Commit graph

3794 commits

Author SHA1 Message Date
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
1ed33cb06c Setting mute to false on Sound that was never muted caused its volume to be set to zero (thanks @brianbunch #1870) 2015-06-24 15:54:25 +01:00
Richard Davey
5f2b2df3d4 Yuma :) 2015-06-22 00:31:54 +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
photonstorm
e28eb7b390 Docs update. 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
Richard Davey
7d5fadec8d Merge pull request #1808 from rblopes/update-assetpack-example-file
Update sample asset pack file.
2015-06-17 01:42:24 +01:00
Richard Davey
560f98b40b Merge pull request #1828 from luckylooke/patch-2
docs: parameter description augmented
2015-06-17 01:41:25 +01:00
Richard Davey
306fbf4d5c Merge pull request #1810 from Preece/tilemap-overlap
Sprite vs Tilemap can now check for overlap, without trying to separate
2015-06-17 01:38:42 +01:00
Richard Davey
88524cd1ce Merge pull request #1851 from rblopes/detect-nwjs-electro
Changes for nw.js-like environment detection code
2015-06-17 01:35:16 +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
04a25c5d9b Small fix + jsdoc update. 2015-06-17 01:04:55 +01:00
Richard Davey
14733e9b90 Tilemap.addTilesetImage can now accept a BitmapData as the key parameter and will use the BitmapData to render the tileset with instead of an image from the cache (thanks to @unstoppablecarl for the idea #1838) 2015-06-16 23:17:46 +01:00
photonstorm
30a35227da Formatting update. 2015-06-16 20:38:18 +01:00
photonstorm
71cf2064ab Fixed TS defs and jsdoc for Ninja convertTilemap #1756 2015-06-16 19:10:01 +01:00
photonstorm
17831e0103 P2.Body.loadPolygon now allows the key parameter to be passed as null - when this happens the object parameter can be the actual physics object data instead of a string pointing to the cache, allowing you to take advantage of adding multiple convex shapes with automatic adjustments for center of mass #1801 2015-06-16 19:02:28 +01:00
photonstorm
cf83f51315 Added textureDebug boolean - allows you to visually debug the generated texture a TilingSprite creates. 2015-06-16 18:31:39 +01:00
photonstorm
58f4b07741 Clarified relationship between Sprite and BodyDebug #1795 2015-06-16 18:30:54 +01:00
photonstorm
b481402ae4 Due to a Pixi 2 issue TileSprite when running under WebGL didn't respect the world alpha setting and would only work with its own alpha (thanks @hanenbro #1774) 2015-06-16 17:03:19 +01:00
Richard Davey
8a750a1f1e Merge pull request #1777 from boniatillo-com/assetpack_audiosprite
Load audiosprite from asset pack
2015-06-16 16:43:06 +01:00
photonstorm
89c11b9d48 TilemapLayer swapped to use full Phaser.Sprite to allow for input events, bringToTop, etc. 2015-06-16 16:40:45 +01:00
photonstorm
1990bce48b Sound.restart and Sound.stop now properly disconnect the sound from the gainNode (or external node) before stopping it, allowing restart to work correctly (thanks @eofs #1796) 2015-06-16 16:24:47 +01:00
photonstorm
00cf44eb22 If running under Cordova and iOS the Game.lockRender boolean will be set to true when the game pauses and false when it resumes. This avoids the gpus_ReturnNotPermittedKillClient app crash on iOS (thanks @cncolder #1800) 2015-06-16 14:54:42 +01:00
photonstorm
ab8c98676e Sound.resume wouldn't properly restart looped sounds in Chrome after being paused. Phaser now specifically handles the Chrome 42 bug and later fix (thanks @nkovacs #1820) 2015-06-16 14:28:46 +01:00
photonstorm
c518fa32b7 Formatting. 2015-06-16 14:16:04 +01:00
photonstorm
c0c3fef420 jsdocs update. 2015-06-16 14:16:04 +01:00
photonstorm
f5369628ce Device.chromeVersion will return the major version number of Chrome. 2015-06-16 14:16:04 +01:00
Richard Davey
ee911e276a Merge pull request #1853 from clark-stevenson/dev
Minor Updates to TS Defs
2015-06-16 14:14:29 +01:00
photonstorm
15545c0c96 Remove moot version property from bower.json #1845 2015-06-16 12:52:56 +01:00
photonstorm
d931cedb69 Fixed issue with long text dropping to be shorter again. 2015-06-16 12:45:26 +01:00
photonstorm
697a3f4f18 jsdoc tweak. 2015-06-16 11:57:28 +01:00
Clark Stevenson
ebd624b8e9 Minor Updates 2015-06-13 17:41:28 +01:00
photonstorm
732b80813e Line.rotate allows you to rotate a line by the given amount around its center point. 2015-06-13 05:20:43 +01:00
photonstorm
5f9bff0e8b Clarified the documentation for Point.rotate and fixed all the examples. 2015-06-13 05:02:07 +01:00
photonstorm
9e78cd1d7a Rectangle.random will return a uniformly distributed random point from anywhere within the rectangle. 2015-06-13 04:18:50 +01:00
photonstorm
77e7b2af9b Ellipse.random will return a uniformly distributed random point from anywhere within the ellipse. 2015-06-13 03:46:20 +01:00
photonstorm
3daea179fb Line.random will return a random point from anywhere on the Line segment. 2015-06-13 03:04:02 +01:00
photonstorm
70cf7a32bc Fixed jshint errors. 2015-06-13 02:31:21 +01:00
photonstorm
8de9e0c076 Fixed loadEvent argument. 2015-06-13 02:30:00 +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
7d308a2169 Added loadEvent parameter to Loader.video. 2015-06-12 19:19:43 +01:00
Rafael Barbosa Lopes
b64d817913 Refactoring the boolean expressions. 2015-06-12 15:17:26 -03:00
photonstorm
9212c01dae Returns a random point from anywhere within this circle. 2015-06-12 19:15:56 +01:00