photonstorm
e0b5e94f45
Fixed _destroy issue in Signal.
2014-07-03 10:50:12 +01:00
photonstorm
177d51f238
Signal.removeAll now has a new context
parameter. If specified only listeners matching the given context are removed (thanks @lucbloom for the idea, #880 )
2014-07-03 02:22:11 +01:00
photonstorm
92dbabb2df
Camera.updateTarget has had a make-over and now is a lot smoother under certain conditions (thanks @tjkopena, fix #966 )
2014-07-03 02:09:53 +01:00
photonstorm
8b160a1eb1
Tidied up formatting and docs.
2014-07-02 15:25:07 +01:00
photonstorm
8c41f6cc10
Game.onBlur and Game.onFocus events are now dispatched regardless if Stage.disableVisibilityChange is true or false, so you can respond to these events without your game automatically pausing or resuming ( #911 )
2014-07-02 14:57:28 +01:00
photonstorm
2916f0413f
Group.bringToTop (and consequently Sprite.bringToTop) no longer removes the child from the InputManager if enabled (thanks @BinaryMoon, fix #928 )
...
Group.sendToBack (and consequently Sprite.sendToBack) no longer removes the child from the InputManager if enabled.
Group.add has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.addAt has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.remove has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onRemovedFromGroup` event.
Group.removeBetween has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Group.removeAll has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Internal child movements in Group (such as bringToTop) now uses the new `silent` parameter to avoid the child emitting incorrect Group addition and deletion events.
2014-07-02 14:04:14 +01:00
photonstorm
58fc73348c
The StateManager has a preRenderCallback option, which checks for a preRender function existing on the State, but it was never called. Have decided to add this in, so the core Game loop now calls state.preRender right before the renderer runs (thanks @AnderbergE #869 )
2014-07-02 05:32:40 +01:00
photonstorm
db22b019be
Swapped the ScaleManager creation order in Game, so both start and stop fullScreen requests work now.
2014-07-01 16:50:33 +01:00
photonstorm
d2fc42520b
stopFullScreen has been changed to run against document instead of the canvas since the cancelFullScreen method is created on the document (thanks @j0hnskot, #863 )
2014-07-01 15:46:32 +01:00
photonstorm
ee5f6457c8
Swapped to using escaped Unicode characters for the console output.
2014-06-09 16:15:41 +01:00
photonstorm
b63900f669
Testing frame crop support.
2014-06-05 02:33:29 +01:00
photonstorm
1e9d0b2438
Tidying up.
2014-05-30 05:33:30 +01:00
photonstorm
6e8694d5f7
A Canvas style set from a game config object used an incorrect property (thanks @TatumCreative, fix #861 )
2014-05-30 02:01:33 +01:00
photonstorm
edc1507b4e
Resolved issue where Cocoon won't render a scene in Canvas mode if there is only one Sprite/Image on it.
2014-05-29 23:52:13 +01:00
photonstorm
eee1183a6a
Forces use of a Canvas Renderer under CocoonJS automatically.
...
The SoundManager no longer requires a touch to unlock it, defaults to unlocked.
2014-05-29 23:17:18 +01:00
photonstorm
0c675f741f
Wrapped all events that CocoonJS doesn't support in conditional checks to avoid Cocoon Warnings.
2014-05-29 22:25:40 +01:00
photonstorm
4004cc92e3
First working pass at the Asset Pack Loader update.
2014-05-29 15:57:47 +01:00
photonstorm
86c228d380
Group.destroy now removes any set filters (thanks @Jmaharman fix #844 )
2014-05-26 20:13:00 +01:00
photonstorm
7b876d5fc4
ScaleManager.bounds is a Rectangle object that holds the exact size of the game canvas, taking DOM offset and game scale into account.
...
Pointer.withinGame is now accurate based on game scale and updated as the Pointer moves.
Stage.bounds is now updated if the game canvas offset changes position. Note that it gives the un-scaled game dimensions.
2014-05-19 18:49:59 +01:00
photonstorm
c9656e48de
Group.hasProperty fixed to not use hasOwnProperty, but a series of in
checks (thanks @mgiuffrida for the idea, #829 )
2014-05-19 13:11:58 +01:00
photonstorm
798d7a4fd1
Stage.backgroundColor now properly accepts hex #RRGGBB and color values 0xRRGGBB again ( fix #785 )
2014-05-14 01:59:21 +01:00
photonstorm
5eb7ae2cb0
Plugins moved to their own new repo.
2014-05-08 01:57:21 +01:00
Richard Davey
281e84ee9b
Start of the Virtual Joystick plugin.
...
Fixes to Point.angle.
2014-05-07 16:35:08 +01:00
photonstorm
ebd608939a
PluginManager.add now accepts additional parameters and if given a function it will pass them all to the Plugin constructor.
2014-05-07 00:11:02 +01:00
photonstorm
1f24d95e1a
New force
parameter added to Group.set, setAll, setAllChildren, setProperty which controls if a property is created even if it doesn't exist.
...
Group.hasProperty will check a child for the given property and return a boolean.
2014-05-01 11:45:17 +01:00
photonstorm
fa613c5fe1
ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782 )
...
P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776 )
P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783 )
2014-04-29 19:34:38 +01:00
photonstorm
937085afda
Added Uint32Array polyfill for BitmapData manipulation, and optional dataview polyfill for IE9 P2 requirements in the resources folder.
2014-04-29 02:09:58 +01:00
photonstorm
a5cbd8f2a6
Fixed an issue where Sounds that had been paused via game code would un-mute if the game paused and resumed.
2014-04-28 20:30:47 +01:00
photonstorm
360d744472
Camera.unfollow allows you to easily unfollow a tracked object (thanks @alvinsight, #755 )
2014-04-28 14:56:48 +01:00
photonstorm
1d48b3c5f2
Your State can now have a pauseUpdate method, which is called constantly when the game is paused.
...
The Input system is now updated even while the game is paused.
2014-04-28 00:07:40 +01:00
photonstorm
6e0c182fa5
Added _startHeight mod, but disabled until further testing.
2014-04-27 10:17:37 +01:00
photonstorm
bcd64fd44b
More Timer tests.
2014-04-26 16:16:18 +01:00
photonstorm
b0afc562b5
And take 3
2014-04-25 20:01:09 +01:00
photonstorm
3db5d27c82
ArrayList.callAll check added (ping @jflowers45 #746 )
2014-04-25 19:38:10 +01:00
photonstorm
b6c2b4e0bf
Updated to [Pixi.js 1.5.3]( https://github.com/GoodBoyDigital/pixi.js/releases/tag/v1.5.3 )
2014-04-25 16:55:09 +01:00
photonstorm
29040b39d7
Tidied up the ArrayList. May rename to Stack?
2014-04-25 15:24:55 +01:00
photonstorm
54b71ddc23
Phaser.ArrayList is a new iterative object, similar in principal to a linked list but operating on a single array without modifying the object structure.
...
Input and Pointer now use the new ArrayList instead of a LinkedList, which resolve list item removable during callback issues.
Input.reset no longer resets every interactive item it knows of, because they are removed during the destroy phase and can now persist between States if needed.
2014-04-25 15:11:54 +01:00
photonstorm
0f1e0a3d4e
Updated the Device little / big endianess check.
2014-04-23 23:35:36 +01:00
photonstorm
b6cc150a15
Game.scratch is a single handy BitmapData instance that can be used as a visual scratch-pad, for off-screen bitmap manipulation (and is used as such by BitmapData itself).
...
Updated TS defs.
2014-04-23 22:14:47 +01:00
photonstorm
87bcb6677d
Group.classType allows you to change the type of object that Group.create or createMultiple makes to your own custom class.
2014-04-23 21:49:58 +01:00
photonstorm
4ec5665148
Fixed #750 - Invalid typescript mapping for TileSprite.autoScroll function in TS defs.
...
Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
Body.loadData flagged as deprecated.
2014-04-22 23:31:07 +01:00
photonstorm
944e03ddb8
P2.Body.loadPolygon has been updated to correct center of mass issues (thanks @georgiee, fix #749 )
2014-04-22 22:33:25 +01:00
photonstorm
5aaac8fbd4
Lots of jsdocs updates in the State class to make it more clear what the various properties and methods do.
2014-04-22 02:52:58 +01:00
photonstorm
0b1fb5a637
Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746 )
...
InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
2014-04-22 01:43:22 +01:00
photonstorm
3e6a88fff6
Group.remove now checks the child to see if it's a member of the root Group before removing it, otherwise Pixi throws an Error.
2014-04-17 12:47:36 +01:00
photonstorm
ce592d48bf
Group.destroy checks parent before removing (thanks @clark-stevenson, fix #733 )
2014-04-17 12:18:39 +01:00
photonstorm
7c9f079ce5
Group.setProperty will now check if the property exists before setting it, this applies to Group.setAll and anything else using setProperty internally.
2014-04-17 12:11:37 +01:00
photonstorm
b77c034f61
World.wrap will take a game object and if its x/y coordinates fall outside of the world bounds it will be repositioned on the opposite side, for a wrap-around effect.
2014-04-16 22:59:19 +01:00
photonstorm
089dfbb960
Group.resetCursor will reset the Group cursor back to the start of the group, or to the given index value.
2014-04-16 21:39:04 +01:00
photonstorm
6979103634
Fix for #732 (Timer.onComplete not firing).
...
jsdoc updates across Math and InputHandler.
2014-04-16 18:50:54 +01:00
photonstorm
eeff786eb2
StateManager.restart incorrectly skipped the first additional parameter after clearCache (thanks @mariusbrn, fix #722 )
2014-04-14 23:34:13 +01:00
photonstorm
f70e4d7d90
Fixed the use of the destroy parameter in Group.removeAll and related functions (thanks @AnderbergE, fix #717 )
2014-04-14 12:57:29 +01:00
photonstorm
3a1c202e24
jsdoc fixes for SignalBindings.
2014-04-11 00:19:37 +01:00
photonstorm
a01cc2e1ca
Objects with an InputHandler now deactivate it when the object is removed from a Group but not destroyed ( fix #672 )
...
Lots of jsdoc fixes in Body and World.
Removed un-used events from World (such as onImpact).
2014-04-11 00:06:22 +01:00
photonstorm
ff7dd65496
jshint fixes.
2014-04-10 00:57:46 +01:00
photonstorm
770ced8ac1
Group.customSort allows you to sort the Group children based on your own sort function.
2014-04-10 00:56:53 +01:00
photonstorm
be52515ed4
PluginManager parent parameter removed as it's redundant. Also most core functions tidied up and jsdocs fixed.
2014-04-09 16:12:25 +01:00
photonstorm
b9cb2417b6
Group.removeBetween now properly iterates through the children.
2014-04-09 03:19:36 +01:00
photonstorm
8fc2a465cd
New Phaser package, small docs updates and preparing P2.World for new bounds code and v0.5.0 migration.
2014-04-08 03:31:13 +01:00
photonstorm
01eec6cef5
Keyboard.stop nulls the function references after removing the event listeners (thanks @bmceldowney, #691 )
2014-04-07 12:29:26 +01:00
photonstorm
bf32590cfe
Fixed a few jsdoc errors.
2014-04-07 12:29:26 +01:00
Richard Davey
eef7cc2d6d
Merge pull request #688 from jonthulu/cursorFix
...
Fixed bug in group.next when cursor is at the last child.
2014-04-03 21:22:43 +01:00
Jon White
0aca0962df
Fixed bug when group.remove is called when the cursor is on the last children index.
2014-04-03 10:42:55 -05:00
Jon White
ab3ae750e2
Fixed bug in group.next when cursor is at the last child.
2014-04-03 10:13:27 -05:00
Richard Davey
1311c830a8
Merge pull request #684 from jonthulu/groupMove
...
Fixed bug where move up and move down method in groups did not work.
2014-04-02 23:04:47 +01:00
Jon White
e24c8f63ea
Fixed bug where move up and move down method in groups did not work.
2014-04-02 15:39:20 -05:00
photonstorm
f4dc686028
New build files for testing.
2014-04-01 16:13:00 +01:00
photonstorm
61429d8467
StateManager.restart allows you to quickly restart the *current* state, optionally clearing the world and cache.
2014-04-01 11:25:04 +01:00
Ralph Smith
7e9fbd3c27
issue#661 update state before values are cleared
...
this prevent loosing state values related to physics bodys
and inputs before `state.update` is called.
2014-03-28 09:12:32 -05:00
Richard Davey
06c953a293
Merge pull request #647 from xtian/grunt-jshint
...
Run jshint as part of build process and fix jshint errors
2014-03-26 15:46:35 +00:00
photonstorm
953ae83350
Updated TS defs ( fix #650 )
2014-03-26 13:24:11 +00:00
Christian Wesselhoeft
debb6bdcf9
Fix jshint issues in src/core
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
61f18b675c
Trim trailing whitespace.
2014-03-25 14:56:04 -07:00
photonstorm
111164e221
If no seed was given in the Game config object, the RandomDataGenerator wouldn't be started (thank tylerjhutchison fix #619 )
2014-03-21 11:22:56 +00:00
photonstorm
22b472ba4d
Removed rogue console.log
2014-03-19 13:23:46 +00:00
photonstorm
164f3cbe83
When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world.
2014-03-19 13:09:29 +00:00
photonstorm
96365a3a1f
The StateManager is now responsible for clearing down input, timers, tweens, physics, camera and the World display list.
...
Removed the use of Int16Array from all Game Objects, swapped for standard Array. Phaser now runs on Android 2.x again (fix #590 )
2014-03-19 12:05:19 +00:00
photonstorm
11fdd62436
World.destroy incorrectly clashed with the Group.destroy method it over-rode, renamed to World.shutdown and updated StateManager accordingly.
...
World.shutdown now removes all children iteratively, calling destroy on each one, ultimately performing a soft reset of the World.
Objects with a scale.x or y of 0 are no longer considered valid for input (fix #602 )
InputHandler will set the browser pointer back to default if destroyed while over (fix #602 )
Group.destroy has a new parameter: `soft`. A soft destruction won't remove the Group from its parent or null game references. Default is `false`.
InputHandler.validForInput is a new method that checks if the handler and its owner should be considered for Pointer input handling or not.
Group.replace will now return the old child, the one that was replaced in the Group.
2014-03-19 00:54:49 +00:00
photonstorm
a8502f3498
Removed State.destroy empty method and replaced with State.shutdown, as that is what the StateManager expects ( fix #586 )
2014-03-17 19:43:28 +00:00
photonstorm
ec2275e18c
Group enableBody parameter was incorrectly assigned to the debug var (thanks BurnedToast, fix #565 )
2014-03-16 00:45:47 +00:00
photonstorm
fee4d36b91
Group.getAt comparison updated ( fixes #578 )
2014-03-15 23:53:05 +00:00
photonstorm
0e29bd4300
Tile Collision Callbacks working properly. CSV / Blank map examples added. Multiple tilesets per map working again. That's it folks!
2014-03-14 04:21:56 +00:00
photonstorm
f3ff9c197f
Fixed all the tilemap examples.
2014-03-14 03:26:06 +00:00
photonstorm
e955145707
Added p2 kill and reset test + nearing completion on tilemap collision.
2014-03-13 21:14:18 +00:00
photonstorm
c8e63582a4
Lots of small tweaks to pass jshint.
2014-03-13 16:49:52 +00:00
photonstorm
39add47ac3
enableBody added to Group constructor. Also: game.add.physicsGroup(Phaser.Physics.ARCADE) is a thing :)
2014-03-13 11:45:55 +00:00
photonstorm
aa6b1821bd
Get First Dead example.
2014-03-13 10:14:06 +00:00
photonstorm
94448d2497
P2 postBroadphase example and handler done. Group.enableBodyDebug added. Sprites no longer remove bodies from the world if exists = false, instead they set safeDestroy to true, which removes the body on the next preUpdate, to avoid mid-step destruction issues.
2014-03-13 07:29:23 +00:00
photonstorm
1966bfc0f8
Added in Game.focusLoss and focusGain methods and onBlur and onFocus signals to listen for. Made small time related fix and tested on iOS6 and iOS7 home screen button + lock button and all working fine.
2014-03-12 21:19:00 +00:00
photonstorm
84741f065f
New P2 examples. And fixed Camera.atLimit value.
2014-03-12 16:33:53 +00:00
photonstorm
fc788f909c
P2 Body Begin and End Contact events done and working nicely.
2014-03-12 15:26:20 +00:00
photonstorm
d2762719b8
RandomDataGenerator is now started on Game creation instead of boot. You can pass a seed array in the game config object (feature request #547 )
2014-03-12 13:53:30 +00:00
photonstorm
e6d520f983
Removed the coreUpdate Game loop stuff and reverted to previous method.
2014-03-12 13:45:30 +00:00
photonstorm
abf26df741
New P2 examples and fixed Body debug assignment parameter.
2014-03-12 06:25:29 +00:00
photonstorm
cb5a8c7515
Renamed px2p and p2px to: pxm and mpx (px to meters and meters to px). Also removed from Math.
2014-03-12 00:07:27 +00:00
photonstorm
83e197772d
Moved Time update back into core loop.
2014-03-11 20:30:26 +00:00
photonstorm
e9ae465272
Sorted out Body gravity settings and updated the example.
2014-03-11 16:26:03 +00:00
photonstorm
6bddf1a914
The main Game class has been modified so that the update methods no longer have any if/else checks in them. Now split into coreUpdate, etc.
...
Put QuadTree back into Debug class.
Debug class now clears down on WebGL.
Updated RetroFont.type.
Fixed QuadTree example.
2014-03-11 16:14:01 +00:00
photonstorm
4aba75a522
Debug canvas now clears on WebGL.
2014-03-11 15:37:28 +00:00
photonstorm
58887d9bc6
Moved all of the Tilemap to P2 body methods into P2 itself (makes more sense this way) and tidied them up.
2014-03-11 15:02:59 +00:00