Commit graph

899 commits

Author SHA1 Message Date
photonstorm
4fa1ffb4cf JSDocs update. 2015-08-20 12:47:59 +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
photonstorm
b1a05a6f52 BitmapText.font failed to pull the new font from the Phaser Cache, stopping it from updating properly (thanks @AbrahamAlcaina #2001) 2015-08-18 13:48:08 +01:00
Richard Davey
7fbeb1c062 BitmapData.line draws a line to the BitmapData in the color and thickness specified.
Lots of BitmapData updates to use local vars and 'op' property, cutting down code size.
2015-08-07 02:48:00 +01:00
Richard Davey
62c87052cb Merge pull request #1985 from yahiko00/master
Extra documentation and TypeScript definition file update
2015-08-06 14:20:26 +01:00
Yahiko Uzumaki
0416c6a9ee Update BitmapData.js
Fix explanation.
2015-08-06 13:57:43 +02:00
yahiko
d412431947 Add extra information for the imageData property. 2015-08-06 13:49:51 +02:00
photonstorm
9a0b6c24a4 Text can now accept undefined or null as the text argument in the constructor and will cast it as an empty string. 2015-08-06 10:28:49 +01:00
Richard Davey
7fc23c9abe Text.setTextBounds didn't add the x and y values to the width and height offsets. 2015-08-04 23:06:07 +01:00
photonstorm
1fed360659 VideoStream.active = false is used if the browser supports it, otherwise it falls back to VideoStream.stop. 2015-08-04 15:48:43 +01:00
photonstorm
e901fb80f6 Merging in the CanvasPool changes to the core. 2015-08-03 14:46:55 +01:00
photonstorm
50516e3d34 Testing CanvasPool. 2015-08-03 14:33:12 +01:00
photonstorm
4e857f19f6 BitmapText with tints applied wouldn't update properly in Canvas mode (thanks @Pajamaman #1969) 2015-08-03 11:51:04 +01:00
Richard Davey
9362a2b1f4 Text with tints applied wouldn't update properly in Canvas mode. 2015-07-31 19:09:49 +01:00
Richard Davey
cbc68ab4c9 Merge pull request #1950 from jdnichollsc/dev
Added Text.addFontStyle and Text.addFontWeight
2015-07-31 16:00:47 +01:00
photonstorm
d23e5d6eba BitmapText.smoothed is a new boolean property that allows you to set texture smoothing on a bitmap font or not. By default smoothing is always on, but you can turn it off which helps for bitmap fonts created from pixel art style character sets. 2015-07-31 15:58:00 +01:00
photonstorm
4b22f48c75 2.4.2 release. 2015-07-29 15:01:04 +01:00
Juan David Nicholls Cardona
655013da1b Added Text.addFontStyle and Text.addFontWeight allows you to set styles and weights font within the Text. 2015-07-28 02:05:08 -05:00
photonstorm
9a83ddcab9 Updated to latest Creature runtimes, added to GameObjectFactory. 2015-07-23 13:25:08 +01:00
photonstorm
858ad51610 Phaser 2.4 release. 2015-07-22 15:31:30 +01:00
photonstorm
ffaa7d711f Removed BaseTextureCache requirement from BitmapData.
Fixed jshint.
Updated TS defs.
2015-07-22 13:23:40 +01:00
photonstorm
915a757f96 Text.updateText will now check the width and height values of the Text canvas and if either are zero it sets Text.renderable = false to avoid throwing WebGL texture binding errors. 2015-07-22 12:43:43 +01:00
photonstorm
f15fe6706c All undefined argument checks were changed from if (typeof x === 'undefined') to if (x === undefined) removing the typeof check and saving some bytes across the codebase in the process. 2015-07-22 10:37:15 +01:00
photonstorm
7144b10ad5 TileSprites fixed for WebGL. 2015-07-21 13:24:12 +01:00
Richard Davey
2d3b1ee383 Merge pull request #1911 from mthurlin/patch-1
game.make.group() did not setup parent correctly
2015-07-16 15:40:10 +01:00
Charlo
795a7c80a8 Improving JSON BitmapText implementation 2015-07-16 13:30:55 +02:00
Richard Davey
9c588d94e8 PIXI.BitmapText has been removed as a global array, as it is no longer used. 2015-07-16 01:29:32 +01:00
Richard Davey
3c7293ab57 Updated AnimationParser and fixed LoadTexture calls. 2015-07-16 01:02:59 +01:00
Richard Davey
bab50d7c88 * The Cache has been internally refactored considerably. Image data is now all stored in the same object, rather than being split across the PIXI global caches (such as PIXI.TextureCache and PIXI.BaseTextureCache), which are no longer used by Phaser.
* Internally the Cache now uses a single _cache object, which is partitioned to store the various different object types. Before the cache used lots of private objects, one per data type, but it's now a lot cleaner and we've managed to cut out hundreds of lines of duplicate code in the process.
* Cache.getImage has a new argument which lets you return either just the HTML Image element or the entire image cache object, which includes the baseTexture and frame data.
* Cache.getImage will return a __default image if the key isn't given, or a __missing image if the key is given but not found in the cache. This means it will always return a valid image and no longer cause Phaser to throw runtime errors deeper down with invalid image objects.
2015-07-16 00:46:28 +01:00
photonstorm
f52b553eaf Loads more Cache optimisations and tweaks. 2015-07-15 17:06:29 +01:00
photonstorm
81b553d8ee Ok let's start removing these 'typeof' checks. 2015-07-15 16:33:26 +01:00
photonstorm
d663d290c2 hasFrameData added and some LoadTexture updates. 2015-07-15 16:33:01 +01:00
Markus Thurlin
d360384f4a game.make.group() did not setup parent correctly 2015-07-15 14:30:28 +02:00
Richard Davey
4dec046c40 Added pendingDestroy to Groups. 2015-07-12 11:33:30 +01:00
photonstorm
5ad3698703 BitmapData.clear has 4 new optional parameters: x, y, width and height, that define the area to be cleared. If left undefined it works exactly the same as before and clears the entire canvas. 2015-07-09 11:44:21 +01:00
Richard Davey
d027bf8ba7 BitmapData.generateTexture will take a snapshot of the BitmapDatas canvas at that moment in time and convert it into an Image, which is then stored in the Phaser image Cache based on the key given. You can then use the new texture for any future sprites or texture based objects. 2015-07-09 00:19:07 +01:00
Richard Davey
7253ac368d jsdoc update. 2015-07-08 19:11:41 +01:00
Richard Davey
3590272c51 All Game Objects have a new boolean property called pendingDestroy. If you set this to true then the object will automatically destroy itself in the *next* logic update, rather than immediately. This is useful for cases when you wish to destroy an object from within one of its own callbacks, such as with buttons or other input events (thanks @alamboley #1748) 2015-07-08 18:52:01 +01:00
photonstorm
64b1794d67 Rope.segments used the wrong vertices property, causing a runtime error.
Debug.ropeSegments didn't take the scale of the Rope object into consideration, causing incorrect debug rendering.
2015-07-08 16:40:26 +01:00
photonstorm
47e1d16a6d jshint fix. 2015-07-08 16:00:03 +01:00
photonstorm
3012e49937 Text.addColor would incorrectly color the text stroke if set (thanks @llevkin #1893
Text.addStrokeColor works in the same way as `Text.addColor` but allows you to define a color stop for the stroke color instead of the fill color.
2015-07-08 12:52:39 +01:00
Richard Davey
86cac2085c BitmapData.move(x, y) allows you to shift the contents of the BitmapData horizontally and vertically by the given amounts. The image wraps-around the edges of the BitmapData.
BitmapData.moveH(distance) allows you to horizontally shift the BitmapData with wrap-around the edges.

BitmapData.moveV(distance) allows you to vertically shift the BitmapData with wrap-around the edges.
2015-07-08 04:26:28 +01:00
Richard Davey
a7e18137d1 Text has a new style property: tabs. This allows you to specify a pixel value (or values) that allows you to space out text that contains tab characters within it. Text.tabs can be either an integer, in which case all tabs share the same spacing, or an array of pixel values corresponding exactly to the number of tabs per line of text. This allows you to easily align columns of data in a single Text object. 2015-07-08 01:15:31 +01:00
Richard Davey
3066f60f11 parseList support added. 2015-07-08 00:03:03 +01:00
Richard Davey
2e447ec01d Tidied up tab handling a little. 2015-07-07 23:41:37 +01:00
Richard Davey
ae08b9ac02 Text tab support working. Now to add varying tab sizing. 2015-07-07 23:31:44 +01:00
Richard Davey
b8cc4d9d53 Updated Text resolution handling. 2015-07-07 20:48:00 +01:00
photonstorm
9548fb9856 Final textBounds updates. 2015-07-07 15:16:23 +01:00
photonstorm
a89d48b9a6 Text.autoRound allows you to control if the text is allowed to render at sub-pixel coordinates or not. Set to true to round the coordinates, often eliminating anti-aliasing from certain font types (#1867) 2015-07-02 13:39:59 +01:00
Richard Davey
2b7666e22d Added toString to the constructor parameter. 2015-07-01 23:37:48 +01:00
photonstorm
8356aacaa8 Trying out new Text pivot and mute handling. 2015-06-24 19:57:40 +01:00
photonstorm
a69c156526 The Text Bounds is a rectangular region that allows you to align your text within it, regardless of the number of lines of text or position within the world. For example in an 800x600 sized game if you set the textBounds to be 0,0,800,600 and text alignment to 'left' and vertical alignment to 'bottom' then the text will render in the bottom-right hand corner of the game, regardless of the size of font you're using or the number of lines in the text itself.
Set the Style properties `boundsAlignH` and `boundsAlignV` or adjust them via the Text setters to change the alignment.

It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts have additional padding around them which you can mitigate by tweaking the Text.padding property.

Setting a textBounds _doesn't_ update the wordWrapWidth, so be aware of the relationship between the two.

Call this method with nothing defined for any of the parameters to reset an existing textBounds.

#1824
2015-06-17 17:18:04 +01:00
photonstorm
0258245f12 Phaser.Text no longer extends PIXI.Text but replaces it entirely. Phaser.Text now natively extends a Phaser Sprite, meaning it can be enabled for physics, damaged, etc. 2015-06-17 13:21:28 +01:00
photonstorm
102c74e121 Deprecated the following:
* Camera.screenView
* ScaleManager.maxIterations
* ScaleManager.enterPortrait (see onOrientationChange)
* ScaleManager.enterLandscape (see onOrientationChange)
* ScaleManager.enterFullScreen (see onFullScreenChange)
* ScaleManager.leaveFullScreen (see onFullScreenChange)
* ScaleManager.fullScreenFailed (see onFullScreenError)
* ScaleManager.checkResize
* ScaleManager.checkOrientation
* ScaleManager.setScreenSize (see updateLayout)
* ScaleManager.setSize (see reflowCanvas)
* ScaleManager.checkOrientationState (see reflowCanvas)
* ScaleManager.orientation (see screenOrientation)
* Gamepad.disabled (see enabled)
* Input.currentPointers (see totalActivePointers)
* Input.disabled (see enabled)
* Keyboard.disabled (see enabled)
* Mouse.disabled (see enabled)
* Mouse.mouseMoveCallback (see Input.addMoveCallback)
* MSPointer.disabled (see enabled)
* Touch.disabled (see enabled)
* Cache.getUrl (see getURL)
* Math.truncate (see Math.trunc)
* Math.snapToInArray (see Phaser.ArrayUtils.findClosest)
* Math.interpolateFloat (see Math.linear)
* Math.normalizeLatitude (use Phaser.Math.clamp(lat, -90, 90))
* Math.normalizeLongitude (use Phaser.Math.wrap(lng, -180, 180))
* Math.chanceRoll (use Phaser.Utils.chanceRoll)
* Math.numberArray (use Phaser.ArrayUtils.numberArray)
* Math.numberArrayStep (use Phaser.ArrayUtils.numberArrayStep)
* Math.limitValue (use Phaser.Math.clamp)
* Math.randomSign (use Phaser.Utils.randomChoice(-1, 1))
* Math.angleLimit (use Phaser.Math.clamp)
* Math.getRandom (use Phaser.ArrayUtils.getRandomItem)
* Math.removeRandom (use Phaser.ArrayUtils.removeRandomItem)
* Math.floor (use Math.trunc)
* Math.ceil (use Phaser.Math.roundAwayFromZero)
* Math.shift (use Phaser.ArrayUtils.rotate)
* Math.shuffleArray (use Phaser.ArrayUtils.shuffle)
* Math.distanceRounded (do the rounding locally)
* Canvas.getOffset (see Phaser.DOM.getOffset)
* Canvas.getAspectRatio (see Phaser.DOM.getAspectRatio)
* TilemapLayer.tileColor (use TilemapLayer.debugSettings.missingImageFill)
* Phaser.ArrayList alias removed, now use Phaser.ArraySet
* Utils.transposeArray (see Phaser.ArrayUtils.transposeMatrix)
* Utils.rotateArray (see Phaser.ArrayUtils.rotateMatrix)
* Utils.shuffle (see Phaser.ArrayUtils.shuffle)
2015-06-17 03:14:31 +01:00
photonstorm
8cf28fede7 maxHealth is a new property that Game Objects with the Health component receive and works in combination with the heal method to ensure a health limit cap. 2015-06-17 02:00:04 +01:00
photonstorm
b725c25702 Button game objects now have Input.useHandCursor set to true by default. 2015-06-17 01:55:36 +01:00
Richard Davey
0b82a68717 Merge pull request #1794 from stephandesouza/patch-1
Add a Heal Method to Phaser.Components.Health
2015-06-17 01:54:14 +01:00
Richard Davey
a7a74550a5 Merge pull request #1837 from Feenposhleen/dev
JSON support for BitmapFont atlases
2015-06-17 01:49:23 +01:00
photonstorm
40802314dd TileSprite now fully supports animation again, having been broken for several versions due to a Pixi upgrade. We've updated the way TileSprites generate their textures internally considerably and animation support is back across both Canvas and WebGL as a result (#1653) 2015-06-17 01:25:56 +01:00
photonstorm
d931cedb69 Fixed issue with long text dropping to be shorter again. 2015-06-16 12:45:26 +01:00
photonstorm
70cf7a32bc Fixed jshint errors. 2015-06-13 02:31:21 +01:00
photonstorm
f216313582 jsdoc and debug removal. 2015-06-12 19:21:06 +01:00
photonstorm
fa469b85e1 Added GameObjectFactory.video url parameter. 2015-06-12 19:20:50 +01:00
photonstorm
10a3df1ef5 Set the Video baseTexture to __default until the stream starts. 2015-06-10 14:21:58 +01:00
photonstorm
5458097006 Renamed createVideoStream to startMediaStream.
Refactored Video constructor significantly - you can no longer create a webcam stream from the constructor, as it doesn't give you time to respond to onAccess and onError signals in Firefox. Instead call startMediaStream directly having set-up your signal listeners first.

startMediaStream now has a chance to dispatch the onError signal if the webcam has been blocked entirely by the browser (auto-block or remembered block). autoPlay attribute removed to stop Firefox throwing a "Invalid URI. Load of media resource failed" error.

Tidied up Video.destroy to properly remove video element from the DOM.
2015-06-10 00:59:24 +01:00
Charlo
17a8116382 Added JSON support for BitmapFont 2015-06-06 12:35:08 +02:00
photonstorm
2b0abb67dd onDragUpdate is a new signal that is dispatched whenever a Game object enabled for input and drag is moved by a pointer (i.e. during a drag event). See the Phaser.InputHandler.enableDrag docs for parameter details and the new Phaser Example. 2015-06-04 20:58:00 +01:00
photonstorm
a971928bbc jshint fixes. 2015-06-03 13:22:29 +01:00
photonstorm
560fed484f Added BitmapText.purgeGlyphs method. 2015-06-03 05:28:24 +01:00
photonstorm
03a7b6a708 Updated Destroy component to deal with BitmapText glyphs pool. 2015-06-03 05:28:24 +01:00
photonstorm
5e265bbe86 Re-ordered carriage-return detection. 2015-06-03 05:28:24 +01:00
photonstorm
90d08fbf24 Updated jsdocs and added align parameter to method call. 2015-06-03 05:28:24 +01:00
photonstorm
fa7259fd75 Removed debug calls. 2015-06-03 05:28:24 +01:00
photonstorm
2484ced06d Typo. 2015-06-03 05:28:24 +01:00
photonstorm
cf5238c749 Removed use of PIXI.BitmapText entirely. Moved all update and support functions to Phaser. 2015-06-03 05:28:23 +01:00
photonstorm
5054344668 The LoadTexture component has a new property: customRender which is checked for in the Core postUpdate to know when to render custom elements like Videos. 2015-05-21 15:24:39 +01:00
Gionatan Iasio
1bbb3bb903 Fix Rope.js
Rope creation key parameter didn't work, because PIXI.Rope requires a texture, not string.
Changed it like Sprite.
2015-05-16 19:59:12 +02:00
photonstorm
f78a4cb337 jshint fixes. 2015-05-15 01:35:20 +01:00
photonstorm
f725ac48ae Removed all the debug information. 2015-05-15 01:27:42 +01:00
photonstorm
f2e2039009 Invalidate the texture while we wait for the new one to load (crashes IE11 otherwise) 2015-05-15 01:17:44 +01:00
photonstorm
ce27da362b Stacks of fixes to the video stream support to get it working in Firefox. 2015-05-14 23:23:38 +01:00
photonstorm
aabeccbdac Working but needs refining. 2015-05-14 19:10:36 +01:00
photonstorm
63887faffe Loads of changes to deal with invalid textures and videos pending playback (i.e. Firefox) 2015-05-14 16:52:09 +01:00
photonstorm
ad4cf34d05 LoadTexture remembers texture valid state. 2015-05-14 16:52:09 +01:00
Stephan de Souza
cb89b9c293 Missed comma 2015-05-14 10:04:37 -03:00
Stephan de Souza
7fb555e70e Adds Heal Method to Phaser.Components.Health
Ideal when used in games with health packs, bonus items, or healing sprites.

In fact: Doing a negative damage causes the same effect, but as a new method is better for documentation.
2015-05-13 16:55:17 -03:00
photonstorm
e6f71e959a Graphics constructor now sets x/y parameters to zero if undefined. Before it would set them to undefined as the type check wasn't strict. 2015-05-12 13:03:26 +01:00
photonstorm
4aa22e22a1 Check texture property. 2015-05-12 13:03:26 +01:00
photonstorm
a1102d4d4d Added re-tint reset. 2015-05-08 04:12:20 +01:00
photonstorm
2cd59bbf32 Tidying up docs and formatting. 2015-05-08 04:12:07 +01:00
photonstorm
6f351ff0c1 Texture.requiresReTint is a new property that controls if a texture requires the display object to be re-tinted having been updated internally. The LoadTexture component now sets this. 2015-05-08 04:11:48 +01:00
photonstorm
164039d7e7 Sets the re-tint state to true.
Removed un-needed clear call.
2015-05-08 04:10:39 +01:00
photonstorm
326cb759cf Docs fixes. 2015-05-08 02:28:46 +01:00
photonstorm
855831e4c2 BitmapData.update now validates the width and height values to ensure they aren't lower than 1, which would previously cause a context error. 2015-05-08 01:49:59 +01:00
photonstorm
d2b9bfe7b8 RetroFont has been updated to use RenderTexture.renderXY, removing the need for creating a Point object each update.
RetroFont no longer puts any entries into the TextureCache or generates any UUIDs on instantiation, speeding up creation and lowering memory use.
2015-05-08 01:49:11 +01:00
photonstorm
e3b8fe3401 Proper setFrame call. 2015-05-07 02:45:33 +01:00
photonstorm
67704d0136 Updated Frame handling for Videos so sprites have their own frames, not a reference to the Videos frame. 2015-05-07 02:44:48 +01:00
photonstorm
af66b49f31 If a BitmapData is created with a width or height set to zero then the width and/or height are set to a default value (256) instead to avoid getContext errors. 2015-05-06 16:50:10 +01:00
photonstorm
303929a3ce Added Video.snapshot and Video.grab support. 2015-05-06 16:47:46 +01:00
photonstorm
7cd89eedd6 jshint fixes. 2015-05-06 08:13:55 +01:00
photonstorm
7f89a3de60 Fixed video event. 2015-05-06 07:57:52 +01:00
photonstorm
d14d9f4f64 Added onAccess and onError signals and tidied up the stream handling. 2015-05-06 07:25:34 +01:00
photonstorm
a24a22742a Enabled Stream stopping. 2015-05-06 06:11:09 +01:00
photonstorm
37304c7cc7 Added Video.createVideoStream support. 2015-05-06 06:06:02 +01:00
photonstorm
535b56bc4a Got changeSource working properly on iOS and tidied up lots of docs. 2015-05-06 01:12:02 +01:00
photonstorm
927c14536d Destroy will remove the listener from Video.onChangeSource. 2015-05-06 00:42:01 +01:00
photonstorm
bf25e67f5a LoadTexture.resizeFrame lets you resize the Frame dimensions that the Game Object uses for rendering. You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData it can be useful to adjust the dimensions directly in this way. 2015-05-06 00:41:40 +01:00
photonstorm
9a563f20b9 Updated video locked status. 2015-05-05 17:03:39 +01:00
photonstorm
0cde8f874d Mobile touch lock support done. 2015-05-05 16:25:51 +01:00
photonstorm
cc1c90d782 Removed videoSprite placeholder. 2015-05-05 14:01:47 +01:00
photonstorm
2e2d1c6bc2 Lots of updates to the Phaser.Video object. 2015-05-05 14:00:59 +01:00
photonstorm
f33082caf2 Support for Video texture updates. 2015-05-05 14:00:18 +01:00
photonstorm
90a7a3e15c Create video + added Video to config. 2015-05-04 03:00:45 +01:00
photonstorm
8a9e0c266a Added currentTime and duration getters. 2015-05-04 03:00:22 +01:00
photonstorm
c1ab5a3345 The first pass at the new Phaser.Video object. 2015-05-03 13:53:03 +01:00
photonstorm
f092101531 Added in support for Phaser.Video to LoadTexture component. 2015-05-03 13:53:03 +01:00
photonstorm
3578cd097c jsdocs fix. 2015-05-03 13:53:02 +01:00
photonstorm
8290e8c371 Text.setShadow has two new optional parameters: shadowStroke and shadowFill. These allow you to set if the drop shadow is applied to the Text stroke, the Text fill or both of them (thanks @qdrj #1766)
Text.shadowStroke and Text.shadowFill allow you to toggle if the drop shadow is applied to the Text stroke or fill independently.
2015-04-27 16:22:36 +01:00
photonstorm
cc46212d5b Refreshes a tiling texture on change of frame. 2015-04-21 15:55:58 +01:00
photonstorm
12f8454d62 close #1755 2015-04-19 01:35:15 +01:00
photonstorm
3a61fa35f0 RenderTexture.render now takes a Matrix as its second parameter, not a Point object. This brings it in line with Pixi and allows you to perform much more complex transformations on the object being rendered. If you need to replicate the old behavior please use RenderTexture.renderXY(sprite, point.x, point.y) instead.
RenderTexture.render and `renderXY` would ignore the Sprites rotation or scale. The full Sprite transform is now used correctly when the Sprite is drawn to the texture. If you wish to replicate the old behavior please use `RenderTexture.renderRawXY` instead.

RenderTexture.matrix has been removed as it's no longer used.

Fixed bug in Pixi where RenderTexture.render would ignore the given matrix.

Fixed a bug in Pixi where drawing a Sprite to a RenderTexture would reset the Sprites transform to an identity Matrix.
2015-04-17 03:22:07 +01:00
photonstorm
b0e1b8facb jsdoc fixes. 2015-04-15 01:36:25 +01:00
photonstorm
8f06991527 Added support for the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/). You can now create a Phaser.Creature object which uses json data and a texture atlas for the animations. Creature is a powerful animation tool, similar to Spriter or Spine. It is currently limited to WebGL games only, but the new libs should prove a solid starting point for anyone wanting to incorporate Creature animations into their games. 2015-04-13 23:16:29 +01:00
photonstorm
0aaa77a84d Strict check. 2015-04-13 11:58:45 +01:00
photonstorm
0ccb3515d5 Removed dirty flag. 2015-04-13 11:58:44 +01:00
photonstorm
36c064511c Added guards around context.getImageData calls in BitmapData, Text and Canvas Tinting classes to avoid crashing restricted browsers like Epic Browser. Please understand that several Phaser features won't work correctly with this browser (thanks @Erik3000 #1714) 2015-04-02 14:47:44 +01:00
photonstorm
645723f939 Sprite was missing the Health and InCamera components. 2015-03-30 13:51:47 +01:00
photonstorm
5fb1130175 The LoadTexture component has had a redundant dirty call removed from it.
TileSprites were missing a `physicsType` property, causing them to not collide with anything (thanks @numbofathma #1702)
2015-03-28 00:56:02 +00:00
photonstorm
57474c0d44 Trying out removal of dirty flag. 2015-03-27 10:47:45 +00:00
photonstorm
83adc51698 Fixed the FixedToCamera :) 2015-03-24 21:35:09 +00:00
photonstorm
12fc424305 Huge amount of jsdoc updates. 2015-03-23 23:46:09 +00:00
photonstorm
08c9513f98 Improving the Component documentation. 2015-03-23 19:56:23 +00:00
photonstorm
85c8f60d7c Removed 'global' component arrays. 2015-03-23 19:19:07 +00:00
photonstorm
b7b622a556 Text style has a new optional property: backgroundColor which is a Canvas fill style that is set behind all Text in the Text object. It allows you to set a background color without having to use an additional Graphics object.
Text.lineSpacing can now accept negative values without cutting the bottom of the Text object off. The value can never be less than the height of a single line of text.

Text.lineSpacing is no longer applied to the first line of Text, which prevents text from being cut off further down the Text object.
2015-03-23 16:12:23 +00:00
photonstorm
1486e166bd Added physicsType property. 2015-03-23 15:04:27 +00:00
photonstorm
55048a4b25 BitmapText objects now have an anchor property. This works in a similar way to Sprite.anchor except that it offsets the position of each letter of the BitmapText by the given amount, based on the overall BitmapText width - whereas Sprite.anchor offsets the position the texture is drawn at. 2015-03-23 15:03:53 +00:00
photonstorm
cb9ef4f12e Text.padding specifies a padding value which is added to the line width and height when calculating the Text size. ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions (#1561 #1518) 2015-03-19 01:54:14 +00:00
breakosaur
bb600b4319 Fixed a few documentation typos. 2015-03-18 21:07:36 +00:00
photonstorm
165e5935c2 JSDoc fixes. 2015-03-18 19:14:58 +00:00
photonstorm
6cf982a4a0 Fixed to Destroy component if still in render loop. 2015-03-11 01:44:46 +00:00
photonstorm
0516167c3d Finally tracked down the rogue bug causing Graphics objects to not work with various components (fix #1654) 2015-03-10 14:23:49 +00:00
photonstorm
ed3afed2ff Fixed spelling mistake. 2015-03-05 14:00:57 +00:00
Richard Davey
7eb73e99a8 Merge pull request #1648 from pnstickne/wip-components-docs
Component documentation
2015-03-01 10:46:55 +00:00
Paul
4de95c09b5 Component documentation
- Required changes for documentation to show up correctly
  - Uses multiple @extends, which currently [mostly] works in jsdoc
    and like closure compiler
2015-02-28 23:00:17 -08:00
Paul
ee34327c93 Components: bug fixes
- Use property check ('in') to avoid property access

- Promoted 'body' property for physics
2015-02-28 17:49:45 -08:00
Paul
0e5272b217 Merge remote-tracking branch 'upstream/dev' into wip-components-toproto
Conflicts:
	src/gameobjects/Image.js
	src/gameobjects/Rope.js
	src/gameobjects/Sprite.js
	src/gameobjects/Text.js
	src/gameobjects/TileSprite.js
	src/gameobjects/components/Core.js
2015-02-28 15:51:47 -08:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
ae7a1fda05 Optimised preUpdate callbacks. 2015-02-25 02:49:50 +00:00
photonstorm
72530d963b Default exists should be true! 2015-02-25 02:49:19 +00:00
photonstorm
c799dfe7da Fixed physics postUpdate issue causing particles and all kinds of things to go awry. 2015-02-25 02:18:05 +00:00
photonstorm
ec19abb91c Component preUpdate changes. 2015-02-25 00:59:27 +00:00
photonstorm
c9939f8691 Tilemap fix #1635 2015-02-24 22:57:59 +00:00
Paul
4f747a1c00 Components - moving install to prototype
- This ensures the components are regsitered once per type
  instead of once per instance (which is duplicate work)
2015-02-22 20:44:11 -08:00
photonstorm
8b7085e20a RenderTexture guards. 2015-02-22 19:30:43 +00:00
photonstorm
3d0bc682f0 Moved Events. 2015-02-19 05:00:55 +00:00
photonstorm
88f10f7f89 Updated fixedToCamera docs to reflect non-nesting (#1596) 2015-02-18 22:58:48 +00:00
photonstorm
58d37b51fe Fixed canvas destroy if undefined. 2015-02-18 14:54:11 +00:00
photonstorm
f59d7e3430 Working through Graphics class updates. 2015-02-17 16:40:41 +00:00
photonstorm
77a3bfea23 loadTexture guard. 2015-02-17 15:48:54 +00:00
photonstorm
5b0c751647 Animation component guard. 2015-02-17 15:48:43 +00:00
photonstorm
167bbde8d4 Game Objects all now using the new Components mixins. 2015-02-17 06:00:41 +00:00
photonstorm
166c0363fc jshint fixes 2015-02-17 05:59:54 +00:00
photonstorm
bf4c1d0620 Split out all the common GameObject features into components. 2015-02-17 05:15:04 +00:00
photonstorm
8483eac6aa Removing all use of _cache from all Game Objects. 2015-02-16 17:22:51 +00:00
photonstorm
8c23bca62d Sprite.left, Sprite.right, Sprite.top, Sprite.bottom are new properties that contain the totals of the Sprite position and dimensions, adjusted for the anchor.
Sprite.offsetX and Sprite.offsetY contain the offsets from the Sprite.x/y coordinates to the top-left of the Sprite, taking anchor into consideration.
2015-02-16 15:47:55 +00:00
photonstorm
c243222889 Docs update #1231 2015-02-11 16:41:56 +00:00
Richard Davey
b560af992f Merge pull request #1375 from pnstickne/wip-text-consistency
Text - font components can be specified as part of "style"
2015-02-11 15:06:48 +00:00
photonstorm
cc7096b045 jsdoc fix #1543 2015-02-10 21:22:36 +00:00
photonstorm
dfc8ff32d2 You can now tint animated Sprites in Canvas mode. Or change the texture atlas frame of a tinted Sprite or Image. Please note that this is pretty expensive (depending in the browser), as the tint is re-applied every time the *frame changes*. The Pixi tint cache has also been removed to allow for subtle tint color shifts and to avoid blowing up memory. So use this feature sparingly! But at least it does now work (#1070) 2015-02-10 14:53:55 +00:00
photonstorm
4489a12fd8 Sprite.loadTexture and Image.loadTexture now no longer call updateTexture if the texture given is a RenderTexture. This fixes issues with RetroFonts in IE11 WebGL as well as other RenderTexture related IE11 problems (#1310 #1381 #1523) 2015-02-10 12:27:55 +00:00
photonstorm
e85be1f1d8 BitmapText.font wouldn't update an internal Pixi property (fontName) causing the text to fail to change font (thanks @starnut #1602) 2015-02-08 22:07:36 +00:00
photonstorm
336fdfa672 TileSprites weren't destroying WebGL textures, leading to eventual out of memory errors (thanks @chacal #1563) 2015-02-03 21:32:39 +00:00
Richard Davey
21823f65e3 Merge pull request #1576 from vulvulune/jsdoc
Correct comments
2015-02-03 20:47:32 +00:00
photonstorm
d6ea8fb956 jsdoc updates (spelling mistakes, code formatting, etc) 2015-01-28 17:18:33 +00:00
vulvulune
8ef32f044c Correct comments
Correct comments:
-Phaser.Camera: checkWorldBounds =>checkBounds
-Phaser.RetroFont: Set correct @name for name and smoothed
-Phaser.DOM: inViewport => inLayoutViewport
2015-01-27 13:46:18 +01:00
photonstorm
a67d2df6f0 BitmapData.text will render the given string to the BitmapData, with optional font, color and shadow settings. 2015-01-18 12:24:00 +00:00
photonstorm
741131312a BitmapData.drawGroup draws the immediate children of a Phaser.Group to a BitmapData. Children are only drawn if they have their exists property set to true. The children will be drawn at their x and y world space coordinates. When drawing it will take into account the child's rotation, scale and alpha values. No iteration takes place. Groups nested inside other Groups will not be iterated through.
BitmapData.copy `tx` parameter if `null` and `source` is a Display Object, it will default to `source.x`.

BitmapData.copy `ty` parameter if `null` and `source` is a Display Object, it will default to `source.y`.
2015-01-05 14:28:16 +00:00
Richard Davey
b3f322469b Added Events.onEnterBounds to the destroy method (thanks @legendary-mich #1497) 2015-01-02 21:53:20 +00:00
Paul
a070e8db8f Fix for Event changes
This replaces 'eval' with closures (that should have probably
been used to begin with) to avoid warnings generated by some tools.

This change does not affect the approach used.

- Ref. #1494
2015-01-01 13:50:07 -08:00
photonstorm
c6c5856dec Phaser.Graphics.drawCircle now overrides PIXI.drawCircle which means the docs are now correct re: diameter not radius (thanks @ethankaminski #1454) 2014-12-17 13:44:12 +00:00
photonstorm
028943baad Moved the updateTransform to a Game level update on Stage and replaced the Pixi version.
Added a boolean check, so it can be either updated from updateLogic or render without duplicating the process.
#1424
2014-12-10 10:37:37 +00:00
photonstorm
4ad6df9a29 A test to try for #1424 2014-12-09 23:38:23 +00:00
photonstorm
def662f28f Text.setShadow has had the default color value changed from rgba(0,0,0,0) to rgba(0,0,0,1) so it appears as a black shadow by default - before the alpha channel made it invisible. 2014-12-02 09:03:55 +00:00
Richard Davey
152b26a668 Merge pull request #1378 from pnstickne/wip-minor-updatelogic-fix
Minor logic fix for Sprite life update
2014-12-01 12:07:56 +00:00
Richard Davey
81f356c235 Merge pull request #1386 from pnstickne/wip-docs-1130
Assorted documentation/consistency updates
2014-12-01 12:07:10 +00:00
Paul
d15037e283 Event-Signal object count optimization
There are a bunch of signals added for Sprites; more when input is
enabled. However, very few of these signals are ever actually used. While
the previous performance update related to Signals addressed the size of
each Signal object, this update is to reduce the number of Signal objects
as used by the Events type.

As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals;
with this change there less than 70 signals created when running the same
demo. (Each Event creates at 8 signals by default, and there is an Event
for each of the 400 particles.) While this is an idealized scenario, a
huge amount (of albeit small) object reduction should be expected.

It does this by creating a signal proxy property getter and a signal
dispatch proxy. When the event property (eg. `onEvent`) is accessed a new
Signal object is created (and cached in `_onEvent`) as required. This
ensures that no user code has to perform an existance-check on the event
property first: it just continues to use the signal property as normal.

When the Phaser game code needs to dispatch the event it uses
`event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This
special auto-generated method automatically takes care of checking for if
the Signal has been created and only dispatches the event if this is the
case. (If the game code used the `onEvent` property itself the event
deferal approach would be defeated.)

This approach is designed to require minimal changes, not negatively
affect performance, and reduce the number of Signal objects and
corresponding Signal/Event resource usage.

The only known user-code change is that code can add to signal (eg.
onInput) events even when input is not enabled - this will allow some
previously invalid code run without throwing an exception.
2014-11-30 21:39:25 -08:00
Paul
dab8772de0 Documentation - consistency updates
- Updated `readOnly` doclet to `readonly`

- `array` refined to `type[]`, where such information was immediately
determinable.

- Updated {Any}/{*} to {any}; {...*} is standard exception

- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
photonstorm
cfbad72881 Documentation - general
Updated some documentation for formatting, consistency, and minor
corrections.
2014-11-30 04:02:45 -08:00
Paul
3299588326 Sprite - removed comment
The comment was no longer valid after the previos changes.
2014-11-29 14:12:14 -08:00
photonstorm
d5dfa464c0 Added alpha setting to getContext. 2014-11-29 19:40:50 +00:00
Paul
dfe7279090 Minor logic fix for Sprite life update
The substraction of `physicsElapsedMS` needs to be done for all individual
updates. (When current FPS ~ target FPS this is a 1-1 mapping, but catchup
updates can throw off the calculations.)

Also renamed `Game#updateNumber` (a poor initial name on my part) to
`currentUpdateID`. This matches the naming of
`Stage#currentRenderOrderID`.
2014-11-28 23:02:31 -08:00
Paul
83cbbf1d21 Text - font component cleanup
Some minor cleanup of font component handling and comments.

Also adds a warning if an "unparsable font" string is encountered. Might
save someone some trouble.
2014-11-28 03:50:52 -08:00
Paul
bf3d5aa22e Text - consistency updates
Added `cssFont`, `fontStyle`, and `fontVariant` properties for better
consistency and control.
2014-11-28 02:56:44 -08:00
Paul
8eb7594b29 Text - font size/weight can be specified as style
Fulfills: https://github.com/photonstorm/phaser/issues/1370

This allows `fontSize` and `fontWeight` to be specified as part of the
style as supplied to the Text constructor (and `setStyle` method). In
addition the `fontStyle` and `fontVariant` properties can also be set -
although these are not exposed later.

This also fixes edge cases that could be caused if `Text#fontSize` was
used without `Text#fontWeight`, where the applied style defaults would be
overwritten/reset.
2014-11-28 02:20:18 -08:00
Paul
5fbbeca7ab Text - documentation updates 2014-11-28 00:12:10 -08:00
photonstorm
471ad20b4a Added Time.physicsElapsedMS and used in Sprite lifespan and Tweens. 2014-11-26 13:13:25 +00:00
photonstorm
e86f00eb55 Text.lineSpacing works correctly again. Before no space was added between the lines (thanks @intimidate #1367 and @brejep #1366) 2014-11-25 17:06:17 +00:00
Tim van den Eijnden
990867547e fix issue with lineSpacing, no space was added between the lines. The complete text moved down instead 2014-11-25 16:45:29 +01:00
photonstorm
72eaee3139 Adjusted Sprite.preUpdate to remove the lifespan calculation. 2014-11-25 14:18:18 +00:00
photonstorm
1068563914 jsdoc fixes. 2014-11-25 14:15:55 +00:00
Paul
e2f65f58a8 Merge commit '0d9678e512f9037b686ca480907c90f82d5b631e' into wip-time-clarify 2014-11-25 00:35:31 -08:00
Paul
5f9025f800 Sprite/Time - lifespan based on physicsTime
- Lifespan is updated based on physics time which makes this consistent
  with fixed-step updates and tweens, etc.
2014-11-25 00:33:13 -08:00
photonstorm
0d9678e512 Promoted Game time loop count to protected public var. Checked in Sprite.lifespan decrement to avoid over-decreasing the lifespan (#1358) 2014-11-25 02:50:39 +00:00
photonstorm
c4b81ff6ea jsdoc fixes. 2014-11-25 00:24:28 +00:00
photonstorm
2d50334cd3 Updated lifeSpan to use elapsedMS instead. 2014-11-24 12:54:39 +00:00
photonstorm
06b2a2c6a0 Added Tween.generateData back in, now all the Particles and Tween examples work properly. 2014-11-24 12:34:42 +00:00
photonstorm
21479acd8e Sprite.autoCull now properly works if the camera moves around the world.
Sprite.inCamera uses a much faster check if auto culling or world bounds checks are enabled and properly adjusts for camera position.
2014-11-18 12:29:55 +00:00
photonstorm
497b00d781 Tidying up a little. 2014-11-13 00:27:47 +00:00
photonstorm
d6297884e6 Added Sprite.setScaleMinMax for testing. 2014-11-08 13:31:35 +00:00
Paul
60268dd048 Changes to preserve original API
- Added @deprecated/@readonly to various some properties but public properties maintain the same semantics
- Also removed some "cleverness"
- Still same good fixes ..
2014-10-29 19:31:03 -07:00
Paul
5d04c62b33 Button - bug fixes, issue #1246
- Fix incorrect passing of "was clicked" to processInteractiveObjects
  - Button would not return to Over/Out state because of strict too check to catch `undefined`
  - Removed [undocumented] property usage from processInteractiveObjects and slight reformatting
  - Update Button state frames/sounds to remove duplication
  - Updated documentation in Button for consistency
2014-10-28 23:26:35 -07:00
spayton
a942a03631 Texture width is recalculated larger on subsequent call to updateText() when text has a stroke thickness > 1
In function override Phaser.Text.prototype.updateText(), don't include this.context.lineWidth in width calculation as it's already incorporated by this.style.strokeThickness.
2014-10-28 11:48:57 +00:00
photonstorm
26a1a080d2 Buttons are now waiting to be told when they're removed from the World. 2014-10-28 01:49:14 +00:00
photonstorm
d050b8471b Added onRemovedFromWorld signal. Not currently used anywhere, but will be. 2014-10-28 01:48:42 +00:00
photonstorm
d22f2bd89b Small fix for Text wordWrapping #1247 2014-10-23 16:03:29 +01:00
photonstorm
bebb83bad4 Removed methods that Pixi now offers directly. 2014-10-22 23:53:02 +01:00
photonstorm
b56c3bf54e jshint fixes 2014-10-22 22:49:20 +01:00
photonstorm
1bc1d2eb94 Fixed Text class for Pixi v2 changes. 2014-10-22 22:35:21 +01:00
photonstorm
73f210257a Removed duplicate Pixi classes and updated the build manifests to pull-in the correct Pixi Matrix class. 2014-10-22 21:20:38 +01:00
photonstorm
96fd0ade74 JSDoc fixes. 2014-10-21 22:43:42 +01:00
photonstorm
9d58297eb9 Button.setSounds now works if given an AudioSprite as the sound source. 2014-10-20 23:17:05 +01:00
photonstorm
35d29170d0 Lots of small jsdoc fixes and DocGen updates. 2014-10-20 00:54:56 +01:00
photonstorm
c960ab5d44 Typo fix. 2014-10-17 17:07:43 +01:00
photonstorm
5e734a6bb6 Pixi v2 UV update fixes. 2014-10-17 16:52:47 +01:00
photonstorm
4f1ba99120 BitmapData.getFirstPixel will scan the BitmapData and return the color and location of the first non-transparent pixel encountered. You can specify one of 4 scan directions: top to bottom, bottom to top, left to right and right to left.
BitmapData.getBounds will return a `Rectangle` object that encompasses the full extent of the non-transparent pixels in the BitmapData. This can be useful if you wish to trim away transparent pixels from the sides of a BitmapData down to size before saving.
2014-10-17 16:51:50 +01:00
photonstorm
fbfb107146 JSDoc fixes in the Rope class (thanks @Rovanion) 2014-10-15 22:05:38 +01:00
Richard Davey
837a035194 Merge pull request #1228 from Rovanion/dev
Corrected documentation for Phaser.Rope
2014-10-15 22:04:17 +01:00
Richard Davey
86cfc7111e Fixed UV updates for WebGL textures. 2014-10-15 11:36:35 +01:00
photonstorm
d206dd0dad Updates for Pixi v2 2014-10-13 12:20:25 +01:00
photonstorm
ac27f12c95 Fixes for Pixi update WebGL UV calls. 2014-10-11 04:18:42 +01:00
Rovanion Luckey
3ec5f2e0d3 Was able to figure out what the Array was made of through an example. 2014-10-10 17:16:53 +02:00
Rovanion Luckey
1cfbb31937 Figured out that it's supposed to be an array of some sort from the pixi source. 2014-10-10 17:16:53 +02:00
Rovanion Luckey
9023ec1609 Corrected the docs for Rope somewhat. 2014-10-10 17:16:53 +02:00
photonstorm
08c6106c35 Fixed issue with textureLine creating white blocks in iOS. 2014-10-09 02:30:31 +01:00
Richard Davey
e6812cffa6 Added BMD frame checks. 2014-10-05 12:35:40 +01:00
photonstorm
ff034b5077 Fixed textureLine and added repeat parameter. 2014-10-03 03:57:49 +01:00
photonstorm
ab78710daa BitmapData.textureLine takes a Phaser.Line object and an image in the image cache. It then accurately draws the image as a repeating texture for the full length of the line. 2014-10-03 02:21:09 +01:00
photonstorm
d65c526184 Cache.addBitmapData has a new parameter: frameData allowing you to pass a Phaser.FrameData object along with the BitmapData.
Cache.getFrameData has a new parameter: `map` which allows you to specify which cache to get the FrameData from, i.e. `Phaser.Cache.IMAGE` or `Phaser.Cache.BITMAPDATA`.
Sprite.loadTexture if given a BitmapData as the texture will now query the cache to see if it has any associated FrameData, and if so it will load that into the AnimationManager.
2014-10-01 03:10:13 +01:00
photonstorm
26f9e05dca BitmapData.shadow(color, blur, x, y) provides a quick way to set all the relevant shadow settings, which are then be used in future draw calls. 2014-09-30 22:50:08 +01:00
photonstorm
ef85b8415d If you pass a tinted Sprite to BitmapData.draw or BitmapData.copy it will now draw the tinted version of the Sprite to the BitmapData and not the original texture. 2014-09-30 21:07:57 +01:00
photonstorm
415c7fe578 Added the sourceRect and maskRect parameters back into BitmapData.alphaMask as they were accidentally removed in 2.1 (thanks seejay92) 2014-09-25 15:30:03 +01:00
photonstorm
7f196a01e7 Text.addColor allows you to set specific colors within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000 or rgb(255,0,0) and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text was Photon Storm and you did Text.addColor('#ffff00', 6) it would color in the word Storm in yellow.
Text.clearColors resets any previously set colors from `Text.addColor`.
2014-09-24 17:10:02 +01:00
photonstorm
dd74e3b0b4 Changing any of the Text properties such as font, lineSpacing and fontSize on a Text object that wasn't already on the display list would cause an updateTransform error. Parent is now checked first in all setters. 2014-09-24 01:10:36 +01:00
Richard Davey
abe6f5ace2 Point.parse updated to allow either/or x/y setting and default values.
Point.parse will return a new Point object based on the x and y properties of the object given to Point.parse (thanks @codevinsky #1198)
2014-09-23 22:23:01 +01:00
Richard Davey
01fd3df434 AudioSprite support is now built into the Loader and SoundManager. AudioSprites are like sprite sheets, only they consist of a selection of audio files and markers in a json configuration. You can find more details at https://github.com/tonistiigi/audiosprite (thanks @codevinsky #1205)
Fixed AudioSprite jsdoc, casing and formatting issues.
2014-09-23 22:15:09 +01:00
Jeremy Dowell
7cce1366f2 jshint cleanup 2014-09-23 10:25:49 -05:00
Jeremy Dowell
dd0d1729ad Phaser.AudioSprite
AudioSprite implementation for phaser.

Loads audio sprites based on the file format created with: https://github.com/tonistiigi/audiosprite
2014-09-23 10:21:29 -05:00
photonstorm
d18f523d93 jsdoc fixes. 2014-09-18 16:58:25 +01:00
photonstorm
20551f9129 Lots of jsdocs fixes ready for the new doc generator. 2014-09-16 17:35:08 +01:00
photonstorm
60acef2f97 If Game Objects change their frame, such as with an animated Sprite, and the change goes from a previously trimmed frame to a non-trimmed (full size) one, then the previous trim values were still left active, causing it to glitch (thanks stupot) 2014-09-11 20:56:01 +01:00
photonstorm
052e5042ed jsdoc fix. 2014-09-08 22:34:53 +01:00
photonstorm
9fa3f8f2b1 alphaMask update. 2014-09-04 16:53:19 +01:00
photonstorm
3a69ed944d Fixed TypeScript defs for BitmapData. 2014-09-04 16:52:10 +01:00
photonstorm
9aaa8d80ca jsdocs, fixes to load, draw, copy and addToWorld. 2014-09-04 05:05:30 +01:00
photonstorm
7d9a4f4100 Phaser.Text wouldn't render the text to its local canvas if you passed the text on the constructor and didn't add it to the display list. If a string is given it now updates the local canvas on creation. 2014-09-04 02:18:12 +01:00
Richard Davey
fe0c03d5d7 Phaser.Text.destroy will now destroy the base texture by default (#1162) 2014-09-03 22:34:10 +01:00
Richard Davey
68368357ba jshint fix 2014-09-03 22:26:05 +01:00
photonstorm
804eea9ca3 Optimised BitmapData.copy and refactoring continues. 2014-09-03 20:56:31 +01:00
photonstorm
15e6edc56b BitmapData.copy no longer creates any temporary variables. It also accurately copies over Sprite/Image values before drawing them.
Creation now defaults to a texture size of 256x256.
2014-09-03 12:53:07 +01:00
photonstorm
f5ad22399f BitmapData.copy is now the new uber copy function. Helper methods coming. 2014-09-03 11:12:06 +01:00
photonstorm
3b28d568e9 Ironed out the issues in BitmapData.fastCopy. 2014-09-03 01:28:58 +01:00
Richard Davey
773be312ce BitmapData.fastCopy test. 2014-09-02 23:16:10 +01:00
photonstorm
de07f5b649 Testing out Frame and Animation clone features. 2014-09-02 21:03:16 +01:00
photonstorm
d26f937f1c RetroFont has a new property called frameData which contains the Frame objects for each of the letters in the font, which can be used by Sprites. 2014-09-02 00:41:53 +01:00
photonstorm
8f7141ca3f New blit op 2014-09-01 20:22:47 +01:00
photonstorm
9047e4d5ca Sorted out the issue with Images not working properly with texture atlases. 2014-08-29 15:55:23 +01:00
photonstorm
b4ba7958c6 Added missing copy parameter to Image.crop, fixing jshint in the process. 2014-08-28 23:26:27 +01:00
photonstorm
e3f73b87ba Fixed some jsdocs issues and added the Image.alive property. 2014-08-28 17:04:59 +01:00
photonstorm
05922d6fb0 Lots of fixes to the Image class to restore texture loading and fix cropping so it works exactly the same as the Sprite now. 2014-08-28 17:04:59 +01:00
photonstorm
ec687868de Input.setMoveCallback has been removed due to deprecation.
BitmapData.refreshBuffer has been removed and replaced with BitmapData.update.
BitmapData.drawSprite has been removed due to deprecation. Use BitmapData.draw instead.
Pointer.moveCallback has been removed due to deprecation.
SinglePad.addButton has been removed due to deprecation.
P2.Body.loadData has been removed due to deprecation.
P2.World.defaultFriction and defaultRestitution have been removed due to deprecation.
Canvas.create noCocoon parameter has been removed due to deprecation.
Color.getColorInfo, RGBtoHexstring, RGBtoWebstring and colorToHexstring has been removed due to deprecation.
2014-08-28 03:40:59 +01:00
photonstorm
fa45d7feff Events.onDestroy is a new signal that is dispatched whenever the parent is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084)
Group.onDestroy is a new signal that is dispatched whenever the Group is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084)
2014-08-28 02:56:06 +01:00
photonstorm
6b4510f693 TileSprite now has the alive property, which should help with some Group operations (thanks @jonkelling #1085) 2014-08-28 02:36:30 +01:00
Richard Davey
9941942941 Merge pull request #1030 from codevinsky/rope
Phaser.Rope
2014-08-28 01:56:02 +01:00
Richard Davey
7fe4abc5c4 Merge pull request #1059 from lucbloom/spritesheet-to-framecount
Sprite Sheet => frame count
2014-08-28 01:49:15 +01:00
photonstorm
33c52eaf09 BitmapData alpha option added.
Pointer return type added.
pixi manifest updated to remove need for geom classes.
2014-08-27 21:26:29 +01:00
Alvin
6da5831f73 Merge pull request #1099 from kay-is/master
Method documentation was missing parameters.
2014-08-08 09:56:39 +02:00
Kay Plößer
9ac06c44ba Method documentation was missing parameters. 2014-08-07 14:47:54 +02:00
photonstorm
9bbc8ecce3 Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060) 2014-07-31 13:39:26 +01:00
Luc Bloom
7f3b542fdd Removed the notion of Sprite Sheets vs single frame images
Instead of making a distinction between single frame images and Sprite
Sheets, I added a simple FrameData with one Frame to every image that
gets loaded. This way, a lot of the engine code can be simplified.

For instance, you can play animations on any Sprite without having to
check the “frame count” of its image anymore.

The engine doesn’t have to check for non-existing .frameData anymore.

An animation can keep on playing when an image happens to be set with 1
frame, continuing its animation when after that, another image is set
with multiple frames.

Think of it this way: an image with one frame is an animation of just
one frame.
2014-07-22 10:24:53 +02:00
jackrugile
05d856d4ea remove escaping backslashes from retro font text set documentation 2014-07-20 15:15:02 -06:00
photonstorm
883c11e377 BitmapData.resize fixed to update the crop property too, resolves issues with images getting cut off with BitmapData.load. 2014-07-18 03:33:17 +01:00
photonstorm
f6935c01f8 Sprite.loadTexture will store the smoothed property of the Sprite and re-apply it once the new texture is loaded. 2014-07-16 00:56:26 +01:00
photonstorm
aaf82f9d3a Sprite.loadTexture has a new optional stopAnimation boolean parameter which will halt the currently running animation (if any) after changing the texture (based on #1029). 2014-07-16 00:29:43 +01:00
photonstorm
d10dea27b0 Pixi updated worldTransform from an Array to an Object and Phaser Image, BitmapText, Text and Graphics were still using array access to populate the world property, giving it incorrect results (thanks @alvinsight) 2014-07-15 22:44:02 +01:00
jdowell
f969c15aea fixed: replaced 'snake' with key 2014-07-15 14:24:47 -05:00
jdowell
6432817c7f added: Rope debug, segments, updateAnimation 2014-07-15 14:01:15 -05:00
jdowell
5a35e1a61d Initial Rope Commit 2014-07-15 11:40:40 -05:00
Charles Black
6363b35e26 docs typo 2014-07-14 11:01:21 -04:00
photonstorm
2c421d27ce GameObjectFactory.spriteBatch now lets you specify null as a parameter for the parent and automatically adds the batch to game.world as a result. Also fixed jsdocs issues (@petarov #1000) 2014-07-14 12:56:05 +01:00
photonstorm
22462566b4 Restored old Image object. 2014-07-11 18:02:40 +01:00
photonstorm
26fb6cb866 Temporary fix for #997 2014-07-11 16:04:15 +01:00
Richard Davey
435fab5205 Merge pull request #990 from lucbloom/warn-texture-not-found
Warn about missing textures and show the key that the author was trying to use.
2014-07-10 19:16:07 +01:00
photonstorm
0d0a16ee2c loadTexture fix. 2014-07-10 19:13:17 +01:00
photonstorm
a3cf246aee Image.loadTexture fix and new dist files. 2014-07-10 19:03:17 +01:00
Luc Bloom
3f5bde89fc Warn about missing textures
And show the key that the author was trying to use. It can be very
helpful for debugging which image a sprite was trying to load exactly.
2014-07-10 18:49:16 +02:00
photonstorm
a7124cb44c Swapped back to camera.screenView as that's the correct check for inCamera. 2014-07-10 16:38:15 +01:00
photonstorm
0966971427 jshint fixes and tidying up for release 2014-07-10 16:21:50 +01:00
photonstorm
25e7e6ffc4 Pretty huge refactoring to cut down on duplicated code. 2014-07-10 16:07:02 +01:00