Commit graph

3252 commits

Author SHA1 Message Date
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