Christoph Dörfel
2623ddeaf7
Convenience function to remove a collision group from a P2 Body
2015-08-30 00:19:37 +02:00
photonstorm
32b0c98f7a
Group.resetChild is a new method that allows you to call both child.reset
and/or child.loadTexture
on the given child object. This is used internally by getFirstDead
and similar, but is made public so you can use it as a group iteration callback. Note that the child must have public reset
and loadTexture
methods to be valid for the call.
...
Group.getFirstDead, Group.getFirstAlive and Group.getFirstExists all have new optional arguments: `createIfNull`, `x`, `y`, `key` and `frame`. If the method you call cannot find a matching child (i.e. getFirstDead cannot find any dead children) then the optional `createIfNull` allows you to instantly create a new child in the group using the position and texture arguments to do so. This allows you to always get a child back from the Group and remove the need to do null checks and Group inserts from your game code. The same arguments can also be used in a different way: if `createIfNull` is false AND you provide the extra arguments AND a child is found then it will be passed to the new `Group.resetChild` method. This allows you to retrieve a child from the Group and have it reset and instantly ready for use in your game without any extra code.
2015-08-28 12:23:48 +01:00
Richard Davey
14dd1eabbf
Updated readme.
2015-08-28 09:14:09 +01:00
photonstorm
f0d7da1c56
Removed RND.float as it's a reserved word :(
...
Fixed jshint errors.
2015-08-27 19:28:01 +01:00
photonstorm
b14510d1e7
Fixing some emitter issues with position.
2015-08-27 19:11:26 +01:00
photonstorm
9d1217ea21
Fixed the rnd calls.
2015-08-27 14:57:50 +01:00
photonstorm
ddcc46124c
RandomDataGenerator.float is a new alias for the method 'realInRange' and takes the same arguments.
2015-08-27 14:57:23 +01:00
photonstorm
9798864cc6
Emitter.emitParticle now has 4 new optional arguments: x
, y
, key
and frame
. These allow you to override whatever the Emitter default values may be and emit the particle from the given coordinates and with a new texture.
2015-08-27 14:48:52 +01:00
Richard Davey
f380549240
Merge pull request #2036 from qdrj/dev
...
Fixed TypeScript definitions
2015-08-27 14:26:44 +03:00
Vladislav Forsh
fb299b8838
Fixed few typos in typings
2015-08-27 13:56:49 +03:00
Vladislav Forsh
3b71baff7d
Fixed typos in typings for CachedImage
2015-08-27 13:53:22 +03:00
Richard Davey
a2fda3fa47
Merge pull request #2034 from pnstickne/wip-2032d
...
Change splice.call(arguments, ..) to use slice
2015-08-27 12:47:53 +03:00
Richard Davey
902ad357c6
Merge pull request #2035 from timotei/dev
...
Fix TypeScript `addKeys` declaration
2015-08-27 12:43:14 +03:00
timotei
5ec7d7e4c9
Fix TypeScript addKeys
declaration
...
Since we expect an object that's `any`
instead of an array `any[]`
2015-08-27 11:21:57 +03:00
Paul
26a6338072
Change splice.call(arguments, ..) to use slice
...
- Bypasses issue of usage incorrectly omitting 2nd argument to `splice`
- More clear of intent; `slice` does not modifify `arguments`
- `slice` is faster across all desktop browsers, by varying degrees
- Probably due to parameter-aliasing and de-opts when modified.
- Both `slice` and `splice` create a new Array object
2015-08-26 23:50:16 -07:00
Richard Davey
bae732ca9e
Merge pull request #2027 from bsparks/dev
...
utilize the heal method
2015-08-26 23:38:40 +03:00
Richard Davey
0689395aa9
Merge pull request #2033 from clark-stevenson/dev
...
Minor TypeScript definition edits.
2015-08-26 23:30:38 +03:00
Richard Davey
a1bd35fc35
Tidied up formatting and improved jsdocs.
2015-08-26 19:13:46 +01:00
Clark Stevenson
77329e7889
Minor TypeScript definition edits.
2015-08-26 19:07:56 +01:00
Richard Davey
b4a72b8747
Merge pull request #2025 from rwrountree/dev
...
Optimize the average function in math.js
2015-08-26 21:07:24 +03:00
Richard Davey
31d6c4d43c
Merge pull request #2029 from milkey-mouse/dev
...
Fixed TypeScript definition for replaceRGB
2015-08-26 21:04:19 +03:00
Richard Davey
8b6d696316
jsdoc fix.
2015-08-26 03:59:18 +01:00
Milkey Mouse
91997662b4
Fixed TypeScript definition for replaceRGB
...
BitmapData.replaceRGB's 'region' argument should be optional.
2015-08-25 17:37:58 -07:00
Ben Sparks
b7efb93698
utilize the heal method instead of just adding to health when reviving, so that maxHealth is respected
2015-08-25 14:42:02 -07:00
photonstorm
1e88bdda70
Loader.bitmapFont wouldn't automatically set the atlasURL
value if just the key was given.
2015-08-25 13:46:28 +01:00
Rusty Rountree
f017db806a
Phaser.Math.fuzzyCeil and Phaser.Math.fuzzyFloor should not return boolean values as stated in @return section of the comments
2015-08-25 04:06:06 -05:00
Rusty Rountree
92bac852c8
Optimize the average function in math.js
2015-08-25 02:16:31 -05:00
photonstorm
482d3c9882
Preparing for 2.4.4 dev.
2015-08-24 16:01:58 +01:00
photonstorm
db641ca82e
Updated date in the readme.
2015-08-24 15:56:06 +01:00
photonstorm
486c15f16f
New docs.
2015-08-24 15:43:45 +01:00
photonstorm
bf862964d2
Phaser 2.4.3 Release.
2015-08-24 13:55:00 +01:00
photonstorm
94223c66b7
Updated blend mode multiply check ( #1994 )
2015-08-24 13:53:46 +01:00
photonstorm
cc7b632a37
Phaser.TilemapParser.INSERT_NULL is a new boolean that controls what happens when the parser encounters an empty tile: When scanning the Tiled map data the TilemapParser can either insert a null value (true) or a Phaser.Tile
instance with an index of -1 (false, the default). Depending on your game type depends how this should be configured. If you've a large sparsely populated map and the tile data doesn't need to change then setting this value to true
will help with memory consumption. However if your map is small, or you need to update the tiles (perhaps the map dynamically changes during the game) then leave the default value set (thanks #1982 )
2015-08-24 12:36:23 +01:00
photonstorm
0cce3f8287
Enabling a filter on a display object that had a blend mode set would cause the object to become invisible. The two cannot be combined, so when you set a filter on a display object it now automatically resets the blend mode to NORMAL
. The same does not happen in reverse however, so if you've got a filter set and then change the blend mode it will still break. Be careful to capture this yourself (thanks @wayfu #1994 )
2015-08-24 12:26:02 +01:00
photonstorm
5056eedb58
Optimised local vars to reduce file size.
...
Trying out null tile properties.
2015-08-24 12:03:32 +01:00
photonstorm
4ab5a07abf
jsdocs fix.
2015-08-24 12:03:03 +01:00
photonstorm
09f5742410
Tilemap.shuffle was calling the deprecated Phaser.Utils.shuffle, which has now moved to Phaser.ArrayUtils.shuffle.
2015-08-24 12:02:43 +01:00
photonstorm
bcedd921b7
Cache.addSpriteSheet didn't include default values for the frameMax
, margin
and spacing
arguments (thanks @vladkens #2017 #2018 )
2015-08-24 11:43:34 +01:00
photonstorm
845a14ff55
TilingSprite._renderCanvas wasn't correctly allowing for pixel rounding (thanks @ximop #2022
2015-08-24 11:38:59 +01:00
photonstorm
226b7070a8
Fixed issue with an extra 4px being added to the canvas elements because the display type wasn't set.
2015-08-24 11:32:32 +01:00
photonstorm
a5a503b02c
Phaser 2.4.3-RC1 build files.
2015-08-21 16:25:41 +01:00
photonstorm
5ffb5b558d
Tilemap.createFromObjects has been strengthened so that will only create Sprites for matching gids/ids/names. It also only sets the Sprite width and height values if they are present in the Tiled data (thanks @pparke #2012 )
2015-08-20 13:22:06 +01:00
photonstorm
22f7aacfcb
Added frameBased to the TweenManager and made Tween.frameBased reference that setting, allowing you to set it once ( #2015 )
2015-08-20 12:59:06 +01:00
photonstorm
a9354d4a3f
Added withinGame to Pointer Debug.
2015-08-20 12:48:09 +01:00
photonstorm
4fa1ffb4cf
JSDocs update.
2015-08-20 12:47:59 +01:00
photonstorm
99fbf35236
* Pointer.withinGame is no longer automatically set to 'false' in the Pointer.stop method - it will check if the Pointer actually is within the stage bounds and only set withinGame
to false if it's outside the bounds.
...
* MSPointer now has an `onPointerUpGlobal` handler for when the pointer is released outside of the canvas, but still within the browser window. This means that in IE11 a Sprites `onInputUp` event will now trigger even when outside the canvas (thanks @bvargish #2000 )
* MSPointer now has handles for the pointer being over and outside of the canvas element, which sets the Pointer.withinGame booleans accordingly. It also triggers the Mouse.mouseOutCallback and Mouse.mouseOverCallback callbacks respectively.
* The MSPointer event listeners have been renamed to all lower-case, i.e. 'pointerDown' is now 'pointerdown'.
2015-08-20 12:47:50 +01:00
photonstorm
55a7699381
Setting a P2.Body from Static or Kinematic to Dynamic will now automatically adjust the Body.mass to be 1 (thanks @wayfu #2005 )
2015-08-20 11:19:30 +01:00
Richard Davey
994a7dae73
jsdoc fix #2013
2015-08-19 22:19:55 +01:00
photonstorm
103c37cd42
BitmapData.drawFull draws the given Game Object or Group to a BitmapData and then recursively iterates through all of its children, including children of Game Objects and Groups. It can draw Text, BitmapText, Sprites, Images, Emitters and Graphics objects. It's perfectly valid to pass in game.world
as the parent object, and it will iterate through the entire display list.
2015-08-19 14:19:26 +01:00
photonstorm
176289f514
Video.stop now removes the 'playing' event listener, which stop Videos set to loop from throwing errors after being destroyed.
2015-08-18 16:04:10 +01:00