Commit graph

3252 commits

Author SHA1 Message Date
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 renderOrderIDs 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
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
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