Commit graph

558 commits

Author SHA1 Message Date
photonstorm
7fc37751b2 ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state. 2014-09-01 03:30:02 +01:00
photonstorm
047839d806 Fixed preUpdate so that the offset is reset regardless of the RESIZE scaleMode. 2014-09-01 03:20:09 +01:00
photonstorm
80d1df4705 ScaleManager.setMinMax(minWidth, minHeight, maxWidth, maxHeight) is a handy function to allow you to set all the min/max dimensions in one call. 2014-09-01 03:07:17 +01:00
photonstorm
2f1f680d73 Docs fixes. 2014-09-01 02:59:24 +01:00
photonstorm
c6493b59c3 Removed use of _startHeight, left over from the Phaser v1 days that's no longer required. 2014-09-01 02:44:35 +01:00
photonstorm
fe9dbd15e5 The World bounds can now be set to any size, including smaller than the game dimensions. Before it was locked to a minimum size of the game canvas, but it can now be anything. 2014-09-01 02:41:07 +01:00
photonstorm
1a60d641b1 Canvas.removeFromDOM(canvas) will remove a canvas element from the DOM.
Game.destroy now removes the games canvas element from the DOM.
2014-09-01 02:38:21 +01:00
photonstorm
97d771c4e8 ScaleManager has a new scaleMode called RESIZE which will tell Phaser to track the size of the parent container (either a dom element or the browser window if none given) and set the canvas size to match it. If the parent changes size the canvas will resize as well, keeping a 1:1 pixel ratio. There is also a new ScaleManager.setResizeCallback method which will let you define your own function to handle resize events from the game, such as re-positioning sprites for a fluid responsive layout (#642)
The width and height given to the Phaser.Game constructor can now be numbers or strings in which case the value is treated as a percentage. For example a value of "100%" for the width and height will tell Phaser to size the game to match the parent container dimensions exactly (or the browser window if no parent is given). Equally a size of "50%" would tell it to be half the size of the parent. The values are retained even through resize events, allowing it to maintain a percentage size based on the parent even as it updates.
2014-09-01 01:52:04 +01:00
photonstorm
5fb8c7eb85 ScaleManager window.resize handler would constantly dispatch enterPortrait and enterLandscape events on window resizing, regardless if it actually entered that orientation or not.
Stage.offset has been moved to ScaleManager.offset
Stage.bounds has been removed, you can access it via Stage.getBounds.
Stage.checkOffsetInterval has been moved to ScaleManager.trackParentInterval
ScaleManager.hasResized signal has been removed. Use ScaleManager.setResizeCallback instead.
2014-09-01 01:02:48 +01:00
photonstorm
004deff508 Note: This commit will break all input, don't pull it down until I finish this work off later today please!
Moved the DOM offset from Stage to ScaleManager (a more logical location for it) and updated Pointer to use that.
Moved the Pointer offset check to look at the ScaleManager.
Used getBoundingClientRect(), will see if that works better than Phaser.Canvas.getOffset.
2014-08-31 12:17:07 +01:00
photonstorm
8c7a699f74 Getting ready to test auto resizing renderer. 2014-08-31 11:09:27 +01:00
photonstorm
4d0cae0e2d jshint fixes for CocoonJS.App and continuing work on the new ScaleManager. 2014-08-31 10:17:02 +01:00
photonstorm
3e1eb10673 First pass at fully resizable canvas tracking and parenting. 2014-08-31 10:17:02 +01:00
Dan Cox
cccaa30459 CocoonJSApp 'onSuspended' and 'onActivated' events
This PR depends on [#1150] (https://github.com/photonstorm/phaser/pull/1150)!

(I apologize for all the different pull requests in a short time period. I finally got some time to do some development tonight and have been making my way through many of my TODO items.)

This adds support for CocoonJS.App's 'onSuspended' and 'onActivated' events, making it so that the timers and sounds are stopped/started and muted/unmuted when the user swaps an app from the background to the fore or the reverse.

Because neither ['onActivated'] (http://doc.ludei.com/2.0.2/CocoonJS_App/symbols/CocoonJS.App.html#.event:onActivated) nor ['onSuspended'] (http://doc.ludei.com/2.0.2/CocoonJS_App/symbols/CocoonJS.App.html#.event:onSuspended) send an Event object themselves, this patch fakes sending an object by creating one during the function call and giving it a 'type' property for visibilityChange() to check against.
2014-08-29 23:13:13 -04:00
photonstorm
26a55bd202 SoundManager.destroy is a new method that will destroy all current sounds and reset any callbacks.
StateManager.clearCurrentState now handles the process of clearing down the current state and is now called if the Game is destroyed.
Game.destroy now clears the current state, activating its shutdown callback if it had one. It also now destroys the SoundManager, stopping any currently running sounds (#1092)
2014-08-29 11:37:47 +01:00
Richard Davey
ffb413b741 Fixed issue with callbacks not having the correct context. 2014-08-28 21:54:30 +01:00
photonstorm
0c88ba041a If you used a single Game configuration object and didn't specify the enableDebug property it would crash on Debug.preUpdate (thanks @luizbills #1053) 2014-08-28 04:19:10 +01:00
photonstorm
6e2cd37776 ScaleManager.destroy now removes the window and document event listeners, which are no longer created anonymously (thanks @eguneys #1092)
Input.Gamepad.destroy now destroys all connected SinglePads and clears event listeners.
SinglePad.destroy now clears all associated GamepadButton objects and signals.
2014-08-28 03:31:47 +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
d7f8950758 Debug.cameraInfo no longer crashes if the camera bounds are nulled (thanks @wayfu #1143)
Camera.setBoundsToWorld no longer crashes if the camera bounds are nulled (thanks @wayfu #1143)
2014-08-28 02:13:51 +01:00
Richard Davey
50179d76fb Merge pull request #1015 from Zielak/dev
Phaser.Camera.position for quick access
2014-08-28 02:02:40 +01:00
Richard Davey
6a314a60d1 Merge pull request #1142 from darfux/dev
Fixed Group.removeBetween's default endIndex bug
2014-08-28 01:44:01 +01:00
Richard Davey
cc69a4bf2c Merge pull request #1127 from FedeOmoto/dev
Game configuration object "renderer" property wrongly assigned to Game.r...
2014-08-28 01:36:49 +01:00
darfux
abdf54858c Fixed Group.removeBetween's default endIndex bug 2014-08-26 21:02:13 +08:00
Alvin
c7e256245a Merge pull request #1107 from gamedolphin/test
Fixed Point.rotate bug . Also added a little documentation for world wrap.
2014-08-22 12:32:06 +02:00
Federico Omoto
14028cafbc Game configuration object "renderer" property wrongly assigned to Game.renderer 2014-08-21 17:57:07 -03:00
Dan Cox
fbd2de5b23 Cordova 'deviceready' event check
A slightly obnoxious but necessary hack to prevent a race condition between the loading of Apache Cordova and Phaser itself. 

Without waiting for the 'deviceready' event, Phaser can often load first, preventing any console messages from appearing to the user. Because Cordova writes to the platform's console (via CordovaLog), it must first be loaded and signal its own 'deviceready' event before console or plugin usage can occur. Otherwise, all messages and functionality is ignored.
2014-08-21 00:11:41 -04:00
Sandeep Nambiar
9977d5e204 World Wrap and P2
Changes only to documentation for clarity.
2014-08-13 04:10:37 +05:30
Sam MacPherson
3b69c7ede1 group swap fix 2014-08-05 19:39:21 -04:00
Txus Ordorika
b952884d9d Fix for scale issues in CocoonJS using webgl renderer and screencanvas 2014-07-23 17:16:25 +02:00
Richard Davey
d8c755a544 Merge pull request #1017 from devinb83/dev-codepaused
codePaused should be set if manually called
2014-07-18 11:57:37 +01:00
photonstorm
24527eac3e Group.checkAll allows you to check if the same property exists across all children of the Group and is set to the given value (thanks @codevinsky #1013)
Group.checkProperty allows you to check if the property exists on the given child of the Group and is set to the value specified (thanks @codevinsky #1013)
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013)
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013)
Phaser.Utils.getProperty will get an Objects property regardless of depth (thanks @codevinsky #1013)
2014-07-18 11:52:39 +01:00
Richard Davey
3da788bd1d Merge pull request #1013 from codevinsky/group-checkall
added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phase...
2014-07-18 11:37:38 +01:00
Johan Rosén
ba62326ce7 OritentationSprite fix, not using PIXI.TextureCache anymore 2014-07-16 17:07:53 +02:00
Darek Zieliński
64ae6c6ba7 "Reuse a single Point object rather than creating a new one each time" 2014-07-15 18:32:20 +02:00
Richard Davey
afb379f2dd Merge pull request #1024 from lucbloom/if-onShutDownCallback
Add a check around this optional function
2014-07-15 16:21:35 +01:00
photonstorm
538425193a World.wrap when using the bounds of the object wouldn't adjust the bounds correctly, meaning wrapping outside the camera failed (thanks @jackrugile #1020) 2014-07-15 14:22:24 +01:00
Richard Davey
f77b4d4e8f Merge pull request #1014 from Dumtard/dev
Group create was not creating with p2 debug flag
2014-07-15 12:39:53 +01:00
Luc Bloom
f1cb146c10 Add a check around an optional function
My game crashes here if I update phaser.js to a new version. It happens
when my game switches to another State object.
2014-07-15 13:02:44 +02:00
photonstorm
f78a527ad5 Prevented objects with pixel perfect checks from over-riding other higher priority ID items (#983)
Rebuilt the way items are polled for Pointer events (drag, click, move). Now faster and more efficient, especially when some items in the stack require pixel perfect checks.
2014-07-15 11:20:57 +01:00
devinb83
4a632ed3a0 codePaused should be set if manually called
If pause is called manually, codePaused should be set regardless of whether the game is currently paused or not. This would fix issues where a developer might not want the game to automatically resume when the screen regains focus.
2014-07-14 12:57:37 -07:00
Darek Zieliński
852054b772 Plus validation of non-point objects 2014-07-14 20:09:22 +02:00
Charles Black
7107d73188 group create with p2 debug 2014-07-14 14:05:44 -04:00
Darek Zieliński
ee1df55d84 Added position Point object for quick x/y coordinates access. 2014-07-14 20:03:34 +02:00
jdowell
aad74ff4d5 added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phaser.Group.checkAll
Added deep-property getting and setting via strings:

Phaser.Util.getProperty(someObj, 'foo.bar.baz');

Phaser.Util.setProperty(someObj, 'foo.bar.baz', 'lol');

Added a "checkAll" method to Phaser.Group that returns true/false if all of the children's given properties match the value passed in.

this.someGroup.checkAll('foo.bar.baz', 'lol'); // will return true if child[n].foo.bar.baz === 'lol'

Comes with standard 'force' ability.
2014-07-14 12:33:13 -05:00
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
74679922d1 Debug.preUpdate was still being called in the Game Loop even if enableDebug was set to false (thanks @qdrj, #995) 2014-07-11 11:52:48 +01:00
photonstorm
d11d8051b1 You can now prevent the Debug class from being created or booted by using the Game configuration setting: enableDebug. By default it is true, set to false to prevent the class from being created. Please note you are responsible for checking if this class exists before calling it, but you can do that via if (game.debug) { ... } (request #984) 2014-07-10 10:46:18 +01:00
photonstorm
a182598c65 Using a Game configuration object you can now specify the value of the preserveDrawingBuffer flag for the WebGL renderer. By default this is disabled for performance reasons. But if you need to be able to take screen shots of your WebGL games using toDataUrl on the game canvas then you'll need to set this to true (#987) 2014-07-10 10:46:18 +01:00
jackrugile
42df8356e7 Added options to disable horizontal and vertical world wrapping individually 2014-07-10 00:05:50 -06:00
photonstorm
a70a938505 docs fix 2014-07-09 05:38:59 +01:00
Alvin
7031d9ccc1 Fixed typo 2014-07-07 18:19:02 +02:00
photonstorm
7c624f409f Updated console.log and README. 2014-07-03 10:50:26 +01:00
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
photonstorm
6ef9e30753 Added z property to remaining game objects and updated TypeScript defs. 2014-03-10 23:16:49 +00:00
photonstorm
53797171a3 Fixed Group.sort. Added z-depth property to all core game objects. Fixed P2 const overwrite. 2014-03-10 23:01:10 +00:00
photonstorm
b4cb281f1c Renamed Phaser.Physics.P2 const to Phaser.Physics.P2JS to avoid issue #540 2014-03-10 22:15:03 +00:00
photonstorm
85d5fdfb2f Sorted out orientationImage in ScaleManager, throwing a preUpdate error (fix #534)
Tightened up the currentFrame allocation in AnimationManager.
2014-03-10 19:06:16 +00:00
photonstorm
9f997daa46 Lots of examples fixes and put Group.sort back in. 2014-03-10 14:33:18 +00:00
photonstorm
8fff38618d Tidied up the Examples, fixed Arcade Physics Body, added Body enable support to Group and fixed QuadTree. 2014-03-10 03:06:28 +00:00
photonstorm
45ab4673cc ScaleManager.fullScreenTarget allows you to change the DOM element that the fullscreen API is called on (feature request #526) 2014-03-10 01:13:01 +00:00
photonstorm
a51ae03246 Tweens are now bound to their own TweenManager, not always the global game one. So you can create your own managers now (for you clark :) 2014-03-07 01:26:09 +00:00
photonstorm
3b2573de9a Objects that are 'fixedToCamera' are now still correctly placed even if the camera is scaled (#512) 2014-03-06 17:12:12 +00:00
photonstorm
22b1ce9b9d Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games. 2014-03-05 02:36:08 +00:00
photonstorm
8c2502d37d Group.xy(index, x, y) allows you to set the x and y coordinates of a Group child at the given index.
Group.reverse() reverses the display order of all children in the Group.
New labs demo.
Fixed some Easing docs issues.
2014-03-04 01:27:57 +00:00
photonstorm
67ad898294 Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples)
Added new Retro Font examples.
2014-03-03 22:43:35 +00:00
photonstorm
4a370c82cf You can now load in CSV Tilemaps again and they get created properly (fixes #391)
You can now create blank Tilemaps and then populate them with data later.
2014-03-03 13:45:47 +00:00
photonstorm
c4a68e3e87 The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499)
All the Debug methods have had the word 'render' removed from the start. So where you did `debug.renderSpriteInfo` before, it's now just `debug.spriteInfo`.
Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
2014-03-03 00:46:03 +00:00
photonstorm
66bdf56349 The physics world is now cleared on state swap (fixes #505) 2014-03-02 11:04:04 +00:00
photonstorm
664d5b3e2c Fixed issue where Image, Sprite, etc wouldn't call preUpdate or postUpdate of its children.
Fixed issue where renderOrderID wasn't being assigned correctly, causing the Input Handler to be unable to select the "top" item on a display list (would all default to zero)
Fixed issue where Stage would assign renderOrderIDs in reverse, should be in sequence.
Fixed issue where objects where checking World for the currentRenderOrderID by mistake instead of Stage.
Basically, input handling works a lot better now for Groups and nested objects :)
2014-02-28 19:45:15 +00:00
photonstorm
8dcfef8db0 Updated to latest Pixi build (can do away with our own local patch now).
Group.sendToBottom(child) is the handy opposite of Group.bringToTop()
Group.moveUp(child) will move a child up the display list, swapping with the child above it.
Group.moveDown(child) will move a child down the display list, swapping with the child below it.
2014-02-28 18:55:07 +00:00
photonstorm
e3d53ad6a3 Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
If the game was set to NO_SCALE and you swapped orientation, it would pause and resize, then fail to resize when you swapped back (thanks starnut, fixes #258)
2014-02-28 04:15:28 +00:00
photonstorm
5c30fd019f Stage.smoothed was returning the opposite of its actual setting (#494) 2014-02-27 21:56:47 +00:00
photonstorm
7e12075be1 Buttons are now cleanly destroyed if part of a Group without leaving their InputHandler running.
You can now safely destroy a Group and the 'destroyChildren' boolean will propogate fully down the display list.
Calling destroy on an already destroyed object would throw a run-time error. Now checked for and aborted.
Calling destroy while in an Input Event callback now works for either the parent Group or the calling object itself.
In Group.destroy the default for 'destroyChildren' was false. It's now `true` as this is a far more likely requirement when destroying a Group.
All GameObjects now have a 'destroyChildren' boolean as a parameter to their destroy method. It's default is true and the value propogates down its children.
2014-02-27 20:05:16 +00:00
photonstorm
53c10ca31f The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now.
The grunt task now has a new `noUmd` option which builds Phaser without the UMD wrapper.
2014-02-27 17:00:14 +00:00
photonstorm
5ab104ad4b Loader.script now has callback (and callbackContext) parameters, so you can specify a function to run once the JS has been injected into the body. 2014-02-26 02:45:06 +00:00
photonstorm
1aea08d0f7 AnimationParser.spriteSheet wasn't taking the margin or spacing into account when calculating the numbers of sprites per row/column, nor was it allowing for extra power-of-two padding at the end (fix #482, thanks yig)
AnimationManager.add documentation said that 'frames' could be null, but the code couldn't handle this so it defaults to an empty array if none given (thanks yig)
Also updated TypeScript definitions and StateManager.add docs.
2014-02-26 01:32:38 +00:00
photonstorm
994eaff92b StateManager fixes for when you change state in the create function.
TilemapLayer update for WebGL.
2014-02-26 00:58:19 +00:00
photonstorm
db2e3733c2 Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors (fixes #232)
Fullscreen mode now works in Internet Explorer and uses the new fullscreen non-prefix call.
2014-02-25 21:16:56 +00:00
photonstorm
741249043c ScaleManager has 2 new events: ScaleManager.enterFullScreen and ScaleManager.leaveFullScreen, so you can respond to fullscreen changes directly.
Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors (fixes #232)
2014-02-25 17:10:37 +00:00
photonstorm
be27442139 Fixed Fullscreen example and State preloading. 2014-02-25 16:26:11 +00:00
photonstorm
1646157c0c Fixed documentation error. 2014-02-25 14:54:56 +00:00
photonstorm
13c99f3491 Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale.
If your game references the old Phaser.StageScaleMode consts like SHOW_ALL you need to update them to Phaser.ScaleManager, i.e. Phaser.ScaleManager.SHOW_ALL.
All of the Project Templates have been updated to reflect the above change.
2014-02-25 14:46:48 +00:00
photonstorm
fdde4cb7e6 Sorry, removing console.logs :) 2014-02-25 11:58:17 +00:00
photonstorm
b4dbaf9950 StateManager.start can now have as many parameters as you like. The order is: start(key, clearWorld, clearCache, ...) - they are passed to State.init() (NOT create!) 2014-02-25 11:56:57 +00:00
photonstorm
c53a06849e Stop Group.callAll splitting empty strings. 2014-02-25 05:20:19 +00:00
photonstorm
a24d252430 Fixed issue where Stage.update wasn't called. 2014-02-25 04:58:09 +00:00
photonstorm
a1b502fc06 Stage.smoothed allows you to set if sprites will be smoothed when rendered. Set to false if you're using pixel art in your game. Default is true. Works in Canvas and WebGL. Setting the game anti-aliased parameter now works properly too.
Sprite.smoothed and Image.smoothed allows you to set per-Sprite smoothing, perfect if you just want to keep a few sprites smoothed (or not).
Fixes #381.
2014-02-25 04:41:57 +00:00
photonstorm
cc06a62b90 Pausing the game will now mute audio and resuming will un-mute, unless it was muted via the game (fixes #439) 2014-02-25 03:12:12 +00:00
photonstorm
415342d986 Vastly improved visibility API support + pageshow/pagehide + focus/blur. Working across Chrome, IE, Firefox, iOS, Android (also fixes #161) 2014-02-25 02:59:24 +00:00
photonstorm
d9cadc70ac The Keyboard class has had a complete overhaul. Phaser.Key objects are created automatically, there are fixes against duration and keys reset properly on visibility loss.
Keyboard.removeKey has been removed. The way the new keyboard manager works means it's no longer required.
Fixes issue #462
2014-02-24 15:58:02 +00:00
photonstorm
e088d5c67f Documentation fix. 2014-02-24 00:35:11 +00:00
Richard Davey
b2da49eefa Enhanced page visibility checks added 2014-02-22 02:36:02 +00:00
photonstorm
be4d42a1c2 The StateManager now looks for a function called 'resumed' which is called when a game un-pauses (fixes #358) 2014-02-22 00:01:19 +00:00
photonstorm
fb5920feec We now force IE11 into Canvas mode to avoid a Pixi bug with pre-multiplied alpha. Will remove once that is fixed, sorry, but it's better than no game at all, right? :(
Loader.setPreloadSprite() will now set sprite.visible = true once the crop has been applied. Should help avoid issues (#430) on super-slow connections.
2014-02-21 17:29:51 +00:00
photonstorm
07af06fc4e Fixing up documentation, missing functions, examples and alpha masks. 2014-02-21 14:50:18 +00:00
photonstorm
5f6fc9db05 When adding a Group if the parent value is null the Group won't be added to the World, so it's up to you to add it when ready. If parent is undefined it's added to World. 2014-02-21 12:33:15 +00:00
Georgios Kaleadis
b2303c64a3 endless loop when in Phaser.Group when destroy children fixed (use parent not group) 2014-02-20 13:26:10 +01:00
photonstorm
4ad7b304c6 Added Game configuration option: forceSetTimeOut 2014-02-20 01:31:13 +00:00
photonstorm
812de7d994 Fix typos in Phaser.Group#forEachExists for docs #447 2014-02-19 15:06:22 +00:00
photonstorm
08e5f18257 Fixed some doc typos.
You can now pass a physicsConfig object with the game constructor that is given to p2.World, allowing you to set the broadphase, etc.
2014-02-19 03:51:48 +00:00