photonstorm
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f40cfbe2ae
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2015 - 2016.
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2016-04-04 22:16:16 +01:00 |
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Richard Davey
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b629539176
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SpriteBatch incorrectly applied the PIXI SpriteBatch prototype over the top of Phaser.Group meaning that Sprites with animations wouldn't render correctly (thanks @qdrj #1951)
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2016-02-17 03:23:56 +00:00 |
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photonstorm
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f15fe6706c
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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.
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2015-07-22 10:37:15 +01:00 |
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photonstorm
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a69e53f901
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Copyright date change.
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2015-02-25 03:36:23 +00:00 |
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photonstorm
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c243222889
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Docs update #1231
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2015-02-11 16:41:56 +00:00 |
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photonstorm
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20551f9129
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Lots of jsdocs fixes ready for the new doc generator.
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2014-09-16 17:35:08 +01:00 |
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photonstorm
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9bbc8ecce3
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Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060)
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2014-07-31 13:39:26 +01:00 |
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photonstorm
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2c421d27ce
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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)
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2014-07-14 12:56:05 +01:00 |
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photonstorm
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24f2e2a46d
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BitmapText updated and bought in-line with the new Text class. Moved to use the new Bitmap Text XML loader which should work fine on CocoonJS now and also supports multiple bitmap fonts per cache.
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2014-02-14 03:34:35 +00:00 |
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photonstorm
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58e44f75e3
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SpriteBatch converted. It's an extended Group and Batch merged and works amazingly :) Ported over the maggots demo to test and wow!
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2014-02-14 01:39:01 +00:00 |
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