Commit graph

4853 commits

Author SHA1 Message Date
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
Richard Davey
bc224c5af7 Merge pull request #2579 from drhayes/dev
Reorder Weapon.onFire argument order in documentation.
2016-06-20 11:35:21 +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
monagames
d28b0df855 Testing typings field in package.json 2016-06-19 18:50:05 +02:00
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
af7cc12e81 Merge remote-tracking branch 'origin/master' into dev
# Conflicts:
#	README.md
#	package.json
#	src/Phaser.js
2016-06-17 13:09:35 +01:00
Richard Davey
32326ae243 Updated GitHub issue template. 2016-06-17 13:06:18 +01:00
Richard Davey
a9976d2703 Phaser 2.5.0 Release. 2016-06-17 12:46:56 +01:00
Richard Davey
ee8131f27d Merge remote-tracking branch 'origin/master' into dev 2016-06-17 11:53:14 +01:00
Richard Davey
43b4fd3caf Fixed defs (#2568) and added in Box2D defs. 2016-06-17 11:52:46 +01:00
photonstorm
0316a2c6aa Merge remote-tracking branch 'origin/master' into dev 2016-06-17 03:10:36 +01:00
photonstorm
3ef05fd163 jshint fix. 2016-06-17 03:10:06 +01:00
photonstorm
be0f50b23e Preparing for 2.4.10 development. 2016-06-17 03:05:14 +01:00
photonstorm
694debe94b Rebuilt Phaser Comments TypeScript defs. 2016-06-17 02:28:57 +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
966a9f8b47 Docs update. 2016-06-16 14:31:26 +01:00
photonstorm
3d626d22db Docs update. 2016-06-16 14:13:37 +01:00
photonstorm
06ac2cf921 Docs. 2016-06-16 13:25:46 +01:00
photonstorm
963678b65b Docs update. 2016-06-16 12:40:04 +01:00
photonstorm
964e2db7da Docs update. 2016-06-16 12:33:09 +01:00
photonstorm
04237f88bd Readme update. 2016-06-16 12:27:36 +01:00
photonstorm
5ca134d328 Readme update. 2016-06-16 12:22:42 +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
c7225cb3b7 Added Rectangle.getPoint. 2016-06-15 23:40:15 +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
2aa2c67e7b Merge pull request #2563 from aaronklaassen/reign-rein
Fix reign/rein in getting started guide
2016-06-15 10:52:20 +01:00
Richard Davey
70be74cb36 Lots of work on Body.moveTo and Body.moveFrom. Now working nicely. 2016-06-15 04:12:47 +01:00
Aaron Klaassen
aacb3436a4 Fix reign/rein typo. 2016-06-14 21:00:06 -05:00
Richard Davey
b5cc01132c Body.move tests. 2016-06-14 23:45:00 +01:00
photonstorm
834a8df99d Fixed concat grunt task so that the Weapon plugin is included. 2016-06-14 15:45:20 +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