Commit graph

2925 commits

Author SHA1 Message Date
photonstorm
a8e972b25a Under setTimeOut (or when forceSetTimeOut was true) the Time was incorrectly setting Time.timeExpected causing game updates to lag (thanks @satan6 #2087) 2015-09-14 16:31:16 +01:00
photonstorm
5c30a228bb Fixed assignment of TEXTURE_ATLAS_JSON_PYXEL constant (#2050) 2015-09-14 11:23:31 +01:00
Richard Davey
1c7b33107f Merge pull request #2050 from joshpmcghee/dev
Feature: Add support for loading single-layer Pyxel Edit TileMap as an Atlas
2015-09-14 13:21:21 +03:00
Richard Davey
f8ef567641 Merge pull request #2081 from pnstickne/wip-inputhandler-docs2
Fixes incorrect "Pointer" type documentation and parameter names in InputHandler
2015-09-14 13:15:08 +03:00
Lisandro Lorea
8528f0c700 Fixed variable naming style 2015-09-13 12:15:02 -03:00
Lisandro Lorea
308ce6b57c Add support for TiledJSON with base64 encoding
Tiled 0.13.0 added support for layer data compression when exporting as LUA or JSON. This means that any .tmx stored unsing base64 encoding will start exporting layer data as a base64 encoded string rather than a native array. 
Phaser would try to load the level anyway without emitting any errors, resulting in a corrupted level while playing. 
This PR adds detection and support for base64 encoded levels as long as they don't use compression.
2015-09-13 12:07:57 -03:00
Paul
4474b8fde3 Fixes incorrect type and parameter names
- Impact: none; documentation and local variable names only

- Incorrect documentation that claimed to take a Pointer when they really
  took a Pointer ID is fixed

- Also updates parameter names for consistenct/clarity
2015-09-12 17:32:40 -07:00
photonstorm
816bcaca75 Missing physicsElapsed value reset. 2015-09-10 16:05:15 +01:00
photonstorm
8db23545da jsdoc updates. 2015-09-10 15:57:55 +01:00
Richard Davey
96dae9bf2e Merge pull request #2055 from pmcmonagle/dev
Added useCapture flags to removeEventListener where approriate
2015-09-10 00:03:19 +03:00
Richard Davey
6c9e43ad36 DeviceButton was setting a duration property on itself, which went against the read only getter of duration (thanks @winstonwolff) 2015-09-09 21:58:50 +01:00
photonstorm
90a500ec1e Game.update could call updateLogic multiple times in a single frame when catching up with slow device frame rates. This would cause Tweens to advance at twice the speed they should have done (thanks @mkristo)
Time.desiredFpsMult is a pre-calculated multiplier used in Game.update.

Time.refresh updates the `Time.time` and `Time.elapsedMS` values and is called automatically by Game.update.
2015-09-09 12:09:18 +01:00
Richard Davey
aaecf14c12 Merge pull request #2069 from Pappa/master
Fix for AudioBufferSourceNode listener memory leak.
2015-09-08 21:40:19 +03:00
Pappa
12d24d3677 Fix for AudioBufferSourceNode listener memory leak.
In Chrome, the AudioBufferSourceNode onended listeners were never being garbage collected. This frees up the listener for collection.
2015-09-08 17:56:17 +01:00
photonstorm
2de83328d9 Testing Tween timer fix. 2015-09-08 17:44:28 +01:00
photonstorm
7487c15f0e Doc updates. 2015-09-08 15:56:28 +01:00
photonstorm
dbcff585e0 Time.desiredFps has moved to a getter / setter.
Time.physicsElapsed and Time.physicsElapsedMS are no longer calculated every frame, but only when the desiredFps is changed.
Time.update has been streamlined and the `updateSetTimeout` and `updateRAF` methods merged and duplicate code removed.
2015-09-08 15:56:19 +01:00
luckylooke
63f5df9c65 Feature: Allow random generator to get/set state 2015-09-07 21:47:36 +02:00
Richard Davey
d7a42370a4 BitmapData.move, moveH and moveV have a new optional wrap argument allowing you to control if the contents of the BitmapData are wrapped around the edges (true) or simply scrolled off (false). 2015-09-07 01:16:43 +01:00
Richard Davey
8210d4faa1 Removed tween console.log for now. 2015-09-07 00:26:03 +01:00
Paul McMonagle
ad38fff083 Reordered removeEventListener calls to match addEventListener order 2015-09-04 17:11:50 -04:00
Richard Davey
1e7f8dddd9 jsdoc fix. 2015-09-03 00:46:48 +01:00
Richard Davey
38eca4d5b9 Filter.addToWorld allows you to quickly create a Phaser.Image object at the given position and size, with the Filter ready applied to it. This can eliminate lots of duplicate code. 2015-09-03 00:46:47 +01:00
Paul McMonagle
c2bf22ef7c Added useCapture flags to removeEventListener where approriate
Event listeners added with true passed in as the useCapture flag are only removed when true is also passed into the removeEventListener call. Adding this flag to the stop method where appropriate fixes a memory leak in IE where events on window are never removed.

See https://msdn.microsoft.com/en-us/library/ff975250(v=vs.85).aspx
2015-09-02 14:36:49 -04:00
photonstorm
37fc327ea7 Tween elapsed debug. 2015-09-02 16:58:51 +01:00
photonstorm
8833a509eb jsdoc fix. 2015-09-02 16:16:52 +01:00
nickryall
ca795af457 adjust wrapped text that is centered to sprite via anchor 2015-09-02 10:50:03 +12:00
Josh McGhee
fb249b2a41 cleaning up to obey jshint 2015-09-01 01:10:56 +01:00
Josh McGhee
4a19aca212 some cleaning up and documentation polish 2015-09-01 01:03:51 +01:00
Josh McGhee
cbd7265bee cherry pick commits from master. Read: I'm not clever. 2015-09-01 00:57:54 +01:00
Richard Davey
41906c5ac1 When the Text width was being calculated it would add the strokeThickness value twice, causing an alignment offset (thanks @nickryall #2039) 2015-08-31 11:33:18 +01:00
Richard Davey
adcc5d3afb Merge pull request #2047 from Garbanas/feature/p2-remove-collision-group
Convenience function to remove a collision group from a P2 Body
2015-08-31 13:12:13 +03:00
Richard Davey
c10c7cdf2a Merge pull request #2044 from rblopes/dont-prefix-data-urls
Prevent 'data:' URLs from being prefixed
2015-08-31 13:08:22 +03:00
Richard Davey
af194d447c jsdoc fix #2049 2015-08-31 10:57:54 +01:00
Christoph Dörfel
96441fdb27 Set correct default value for 'clearCallback' on P2.Body.removeCollisionGroup 2015-08-30 01:30:33 +02:00
Christoph Dörfel
2623ddeaf7 Convenience function to remove a collision group from a P2 Body 2015-08-30 00:19:37 +02:00
Rafael Barbosa Lopes
1485fd110a Updated to use a matching expression instead.
Replaced the booleans with a matching expression. Now, URLs
beginning with the following patterns will be ignored:

- blob:
- data:
- http://
- https://
- //

As suggested by @pnstickne.
2015-08-28 17:19:24 -03:00
Rafael Barbosa Lopes
14632cdfb5 Prevent 'data:' URLs from being prefixed
Fixes an issue where 'data:' URLs may get prefixed by
`#baseURL` and `#path` properties making these URLs invalid.
2015-08-28 15:14:30 -03:00
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
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
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
a1bd35fc35 Tidied up formatting and improved jsdocs. 2015-08-26 19:13:46 +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
8b6d696316 jsdoc fix. 2015-08-26 03:59:18 +01:00
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
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
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
Vladislav Forsh
888f88ece8 Fixed js doc for cache.getRenderTexture 2015-08-11 20:31:31 +03:00
nickryall
57aaf23238 Fix for fullscreen retina 2015-08-09 20:32:04 +12:00
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
fc8bff7b9e jshint fix. 2015-08-07 01:41:59 +01:00
Richard Davey
7588e123c7 Line.centerOn will position the Line so that its midpoint lays on the coordinates given. 2015-08-07 01:40:37 +01:00
Richard Davey
614b84e2ea * Line.rotateAround allows you to rotate a Line around the given coordinates (in world space)
* Point.rotate uses a faster and simpler rotation function when no distance argument is specified.
* Line.rotate used a calculation method which resulted in the line growing (or shrinking) in length over time, the more it was rotated. The new method never changes the lines length.
2015-08-07 01:35:31 +01:00
photonstorm
8e7b717a50 Line.midPoint will return a Point object where the x and y values correspond to the center (or midpoint) of the Line segment. 2015-08-06 17:10:39 +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
Brice Thomas
ef536d276a doc(Signal): fix typo 2015-08-06 13:34:14 +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
80540ea919 Added 'clear' argument to RenderTexture.render, which resolves the image build-up problem for cacheAsBitmap (#1925) 2015-08-06 01:01:58 +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
b365ebf570 jshint fix. 2015-08-03 16:45:03 +01:00
photonstorm
f4a1f11429 PIXI.CanvasPool is a new static global created to deal with the issue of resource leaks and continuous DOM node build-up when creating lots of Text or BitmapData objects, or when calling generateTexture on any display object. The CanvasPool will do its best to re-use out dated canvas elements rather than filling up the DOM with new ones.
Sprite.setTexture has a new `destroyBase` parameter - set this to `true` if you know the base used a generated texture that isn't being used by any other sprites. This will free-up the canvas for further re-use by other calls to generateTexture or Text objects.
2015-08-03 16:09:16 +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
0493e19b8b Group.cacheAsBitmap would be incorrectly offset in Canvas mode (thanks @mkristo #1925) 2015-08-03 12:03:20 +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
photonstorm
98ae410c34 Removed use of the deprecated enterFullScreen and leaveFullScreen signals from the Scale Manager (thanks @mmanlod #1972) 2015-08-03 11:44:00 +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
4eb223f987 jsdocs fix. 2015-07-31 18:39:37 +01:00
Richard Davey
a56cd31638 jsdoc updates. 2015-07-31 18:39:37 +01:00
photonstorm
78fdb224ce ArrayUtils.numberArrayStep would return an empty array if a single parameter was given, instead of a single step array (thanks @pooya72 #1958) 2015-07-31 16:21:10 +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
159f49d5bf Experimenting with generateTexture fixes for Canvas. 2015-07-30 17:17:31 +01:00
Richard Davey
0bad5e4ab2 Merge pull request #1957 from bixi/temp
Fix p2 BodyDebug pixelsPerLengthUnit bug.
2015-07-30 17:15:48 +01:00
vrecluse
632c258d8d Fix p2 BodyDebug pixelsPerLengthUnit bug.
When mpx doesn’t return default value, the debug body size and position
goes wrong.
2015-07-31 00:04:32 +08:00
photonstorm
fc83dc6bdf Tween.frameBased allows you to control if a Tween updates based on the physics step (i.e. frame based) or the system clock (time based). A frame based tween will use the physics elapsed timer when updating. This means it will retain the same consistent frame rate, regardless of the speed of the device. The duration value given should be given in frames. If the Tween uses a time based update (which is the default) then the duration is given in milliseconds. In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visual updates the tween has actually been through. 2015-07-30 15:27:51 +01:00
photonstorm
c032d57183 Loader.images is a new method that allows you to pass an array of image keys, and optionally the urls, to the Loader and have them all added to the load queue in one go. 2015-07-30 15:01:52 +01:00
photonstorm
1393c8a98b InputHandler.pointerOver would get stuck in an 'isOver' state if the Sprite changed its visibility during an onUp callback (thanks @Cristy94 #1955) 2015-07-30 14:45:34 +01:00
photonstorm
a4321e56e3 * Pointer.isDown was reset before the Input.onUp event, meaning you couldn't get the Pointer.duration from within the event.
* Pointer.isDown was reset before the Input tap calculations, meaning onTap wouldn't dispatch (thanks @stovenator #1953)
2015-07-30 14:08:26 +01:00
photonstorm
6139071ebc Preparing for 2.4.3 dev. 2015-07-29 15:14:40 +01:00
photonstorm
4b22f48c75 2.4.2 release. 2015-07-29 15:01:04 +01:00
photonstorm
962066102c Pointer fixes for Linux FireFox (#1932 #1944) 2015-07-28 14:18:36 +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
David Leonard
cbcc1a7bdb Merge remote-tracking branch 'upstream/dev' into dev 2015-07-27 07:14:48 -07:00
David Leonard
2f634c6337 Minor fix to docstring 2015-07-27 07:12:17 -07:00
photonstorm
a8934c392d Phaser.Sound will now automatically check the Cache to see if the audio file it is using is still there or not. If not then it will automatically called Sound.destroy on itself. If you do not desire this result then you should ensure that you undertake all house-keeping yourself, and properly destroy Sound objects _before_ calling Cache.removeSound (#1946) 2015-07-27 14:02:04 +01:00
photonstorm
fd6c29e451 Pointer.move would accidentally reset the isDown status of the Pointer on touch devices, which broke things like Sprite input events when built to native apps or run locally (#1932 #1943) 2015-07-27 13:34:06 +01:00
Richard Davey
1f73bbbe94 Device.canPlayVideo now checks for ogv as a valid file extension for OGG video files (thanks @JB-Tellez #1928) 2015-07-26 13:19:05 +01:00
Richard Davey
50480d815f * Cache.getFrame has a new cache parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameCount has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameData has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.hasFrameData has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameByIndex has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameByName has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)

re: #1935
2015-07-26 13:14:25 +01:00
Richard Davey
2e12cd70ed DeviceButton would try to set altKey, shiftKey and ctrlKey even for Joypads (thanks @zatch #1939) 2015-07-26 13:01:24 +01:00
Imanol Fernandez
e41dba7f0c Fix unmatched context.save() & context.restore() calls 2015-07-24 17:36:56 +02:00
photonstorm
74a8ba0080 Preparing for 2.4.2 dev. 2015-07-24 14:04:30 +01:00
photonstorm
444e2cffe5 More tests with the UMD wrapper. 2015-07-24 13:21:33 +01:00
photonstorm
328fd32290 Cache.removeImage now calls destroy on the image BaseTexture, removing it from the PIXI global caches without throwing a warning. 2015-07-24 13:21:18 +01:00
Richard Davey
478d005f0b Testing new UMD wrapper. 2015-07-24 09:43:44 +01:00
Richard Davey
aeda044143 Safari on OSX wouldn't recognise button presses on trackpads (thanks JakeCake) 2015-07-23 20:54:59 +01:00
photonstorm
7a6de818e1 Updated Grunt build scripts so that all third party libs (such as Creature, P2, gl-matrix and PIXI) are now kept well and truly outside of Phaser. They are defined and placed first in the build files. So no more PIXI hiding within the Phaser namespace or UMD patching for Phaser required. 2015-07-23 16:00:45 +01:00
photonstorm
9a83ddcab9 Updated to latest Creature runtimes, added to GameObjectFactory. 2015-07-23 13:25:08 +01:00
jamesgroat
10587e07ee Use _cacheMap to map from constant to _cache. 2015-07-22 16:53:07 -07:00
Richard Davey
1e6f83dbd3 Preparing for 2.4.1 development. 2015-07-22 17:26:12 +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
8eb34f96ce WebGL context loss and restoration is now handled directly by Phaser.
Cache.clearGLTextures empties out all of the GL Textures from Images stored in the cache. This is called automatically when the WebGL context is lost and then restored.
2015-07-22 12:59:32 +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
f28bc82fe3 Fixed packfiles undefined path error. 2015-07-22 10:53:15 +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
Richard Davey
9e38bf974a World.stateChange is a new method that is called whenever the state changes or restarts. It resets the world x/y coordinates back to zero and then resets the Camera.
Sprites with Arcade Physics bodies that had `collideWorldBounds` enabled would be moved to the wrong position if you restarted a State (or swapped to a new State) that reset the world bounds (thanks @vulvulune #1775)
2015-07-22 01:24:26 +01:00
Richard Davey
356864ff8a TweenData.update now uses the Time.elapsedMS value for its delta calculation, instead of the physicsStep - this is because tweens are inherently time duration based and on a lagging system they were not properly completing when they should do (also addresses #1819) 2015-07-22 00:09:06 +01:00
Richard Davey
b906463189 Internally the Time class has been updated to split out the RAF and SetTimeout implementations. This cuts down the update loop workload significantly, which was causing a performance optimization bottleneck in V8. 2015-07-21 21:41:26 +01:00
Richard Davey
fc1e0de790 Merge pull request #1923 from mkristo/pixi-patch
Make PIXI available for Phaser when using require
2015-07-21 16:14:09 +01:00
photonstorm
ee59425be3 RC3 2015-07-21 15:19:26 +01:00
Richard Davey
c6534a56b6 Merge pull request #1922 from mkristo/process-patch
Fix reference error for process
2015-07-21 14:21:12 +01:00
photonstorm
7144b10ad5 TileSprites fixed for WebGL. 2015-07-21 13:24:12 +01:00
Markus Kristo
da6d7a58e3 Fix reference error for process
process was defined, while window.process wasn't.
2015-07-21 13:53:18 +02:00
Markus Kristo
17c0768521 Add PIXI to the Phaser namespace
Hackish solution to make it possible to access PIXI directly from a game.
2015-07-21 11:00:30 +02:00
Markus Kristo
6d742155bf Make sure PIXI is available when using require for phaser builds
This is a hackish solution, and would not be needed if Phaser used require and a JS bundler like webpack
2015-07-21 10:55:54 +02:00
photonstorm
92486f85d9 Removed console.log. 2015-07-20 14:01:45 +01:00
photonstorm
cf74eaa396 MSPointer now checks the pointerType property of the DOM event and if it matches 'mouse' it will update Input.mousePointer, rather than Input.pointer1 (or whatever the next free Pointer was). 2015-07-20 14:01:21 +01:00
photonstorm
7ffbeb8a2a Added Mouse consts back in (#1903) 2015-07-20 12:38:41 +01:00
photonstorm
bb6c5bbbdc Key added to TextureAtlas and SpriteSheet, fixing the 'undefined' key error in LoadTexture. 2015-07-20 12:00:37 +01:00
photonstorm
b6ad27ed24 Phaser 2.4 RC2. 2015-07-17 17:51:05 +01:00
photonstorm
b470601faf Tidying up docs. 2015-07-17 17:50:53 +01:00
photonstorm
c2812a7b5c jshint fixes and renamed float to padFloat. 2015-07-17 14:11:11 +01:00
photonstorm
5d0788b47d Consolidated all Pointer buttons into the new DeviceButton class. 2015-07-17 13:52:09 +01:00
photonstorm
32ea5bee03 Fixes #1916 - but am now working on the DeviceButton class to tidy it all up. 2015-07-17 12:24:08 +01:00
photonstorm
45944d689c Fix for #1914 2015-07-16 22:45:25 +01:00
Richard Davey
6531552b32 Merge pull request #1905 from standardgaussian/aabbninja
AABB vs. AABB collision in Ninja
2015-07-16 15:45:09 +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
Richard Davey
fcaa6cec68 Merge pull request #1912 from Feenposhleen/feature/fixing-json-fonts
Improving JSON BitmapText implementation
2015-07-16 15:37:09 +01:00
photonstorm
7271eb5e2d Removed un-needed cache arguments and fixed jshint error. 2015-07-16 14:58:51 +01:00
Charlo
795a7c80a8 Improving JSON BitmapText implementation 2015-07-16 13:30:55 +02:00
Richard Davey
f552615982 Fixed RenderTexture in WebGL. 2015-07-16 02:27:07 +01:00
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
9314c5a767 LoaderParser.bitmapFont, xmlBitmapFont and jsonBitmapFont all now return the font data rather than write it to the now deprecated PIXI global font cache. 2015-07-16 01:17:03 +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
Richard Davey
5e33a2ea92 TS defs updates for the Cache changes. 2015-07-15 23:22:51 +01:00
Richard Davey
6921b30d94 The Loader can now load external fragment shaders (.frag files) 2015-07-15 23:22:25 +01:00
Richard Davey
1c9fb614a4 PIXI._CompileShader can now take an array or a string for the fragment src. 2015-07-15 23:20:39 +01:00
Richard Davey
1f66cdbcb5 Lots of jsdoc updates and small fixes. 2015-07-15 21:52:19 +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
photonstorm
8dd3e06747 Loads of Cache optimisations and updates. 2015-07-15 15:00:21 +01:00
Markus Thurlin
d360384f4a game.make.group() did not setup parent correctly 2015-07-15 14:30:28 +02:00
photonstorm
f41f806b99 Fixed issue with looped animations skipping last frame (or getting stuck on a single frame in 2 frame anims) 2015-07-14 13:47:25 +01:00
photonstorm
a0d57544c7 P2 updates finished. 2015-07-13 14:48:33 +01:00
photonstorm
956fa493a6 The P2.Body.onBeginContact arguments have changed. It now sends 5 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A, the p2 Shape from Body B and the contact equations array. Note that the Phaser.P2.Body may be null if you collide with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.
The P2.Body.onEndContact arguments have changed. It now sends 4 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A and the p2 Shape from Body B. Note that the Phaser.P2.Body may be null if this is the end of a contact with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.

Upgraded to p2.js 0.7.0
2015-07-13 11:44:04 +01:00
Richard Davey
502dd548fb Loader.path is a string and if set it is placed before any _relative_ file path given to the Loader. For example: load.path = "images/sprites/"; followed by load.image("ball", "ball.png"); and load.image("tree", "level1/oaktree.png"); would load the ball file from images/sprites/ball.png and the tree from images/sprites/level1/oaktree.png. The path is added before the filename but *after* the Loader.baseURL. The path _must_ end with a "/". Set it to nothing to disable the path. 2015-07-12 23:43:35 +01:00
Richard Davey
8b165b9225 Reduce booleans. 2015-07-12 16:19:23 +01:00
Richard Davey
44c650f6e7 PIXI.DisplayObject.updateTransform now nulls the _currentBounds property (thanks @gaufqwi #1906) 2015-07-12 12:01:38 +01:00
Richard Davey
41d702b485 Pointer.isUp and isDown are now set in the updateButtons method based on the state of ANY button on the device, jsdocs also updated to reflect this (#1902) 2015-07-12 11:56:25 +01:00
Richard Davey
b0a8d3d78c Mouse.button and MSPointer.button properties removed and jsdocs expanded to explain the correct path to now take (#1903) 2015-07-12 11:47:20 +01:00
Richard Davey
4dec046c40 Added pendingDestroy to Groups. 2015-07-12 11:33:30 +01:00
Standard Gaussian
b8710d7066 Removed unused local variables in Ninja.AABB.reportCollisionVsBody 2015-07-11 21:28:15 +01:00
Standard Gaussian
e7356e003f Implemented Ninja AABB vs AABB collisions 2015-07-11 21:04:16 +01:00
Richard Davey
1850e287bd Merge pull request #1899 from spayton/updev
Removed use of deprecated signals (enterLandscape & enterPortrait)
2015-07-10 17:09:35 +01:00
photonstorm
d3525950a2 Group.addMultiple if given a Group.children array as the first parameter would fail as the original group length was decreased out of line with the children being added. Group.addMultiple now checks if the children argument is a Phaser.Group instance, and if so it uses Group.moveAll instead on it (thanks @AnderbergE #1898)
Group.moveAll allows you to move all of the children of a Group into another Group.
2015-07-10 17:05:54 +01:00
spayton
37e0efefe3 Removed use of deprecated signals (enterLandscape & enterPortrait) 2015-07-10 14:42:17 +01:00
Richard Davey
8e92c13412 Canvas.setSmoothingEnabled only applies the value of the property exists, which avoids the Chrome webkit prefix deprecation warnings. 2015-07-10 04:02:21 +01:00
Richard Davey
f65bca1026 All Signals now have the ability to carry extra custom arguments with them, which are passed on to the callback you define after any internal arguments. For example a Phaser.Key has an onDown signal. When dispatched onDown sends a reference to the Key as the first and only argument. But you can now set the callback like this: fireKey.onDown.add(shoot, this, 0, 'lazer', 64). So when the onDown signal is dispatched internally the callback (shoot in this case) will receive 3 arguments: the Key reference that is raised internally and the string 'lazer' and value 64, which were the custom arguments provided when setting-up the callback. 2015-07-09 21:15:00 +01:00
Richard Davey
03e2f1a2b5 On trackpads Pointer.updateButtons now checks for the ctrlKey being pressed and sets rightButton to true as a result. 2015-07-09 19:26:00 +01:00
photonstorm
45f06bd01c Fixed #1866 2015-07-09 16:41:53 +01:00
photonstorm
5f611f83cb Fixed small texture bug. 2015-07-09 15:51:24 +01:00
photonstorm
8cf300fc11 Added Japanese Machine palette. 2015-07-09 14:29:18 +01:00
photonstorm
89c87bc9db Updated addKeys to take an object instead of 2 arrays - it's just cleaner and reads easier in code. 2015-07-09 14:28:58 +01:00
photonstorm
630886da28 Reverting Windows Phone WebGL - Canvas force #1706 2015-07-09 11:51:27 +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
0dc8757781 Updates. 2015-07-09 01:30:03 +01:00
Richard Davey
6a8e6a7954 Adding in Phaser.Create. 2015-07-09 00:19:21 +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
1b5da312d0 RandomDataGenerator.weightedPick has been tweaked slightly to allow for a more even distribution of weights. It still favors the earlier array elements, but will accurately include 'distance' elements as well (thanks @gingerbeardman #1751) 2015-07-08 17:20:36 +01:00
photonstorm
87ac0b8f50 jsdoc tweak. 2015-07-08 16:40:40 +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
b9dcf74726 If the device is detected as a Windows Phone the renderer is automatically set to use Canvas, even if WebGL or AUTO was requested (thanks @ramarro123 #1706) 2015-07-08 15:25:52 +01:00
photonstorm
0f31358724 Device.windowsPhone should now correctly identify Windows Phone 8.1 devices, which also think they are iOS and Androids. If you find a device that gets around this check please send us its ua string! (thanks @jounii #1496) 2015-07-08 15:22:32 +01:00
photonstorm
f48d038db3 Lots of jsdoc updates (#1644) 2015-07-08 15:10:41 +01:00
photonstorm
1281bc52d7 Setting the scaleMode property of a Game configuration object would cause a ScaleManager TypeError in the resize method. It now stores the scale mode locally and applies it after boot (thanks @Mickawesomesque #1534) 2015-07-08 14:52:20 +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
a19479d948 jsdocs update. 2015-07-07 16:58:41 +01:00
photonstorm
157df30696 Pointer button handling has been given an overhaul. It has the following new boolean properties: leftButton, rightButton, middleButton, backButton, forwardButton and eraserButton. So you can now easily check which buttons are active and build right or middle click support into your games. The Pointer object normalises these properties for you, regardless if they came from a MouseEvent or PointerEvent (thanks @youssefdetovernickr for the idea #1848) 2015-07-07 16:53:56 +01:00
photonstorm
9548fb9856 Final textBounds updates. 2015-07-07 15:16:23 +01:00
Richard Davey
92f2742a26 When reusing a Tween created with an array of properties the values would get exponentially added to the TweenData internal array each time the tween was re-run (thanks @SBCGames #1747) 2015-07-07 04:21:55 +01:00
Richard Davey
6a9fd4de8d Debug.currentAlpha wasn't being used to set the alpha of the Debug context at all (was always set to 1) but now updates the alpha of the Debug context before anything is rendered to it (thanks @wayfu #1888) 2015-07-07 03:32:11 +01:00
Richard Davey
06658fa1e0 TilemapLayer.resize allows you to resize a TilemapLayer. It will update the internal canvas object and corresponding texture dimensions (#1881) 2015-07-07 03:27:28 +01:00
Richard Davey
8aaa8de985 Fixed issue with tilesets not updating correctly. 2015-07-07 02:38:14 +01:00
Richard Davey
a1f618f54f Debugging tileset issue. 2015-07-07 02:18:53 +01:00
Richard Davey
f57d3c19e9 P2.Body.createGroupCallback incorrectly referenced the _groupCallbackContext when deleting it (thanks @Langerz82 #1886) 2015-07-07 01:24:26 +01:00
Standard Gaussian
a556dfdc69 Issue #1885: P2.enableBody now checks if an anchor exists on target object before attempting to set its value 2015-07-05 22:39:15 +01:00
photonstorm
8919e4e128 Trying out resize method. 2015-07-02 17:19:57 +01:00
photonstorm
ab092c5c14 Keyboard.addKeys is a practical way to create an object containing user selected hotkeys. For example: addKeys( [Phaser.Keyboard.W, Phaser.Keyboard.S, Phaser.Keyboard.A, Phaser.Keyboard.D], [ 'up', 'down', 'left', 'right' ] ); would return an object containing the properties up, down, left and right that you could poll just like a Phaser.Key object. (thanks @Mourtz #1857) 2015-07-02 14:15:06 +01:00
Richard Davey
755a247e31 Merge pull request #1857 from Mourtz/master
Implemented Keyboard.AddKeys function.
2015-07-02 13:54:18 +01:00
photonstorm
698167a596 Tiled Image Collection support is now available and has been added to the TilemapParser and Tilemap classes (thanks @asyed94 #1879) 2015-07-02 13:53:02 +01:00
Richard Davey
1f76340563 Merge pull request #1879 from asyed94/dev
Implemented Tiled Image Collection support.
2015-07-02 13:43:06 +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
photonstorm
ce405acb02 jsdoc update #1864 2015-07-02 13:31:26 +01:00
photonstorm
29f9eeabc6 RenderTexture now takes the display objects alpha into consideration when rendering it, before it would always reset worldAlpha to 1 before rendering, thus ignoring any alpha that may be set. 2015-07-02 13:28:44 +01:00
Richard Davey
2b7666e22d Added toString to the constructor parameter. 2015-07-01 23:37:48 +01:00
asyed94
6771c656e9 Removed trailing whitespace. 2015-06-29 16:32:16 -05:00
asyed94
8fefabcf59 Implemented Tiled Image Collection support.
Created class ImageCollection.js to internally handle Image Collection
data.

Added imagecollections member to Tilemap.js to access parsed Image
Collection data.

Added ability to parse Image Collections from Tiled json data to
TilemapParser.js
2015-06-27 15:30:26 -05:00
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
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