Paul
bf3d5aa22e
Text - consistency updates
...
Added `cssFont`, `fontStyle`, and `fontVariant` properties for better
consistency and control.
2014-11-28 02:56:44 -08:00
Paul
8eb7594b29
Text - font size/weight can be specified as style
...
Fulfills: https://github.com/photonstorm/phaser/issues/1370
This allows `fontSize` and `fontWeight` to be specified as part of the
style as supplied to the Text constructor (and `setStyle` method). In
addition the `fontStyle` and `fontVariant` properties can also be set -
although these are not exposed later.
This also fixes edge cases that could be caused if `Text#fontSize` was
used without `Text#fontWeight`, where the applied style defaults would be
overwritten/reset.
2014-11-28 02:20:18 -08:00
Paul
5fbbeca7ab
Text - documentation updates
2014-11-28 00:12:10 -08:00
photonstorm
471ad20b4a
Added Time.physicsElapsedMS and used in Sprite lifespan and Tweens.
2014-11-26 13:13:25 +00:00
photonstorm
e86f00eb55
Text.lineSpacing works correctly again. Before no space was added between the lines (thanks @intimidate #1367 and @brejep #1366 )
2014-11-25 17:06:17 +00:00
Tim van den Eijnden
990867547e
fix issue with lineSpacing, no space was added between the lines. The complete text moved down instead
2014-11-25 16:45:29 +01:00
photonstorm
72eaee3139
Adjusted Sprite.preUpdate to remove the lifespan calculation.
2014-11-25 14:18:18 +00:00
photonstorm
1068563914
jsdoc fixes.
2014-11-25 14:15:55 +00:00
Paul
e2f65f58a8
Merge commit '0d9678e512f9037b686ca480907c90f82d5b631e' into wip-time-clarify
2014-11-25 00:35:31 -08:00
Paul
5f9025f800
Sprite/Time - lifespan based on physicsTime
...
- Lifespan is updated based on physics time which makes this consistent
with fixed-step updates and tweens, etc.
2014-11-25 00:33:13 -08:00
photonstorm
0d9678e512
Promoted Game time loop count to protected public var. Checked in Sprite.lifespan decrement to avoid over-decreasing the lifespan ( #1358 )
2014-11-25 02:50:39 +00:00
photonstorm
c4b81ff6ea
jsdoc fixes.
2014-11-25 00:24:28 +00:00
photonstorm
2d50334cd3
Updated lifeSpan to use elapsedMS instead.
2014-11-24 12:54:39 +00:00
photonstorm
06b2a2c6a0
Added Tween.generateData back in, now all the Particles and Tween examples work properly.
2014-11-24 12:34:42 +00:00
photonstorm
21479acd8e
Sprite.autoCull now properly works if the camera moves around the world.
...
Sprite.inCamera uses a much faster check if auto culling or world bounds checks are enabled and properly adjusts for camera position.
2014-11-18 12:29:55 +00:00
photonstorm
497b00d781
Tidying up a little.
2014-11-13 00:27:47 +00:00
photonstorm
d6297884e6
Added Sprite.setScaleMinMax for testing.
2014-11-08 13:31:35 +00:00
Paul
60268dd048
Changes to preserve original API
...
- Added @deprecated/@readonly to various some properties but public properties maintain the same semantics
- Also removed some "cleverness"
- Still same good fixes ..
2014-10-29 19:31:03 -07:00
Paul
5d04c62b33
Button - bug fixes, issue #1246
...
- Fix incorrect passing of "was clicked" to processInteractiveObjects
- Button would not return to Over/Out state because of strict too check to catch `undefined`
- Removed [undocumented] property usage from processInteractiveObjects and slight reformatting
- Update Button state frames/sounds to remove duplication
- Updated documentation in Button for consistency
2014-10-28 23:26:35 -07:00
spayton
a942a03631
Texture width is recalculated larger on subsequent call to updateText() when text has a stroke thickness > 1
...
In function override Phaser.Text.prototype.updateText(), don't include this.context.lineWidth in width calculation as it's already incorporated by this.style.strokeThickness.
2014-10-28 11:48:57 +00:00
photonstorm
26a1a080d2
Buttons are now waiting to be told when they're removed from the World.
2014-10-28 01:49:14 +00:00
photonstorm
d050b8471b
Added onRemovedFromWorld signal. Not currently used anywhere, but will be.
2014-10-28 01:48:42 +00:00
photonstorm
d22f2bd89b
Small fix for Text wordWrapping #1247
2014-10-23 16:03:29 +01:00
photonstorm
bebb83bad4
Removed methods that Pixi now offers directly.
2014-10-22 23:53:02 +01:00
photonstorm
b56c3bf54e
jshint fixes
2014-10-22 22:49:20 +01:00
photonstorm
1bc1d2eb94
Fixed Text class for Pixi v2 changes.
2014-10-22 22:35:21 +01:00
photonstorm
73f210257a
Removed duplicate Pixi classes and updated the build manifests to pull-in the correct Pixi Matrix class.
2014-10-22 21:20:38 +01:00
photonstorm
96fd0ade74
JSDoc fixes.
2014-10-21 22:43:42 +01:00
photonstorm
9d58297eb9
Button.setSounds now works if given an AudioSprite as the sound source.
2014-10-20 23:17:05 +01:00
photonstorm
35d29170d0
Lots of small jsdoc fixes and DocGen updates.
2014-10-20 00:54:56 +01:00
photonstorm
c960ab5d44
Typo fix.
2014-10-17 17:07:43 +01:00
photonstorm
5e734a6bb6
Pixi v2 UV update fixes.
2014-10-17 16:52:47 +01:00
photonstorm
4f1ba99120
BitmapData.getFirstPixel will scan the BitmapData and return the color and location of the first non-transparent pixel encountered. You can specify one of 4 scan directions: top to bottom, bottom to top, left to right and right to left.
...
BitmapData.getBounds will return a `Rectangle` object that encompasses the full extent of the non-transparent pixels in the BitmapData. This can be useful if you wish to trim away transparent pixels from the sides of a BitmapData down to size before saving.
2014-10-17 16:51:50 +01:00
photonstorm
fbfb107146
JSDoc fixes in the Rope class (thanks @Rovanion)
2014-10-15 22:05:38 +01:00
Richard Davey
837a035194
Merge pull request #1228 from Rovanion/dev
...
Corrected documentation for Phaser.Rope
2014-10-15 22:04:17 +01:00
Richard Davey
86cfc7111e
Fixed UV updates for WebGL textures.
2014-10-15 11:36:35 +01:00
photonstorm
d206dd0dad
Updates for Pixi v2
2014-10-13 12:20:25 +01:00
photonstorm
ac27f12c95
Fixes for Pixi update WebGL UV calls.
2014-10-11 04:18:42 +01:00
Rovanion Luckey
3ec5f2e0d3
Was able to figure out what the Array was made of through an example.
2014-10-10 17:16:53 +02:00
Rovanion Luckey
1cfbb31937
Figured out that it's supposed to be an array of some sort from the pixi source.
2014-10-10 17:16:53 +02:00
Rovanion Luckey
9023ec1609
Corrected the docs for Rope somewhat.
2014-10-10 17:16:53 +02:00
photonstorm
08c6106c35
Fixed issue with textureLine creating white blocks in iOS.
2014-10-09 02:30:31 +01:00
Richard Davey
e6812cffa6
Added BMD frame checks.
2014-10-05 12:35:40 +01:00
photonstorm
ff034b5077
Fixed textureLine and added repeat parameter.
2014-10-03 03:57:49 +01:00
photonstorm
ab78710daa
BitmapData.textureLine takes a Phaser.Line object and an image in the image cache. It then accurately draws the image as a repeating texture for the full length of the line.
2014-10-03 02:21:09 +01:00
photonstorm
d65c526184
Cache.addBitmapData has a new parameter: frameData
allowing you to pass a Phaser.FrameData
object along with the BitmapData.
...
Cache.getFrameData has a new parameter: `map` which allows you to specify which cache to get the FrameData from, i.e. `Phaser.Cache.IMAGE` or `Phaser.Cache.BITMAPDATA`.
Sprite.loadTexture if given a BitmapData as the texture will now query the cache to see if it has any associated FrameData, and if so it will load that into the AnimationManager.
2014-10-01 03:10:13 +01:00
photonstorm
26f9e05dca
BitmapData.shadow(color, blur, x, y) provides a quick way to set all the relevant shadow settings, which are then be used in future draw calls.
2014-09-30 22:50:08 +01:00
photonstorm
ef85b8415d
If you pass a tinted Sprite to BitmapData.draw
or BitmapData.copy
it will now draw the tinted version of the Sprite to the BitmapData and not the original texture.
2014-09-30 21:07:57 +01:00
photonstorm
415c7fe578
Added the sourceRect
and maskRect
parameters back into BitmapData.alphaMask
as they were accidentally removed in 2.1 (thanks seejay92)
2014-09-25 15:30:03 +01:00
photonstorm
7f196a01e7
Text.addColor allows you to set specific colors within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000
or rgb(255,0,0)
and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text was Photon Storm
and you did Text.addColor('#ffff00', 6)
it would color in the word Storm
in yellow.
...
Text.clearColors resets any previously set colors from `Text.addColor`.
2014-09-24 17:10:02 +01:00