard Davey
4925080781
Merge pull request #2381 from englercj/dev
...
Fix typo in componentToHex
2016-04-04 17:09:56 +01:00
Richard Davey
3446733696
Merge pull request #2399 from thiagojobson/patch-1
...
Fixed links in documentation
2016-04-04 17:08:38 +01:00
Richard Davey
2c87d14ede
Merge pull request #2412 from MannyC/keep_tiled_layer_encoding_synced
...
Remove encoding metadata from Tiled json if data has already had its …
2016-04-04 17:07:31 +01:00
MannyC
7178b7abf4
Remove encoding metadata from Tiled json if data has already had its encoding removed.
2016-04-03 23:33:38 +01:00
MannyC
b29a77f4a4
Detect if layer compression is used in a Tiled layer. Display warning and skip layer.
2016-04-03 23:17:41 +01:00
slash
fbdf8073ad
Add "maxLines" style attribute to Text object, maximum number of lines
...
to be shown for wrapped text or 0 for no limit. (default).
2016-04-03 10:08:35 -05:00
Edward Januszewski
a9e4d956b3
Fix typo in Math radToDeg description
2016-03-29 21:14:55 +01:00
Jake Wilson
ae663f97aa
Added ability to kill a Game Object when it leaves camera bounds.
2016-03-28 20:34:00 -04:00
thiagojobson
58817869dc
Fixed links in documentation
2016-03-25 18:08:29 -03:00
Rafael Barbosa Lopes
dd51a1724e
Ensure a parent container is a Group before removing from its hash.
2016-03-24 13:44:49 -03:00
sergey7c4
fef4c7b021
Fixed unwanted smoothing
2016-03-23 16:59:36 +05:00
zeterain
a948dab895
Check for sprite destruction in onInputDown event.
...
This sprite might have been destroyed during the onInputDown event. Check to see if it was.
Also, set the pointer's dirty flag before the altered if-block just in case the function returns.
2016-03-22 15:54:41 -06:00
CptSelewin
50a454b79e
fixed tinting issue when loading textures
2016-03-11 10:06:15 +01:00
Chad Engler
a510761bf1
fix typo in componentToHex
2016-03-09 15:54:40 -08:00
Stoneman1
ee335fe466
Fixed backwards compatibility issue.
2016-03-02 13:28:44 +02:00
Stoneman1
5bdc1c05b4
MediaStream.stop() deprecated. Using MediaStreamTrack.stop() instead.
2016-03-02 12:34:28 +02:00
Stoneman1
4a29d5102d
Fixes issue #2325
2016-03-02 11:57:41 +02:00
Silvan Strübi
1b1c4ef0f5
AudioBufferSourceNode - same issue as on play:
...
I was able to reproduce this rare occurrence. It gets triggered by me in some cases when leaving focus and then resuming the sound. Same as we have had it only play, see => https://github.com/photonstorm/phaser/issues/2351
Cheers
2016-03-02 10:06:01 +09:00
Richard Davey
b9f9058cf1
Merge pull request #2360 from ShimShamSam/patch-2
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Added new format for polygon points
2016-03-02 01:03:20 +02:00
Richard Davey
0c48c2d6a8
* Added P2.Body.thrustLeft which will move the Body to the left by the speed given (thanks James Pryor)
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* Added P2.Body.thrustRight which will move the Body to the right by the speed given (thanks James Pryor)
2016-03-01 22:31:58 +00:00
Samuel Hodge
6b85dbd6a9
Update Polygon.js
2016-02-28 16:00:29 -05:00
Samuel Hodge
a53676a924
Added new format for polygon points
2016-02-26 14:56:25 -05:00
photonstorm
ede6806e41
The default state of the internal property _boundDispatch
in Phaser.Signal is now false
, which allows for use of boundDispatches (thanks @alvinlao #2346 )
2016-02-26 13:40:35 +00:00
photonstorm
08ce659447
Sound.position can no longer become negative, meaning calls to AudioContextNode.start with negative position offsets will no longer throw errors (thanks @Weedshaker #2351 )
2016-02-26 13:36:19 +00:00
photonstorm
15d952171c
SoundManager.destroy doesn't close the context if it's being stored in PhaserGlobal (thanks @brianbunch #2356 )
2016-02-26 13:31:45 +00:00
photonstorm
cc3a07bada
SoundManager.close now validates that context.close is a valid function before calling it (thanks @brianbunch #2355 )
2016-02-26 13:29:35 +00:00
photonstorm
c04a2be36b
Format updates.
2016-02-26 13:26:27 +00:00
Richard Davey
6ba5515995
Merge pull request #2357 from FilamentGames/dev
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Patch for destructive getLocalBounds in PIXI.DisplayObjectContainer
2016-02-26 15:21:17 +02:00
Richard Davey
a8ae5a0024
Merge pull request #2353 from fillmoreb/patch-1
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Fix for world.centerX and world.centerY with negative bounds origin.
2016-02-26 15:20:05 +02:00
Richard Davey
e21ec2f0d6
Merge pull request #2349 from stoneman1/dev
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Fixed issue with IE crashing on this.context.close() in SoundManager.…
2016-02-26 15:17:28 +02:00
Alex Stone
db7c417baf
Reset worldTransforms of children after computing local bounds.
2016-02-25 20:37:09 -06:00
fillmoreb
b1c74e694e
Update World.js
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Phaser.World.centerX and Phaser.World.centerY only worked if the bounds had an origin of 0,0. This change takes into account the actual origin.
2016-02-25 11:58:22 -07:00
Stoneman1
62f0a52544
Fixed issue with IE crashing on this.context.close() in SoundManager.js (There was no check if context exists)
2016-02-24 13:08:37 +02:00
photonstorm
ba5981a03f
Removed a console.log from the TilingSprite generator.
2016-02-19 14:46:55 +00:00
Stoneman1
4d587d3e40
Fixed issue with not removing mouseoutglobal eventlistener
2016-02-19 15:15:31 +02:00
photonstorm
ad6f0557f7
Preparing for 2.4.7 development.
2016-02-18 15:06:43 +00:00
photonstorm
47123c192d
2.4.6 Build files + docs + TS Docs.
2016-02-18 14:41:53 +00:00
photonstorm
866994743b
URI + ? fix.
2016-02-18 14:34:20 +00:00
photonstorm
0b5a4391f1
StateManager.destroy now sets clearCache
and clearWorld
internally before clearing the current state, as otherwise they would have been left untouched, such as from Game.destroy (thanks @i-dimitrov #2138 )
2016-02-18 13:10:54 +00:00
Richard Davey
6cf8bc75ba
Merge pull request #2328 from taylankasap/dev
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Added RandomDataGenerator.sign (returns -1 or +1)
2016-02-18 15:03:51 +02:00
photonstorm
17071b578c
BaseTexture.destroy wasn't correctly removing the texture from the BaseTextureCache if it was a cached CanvasPool entry (such as Text objects use), causing drawImage errors in Canvas mode, and just blank textures in WebGL (thanks @civet #2339 )
2016-02-18 12:59:40 +00:00
photonstorm
46cc05a377
Groups now check for child.parent
before calling removeFromHash
(thanks @spayton #2323 #2338 )
2016-02-18 12:29:01 +00:00
Richard Davey
8aefd0fe9b
Preparing for 2.4.6 development.
2016-02-17 16:28:27 +00:00
photonstorm
daea5f53ff
Fixed Edge device check.
2016-02-17 13:37:32 +00:00
photonstorm
34c484367c
Phaser 2.4.5 Build files.
2016-02-17 13:27:09 +00:00
Richard Davey
e6c508edcd
Color.updateColor would pass color.a
to the getColor32
method without first putting the value into the range 0 - 255 (thanks @mainpsyhos #2327 )
2016-02-17 03:50:06 +00:00
Richard Davey
f6d273c4fc
DisplayObject._generateCachedSprite (which is called from updateCache
or when cacheAsBitmap
is enabled) would bitwise | 1 the bounds width and height. This would often lead to incorrect rounding (heights of 4 would become 5, while heights of 5 would remain 5). This has now been removed and the width and height are passed through Mail.ceil and then checked to make sure they aren't less than 1 pixel in either direction (thanks @alesdotio #2078 )
2016-02-17 03:40:04 +00:00
Richard Davey
b629539176
SpriteBatch incorrectly applied the PIXI SpriteBatch prototype over the top of Phaser.Group meaning that Sprites with animations wouldn't render correctly (thanks @qdrj #1951 )
2016-02-17 03:23:56 +00:00
Richard Davey
0c52b9316a
Text with lineSpacing set wouldn't apply the lineSpacing to the final line of text in the Text string, or to text with just single lines. This could lead to incorrect height calculations for further layout and unwanted padding at the bottom of Text objects (thanks @Lopdo #2137 )
2016-02-17 03:14:51 +00:00
Richard Davey
15411f1e56
Tween.onLoop would be fired when a Tween repeated and Tween.onRepeat would be fired when a Tween looped. These are now reversed to fire correctly (thanks @vladkens #2024 )
2016-02-17 02:57:45 +00:00
Richard Davey
071d9cffd0
Graphics.generateTexture has a new argument padding
which allows you to add extra spacing onto the generated texture. This is useful for small Graphics objects where you find a few pixels getting sliced off the edges due to rounding issues ( #1933 )
2016-02-17 02:31:29 +00:00
Richard Davey
74fd042749
If the Mouse was over a Sprite and you then clicked it, it would dispatch another Over event. This is now surpressed if the Over event has already been dispatched previously (thanks @McFarts #2133 )
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InputHandler.pointerOver could fail to return anything in some instances, now always returns a boolean.
2016-02-17 02:07:07 +00:00
Richard Davey
83a35e41d6
ctrl + click is now only considered a right-click if event.buttons = 1, this should allow you to use ctrl as a key modifier on Windows (and any device with a multi-button mouse attached) and still use ctrl + click on OS X / trackpads for a right-click (thanks @yuvalsv #2167 )
2016-02-17 01:46:55 +00:00
Richard Davey
1932515f56
Fixed a really nasty bug in Chrome OS X where a ctrl + click (i.e. simulated right-click) on a trackpad would lock up the Pointer leftButton, causing future clicks to fail. This is now handled by way of a mouseout listener on the window object, sadly the only way to force a mouseup in Chrome (thanks @KyleU #2286 )
2016-02-17 01:26:35 +00:00
photonstorm
4426c712ff
jshint fix.
2016-02-12 17:29:30 +00:00
photonstorm
6ad22bc098
Phaser 2.4.5-RC2 with fresh docs and build files.
2016-02-12 16:00:36 +00:00
photonstorm
59ff0b0a57
Docs fix.
2016-02-12 14:49:37 +00:00
Richard Davey
989d53ecba
Undo #1993
2016-02-09 14:01:04 +00:00
Richard Davey
92479eb03f
* Device.safariVersion now holds the major version of the Safari browser.
...
* Device.edge is a boolean that is set if running under the Microsoft Edge browser.
* Device.dolby is a boolean that is set if the browser can play EC-3 Dolby Digital Plus files
* The Loader and SoundManager can now play Dolby Digital Plus files on supported devices.
2016-02-09 13:17:14 +00:00
Richard Davey
332fb6fe68
Fixed window global check.
2016-02-09 11:41:24 +00:00
Richard Davey
30b563085b
The z
property assigned to children of a Group now starts from zero instead of 1, this is an internal change mostly but if you relied on the z
property for some reason then please be aware of this (thanks pantoninho)
2016-02-09 11:31:46 +00:00
Richard Davey
eff10cec71
Moved the width / height floor into the ScaleManager ( #2329 )
2016-02-08 23:09:16 +00:00
Taylan Kasap
1310daa9af
Added RandomDataGenerator.sign (returns -1 or +1)
2016-02-07 14:25:19 +02:00
Chad Engler
5b7130d4d6
fix one more place where resolution wasn't taken into account
2016-02-06 17:05:44 -08:00
Chad Engler
7457cc67f2
Fix #2320 : properly size filter texture and viewport
2016-02-06 11:30:31 -08:00
Richard Davey
5801f1aa15
jshint fixes.
2016-02-04 23:39:58 +00:00
Richard Davey
818c64291a
SinglePad.onDownCallback has been moved to the end of the method, so that DeviceButton.start is now called before the callback fires, meaning if you check the status of the button in the onDownCallback it will now be fully activated (thanks @suicidepills #2159 )
2016-02-04 22:46:18 +00:00
photonstorm
829b1e7ad1
Events.onDragUpdate has a new 6th property fromStart
which is a boolean. You can determine if the event was the result of the start of a drag movement or not by polling it ( #2155 )
2016-02-04 17:00:30 +00:00
photonstorm
882c8b8d40
InputHandler.consumePointerEvent has been removed, as it was never used internally anyway, so was misleading (thanks @GregoryAveryWeir #2227 )
2016-02-04 16:46:35 +00:00
Richard Davey
1ac287f9d3
Merge pull request #1993 from nickryall/retina-fullscreen
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Fix for fullscreen retina ( Desktop )
2016-02-04 18:31:50 +02:00
photonstorm
9787474c6e
Camera.checkBounds now takes the scale of the Camera into account (thanks @ForGorNorPor #2263 )
2016-02-04 16:26:18 +00:00
photonstorm
a7c360425f
Tidying up code and docs.
2016-02-04 16:23:40 +00:00
Richard Davey
a8b04c4bf1
Merge pull request #2171 from mattrick16/dev
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Add method to angle Display Objects relative to world
2016-02-04 18:21:14 +02:00
Richard Davey
2a948832fc
Merge pull request #1842 from hightopo/fix-mask-filter-bug
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Fix mask combine filter bug
2016-02-04 18:07:39 +02:00
photonstorm
af4c938299
Docs update ( #1967 )
2016-02-04 16:05:45 +00:00
photonstorm
5bcfa08af6
Text.useAdvancedWrap allows you to swap between the Basic and the Advanced word wrapping functions. In Advanced it will wrap long-words and condense and trim excess white space (thanks @soldoutactivist #1811 )
2016-02-04 16:00:21 +00:00
photonstorm
da8fa83730
Changed default back.
2016-02-04 16:00:16 +00:00
photonstorm
afc96352de
PIXI.WebGLGraphics.stencilBufferLimit is a new integer that allows you to define how many points exist in a Graphics object before Pixi swaps to using the Stencil Buffer to render it. The default is now 64 (originally 6). This fixes issues with things like Quadratic curves not rendering as masks in WebGL.
2016-02-04 14:52:35 +00:00
photonstorm
c3c2dd6067
Graphics.arc has a new argument segments
that allows you to control how many segments are created when the arc is drawn. The default is 40. Use a higher number for more fidelity, i.e. if you find that reversed arcs are not joining up fully ( #2064 )
2016-02-04 13:49:55 +00:00
photonstorm
8076f64656
We have replaced the PolyK Triangulation calls within Pixi with EarCut 2.0.8. This allows for faster polygon triangulation, and also deals with more complex polygons that PolyK would crash on.
2016-02-04 13:23:01 +00:00
Rafael Barbosa Lopes
a267e81b26
Doc: Loader.enableParallel
is Boolean.
2016-02-04 10:06:12 -02:00
Richard Davey
2cd76b7617
Docs update ( #2166 )
2016-02-04 00:13:32 +00:00
Richard Davey
33604901c4
TilingSprite would ignore the renderable
property, and render it regardless. Now it skips render if renderable
is false (thanks @Green92 #2214 )
2016-02-04 00:09:30 +00:00
Richard Davey
4e7fad353e
Loader.audiosprite is renamed to Loader.audioSprite (the old one still works for legacy reasons) (thanks @epaezrubio #2145 )
2016-02-03 23:53:50 +00:00
Richard Davey
ecb68c2fca
JSDocs update.
2016-02-03 23:53:09 +00:00
Richard Davey
0610ddd15f
SoundManager.setTouchLock is no longer set if SoundManager.noAudio is true, or if the PhaserGlobal setting disableAudio
is true (thanks @bcjordan #2206 )
2016-02-03 23:23:36 +00:00
Richard Davey
a4c5fb9660
BitmapData.drawGroup can now handle drawing Emitters and BitmapText objects that are part of the Group.
2016-02-03 23:08:54 +00:00
Richard Davey
3b686f906f
Moved the Sound.disconnect after the Sound.stop call in Web Audio ( #2280 )
2016-02-03 22:22:22 +00:00
Richard Davey
a0eb44ec09
Group.add and Group.addAt would forget to remove the child from the hash of its previous Group if it had a physics body enabled, causing unbounded hash increase (thanks @strawlion @McIntozh #2232 )
2016-02-03 21:51:01 +00:00
Richard Davey
10209dc8f5
GameObject.revive used to add the health amount given to the Game Object (via heal
) instead of setting it as the new health amount. It now calls setHealth
instead, giving it the exact amount (thanks @netgfx #2231 )
...
GameObject.revive will now set the health amount to 100 instead of 1, bringing it in-line with the `maxHealth` default value.
2016-02-03 21:44:06 +00:00
Richard Davey
a1c3050bf7
Tilemap.getObjectIndex has been removed as it didn't work correctly in most cases, and it's easier to just scan the Tilemap.objects object directly anyway ( #2242 )
2016-02-03 21:35:35 +00:00
Richard Davey
3bc8dcd154
The width and height values passed to the Game constructor are now passed through Math.floor first. This ensures you can never create a game width non-integer dimensions, which has all kinds of implications - from browser performance to breaking things like TileSprite rendering ( #2262 )
2016-02-03 19:11:26 +00:00
Richard Davey
2d2101adcb
Both transparent
and antialias
were ignored if set to false
in a Game configuration object, as the parseConfig
method didn't check for falsey values (thanks @amadeus #2302 )
2016-02-03 12:28:12 +00:00
Richard Davey
e04504f481
Tweens with 'yoyo' set on them couldn't be re-used again because the start and end properties were left in a reversed state. When a yoyo tween ends it now restores the reversed values (thanks @SBCGames #2307 )
2016-02-03 12:24:22 +00:00
Richard Davey
1883cfc83b
BaseTexture.destroy no longer checks for the _pixiId
property on the canvas before removing it from the CanvasPool, meaning it's now destroying a lot more canvas elements than it was in the past!
2016-02-03 11:41:37 +00:00
Richard Davey
034428e92c
Sprite (and all Game Objects) have a new argument in their destroy method: destroyTexture
. This boolean (which is false by default) controls if the BaseTexture of the Game Object should be destroyed or not. This is extremely useful in situations where you've got a lot of dynamic assets you no longer need, such as textures created from BitmapDatas. You must set the destroyTexture
argument yourself. This can be done in a custom Game Object destroy method or as part of your state shutdown ( #2261 )
2016-02-03 11:41:37 +00:00
Richard Davey
8043d29aa6
BitmapData would always create a private _swapCanvas
which was a clone of its main canvas used for advanced movement operations. This no longer happens. The swap canvas is created only as needed, by those functions that use it (specifically moveH
and moveV
), meaning a BitmapData will now use half the amount of memory it used to, and you'll have half the amount of canvas DOM elements created (unless you make heavy use of the move functions).
2016-02-03 11:41:37 +00:00
Richard Davey
297244a822
Merge pull request #2161 from puzzud/master
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SinglePad.callbackContext is now set through addCallbacks method.
2016-02-03 01:38:20 +02:00
Richard Davey
75d6bbb251
Updated defs and improved jsdocs for #2277
2016-02-02 23:37:08 +00:00
Richard Davey
d4edbe6619
Merge pull request #2277 from slashman/exposeWrappedLinesOnText
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Alow precalculating the results of text wrapping.
2016-02-03 01:32:49 +02:00
Richard Davey
ded2f72768
Docs update #2243
2016-02-02 23:04:54 +00:00
Richard Davey
88f1ea95d2
Fixed BitmapText.cleanText so it works properly with new-lines within the text.
...
BitmapText would crash if it tried to render a character that didn't exist in the font set. Any character that doesn't exist in the font set now renders a space character instead.
BitmapText would load and parse the kerning data from the font, but would never use it when rendering. The kerning values are now applied on rendering as well (thanks @veu #2165 )
2016-02-02 22:54:01 +00:00
photonstorm
8cf96a2f78
Docs fix #2271
2016-02-02 16:28:33 +00:00
photonstorm
ddbc72cbf4
Docs update #2265
2016-02-02 16:26:20 +00:00
photonstorm
11fa0c2690
Docs fix #2310
2016-02-02 16:19:09 +00:00