Richard Davey
3642ff0489
Phaser.Color.toABGR converts RGBA components to a 32 bit integer in AABBGGRR format.
2016-07-04 18:50:42 +01:00
photonstorm
0036bf747f
BitmapData has a new, optional, fifth argument: skipPool
. By default BitmapData objects will ask for the first free canvas found in the CanvasPool, but this behavior can now be customized on a per object basis.
2016-07-04 12:57:08 +01:00
photonstorm
7ebae00c8f
Phaser 2.5.1 RC1
2016-07-01 16:57:36 +01:00
Richard Davey
fdcbb9229b
Phaser.ArrayUtils.shift is the opposite of ArrayUtils.rotate. It takes an array, removes the element from the end of the array, and inserts it at the start, shifting everything else 1 space in the process.
2016-06-29 02:08:42 +01:00
Richard Davey
fbd1ba05f7
Phaser.Utils.reverseString will take the given string, reverse it, and then return it.
2016-06-27 22:43:53 +01:00
Richard Davey
a0c771d47e
Text.setText has a new optional argument immediate
which will re-create the texture immediately upon call, rather than wait for the next render pass to do so (thanks @Scraft #2594 )
2016-06-27 22:42:01 +01:00
photonstorm
b24de1e561
Polygon.contains would only work with non-flattened Polygon objects. It now works with both flat and non-flat Polygons.
...
Graphics objects enabled for input would fail to do anything if a Phaser Polygon was given to the Graphics object (which it was in nearly all cases), as it wouldn't detect input correctly with flattened polygons (thanks @symbiane #2591 )
2016-06-27 14:51:25 +01:00
monagames
d5661264d4
Improved typescript definitions
2016-06-25 17:22:56 +02:00
Richard Davey
2bd4f68ea0
Small tweaks to #2577 and TS defs.
2016-06-21 22:18:09 +01:00
Richard Davey
2f98058db0
Merge pull request #2576 from monagames/typings_support
...
Typings.json file to enable deployment of typescript definitions with typings
2016-06-21 22:05:15 +01:00
Richard Davey
f3ad741614
Merge pull request #2580 from monagames/ts-emitter-missing-prop
...
Added missing property (particleAnchor) to emitter typescript definitions
2016-06-21 22:04:02 +01:00
monagames
b70eeeb3b1
Missing property in emitter type definitions
2016-06-20 21:35:28 +02:00
monagames
7b92abe5d5
Added information on using typings in typescript/readme.md
2016-06-20 17:43:36 +02:00
monagames
d28b0df855
Testing typings field in package.json
2016-06-19 18:50:05 +02:00
Richard Davey
a9976d2703
Phaser 2.5.0 Release.
2016-06-17 12:46:56 +01:00
Richard Davey
43b4fd3caf
Fixed defs ( #2568 ) and added in Box2D defs.
2016-06-17 11:52:46 +01:00
photonstorm
694debe94b
Rebuilt Phaser Comments TypeScript defs.
2016-06-17 02:28:57 +01:00
photonstorm
47f0224a40
Phaser 2.4.9 release.
2016-06-17 01:11:24 +01:00
photonstorm
4da3b15ae2
Renamed alignTo to alignIn, and added the new method alignTo, to allow for Sprite to Sprite alignment. Updated all of the Bounds and TS defs.
2016-06-16 17:01:51 +01:00
photonstorm
5bcf84f5a4
Added offsetX and offsetY arguments to Bounds.alignTo.
2016-06-16 15:51:12 +01:00
Richard Davey
853d770764
Group.align is a new method that allows you to layout all the children of the Group in a grid formation. You can specify the dimensions of the grid, including the width, height and cell size. You can also control where children are positioned within each grid cell. The grid width and height values can also be set to -1, making them fluid, so the grid expands until all children are aligned. Finally an optional child index argument can be set. This is a great way to quickly and comprehensively align Group children, and has lots of use cases.
2016-06-16 02:50:24 +01:00
Richard Davey
ed8fbd9a6c
All Game Objects with the Bounds component; which includes Sprites, Images, Text, BitmapText, TileSprites and anything that extend these, now have a new method alignTo
. It allows you to align the Game Object to another Game Object, or a Rectangle. You can specify one of 9 positions which are the new constants: Phaser.TOP_LEFT
, Phaser.TOP_CENTER
and so on (see above for the complete list). The Game Objects are positioned based on their Bounds, which takes rotation, scaling and anchor into consideration. You can easily place Sprites into the corners or the screen or game world, or align them against other Sprites, using this method.
2016-06-16 02:00:46 +01:00
Richard Davey
0efcf68b21
The Game Object Bounds component has been updated to include two new properties: centerX
and centerY
. This means you can, for example, now get the horizontal center of a Sprite by called Sprite.centerX
. These properties are also setters, so you can position the Game Objects, and it will take scale and anchor into consideration.
2016-06-16 01:00:11 +01:00
Richard Davey
c7225cb3b7
Added Rectangle.getPoint.
2016-06-15 23:40:15 +01:00
Richard Davey
64a44aab17
Added the following new constants: Phaser.TOP_LEFT
, Phaser.TOP_CENTER
, Phaser.TOP_RIGHT
, Phaser.MIDDLE_LEFT
, Phaser.MIDDLE_CENTER
, Phaser.MIDDLE_RIGHT
, Phaser.BOTTOM_LEFT
, Phaser.BOTTOM_CENTER
and Phaser.BOTTOM_RIGHT
.
2016-06-15 23:37:48 +01:00
Richard Davey
32cf1f1a9c
Group.createMultiple can now accept Arrays for both the key
and frame
arguments. This allows you to create multiple sprites using each key and/or frame in the arrays, which is a great and quick way to build diverse Groups. See the JSDocs for complete details and code examples.
2016-06-15 22:36:23 +01:00
photonstorm
bc00c900e9
BitmapData.smoothProperty is a new property that holds the string based prefix needed to set image scaling on the BitmapData context.
...
BitmapData.copyTransform allows you to draw a Game Object to the BitmapData, using its `worldTransform` property to control the location, scaling and rotation of the object. You can optionally provide
BitmapData.drawGroup now uses the new `copyTransform` method, to provide for far more accurate results. Previously nested Game Objects wouldn't render correctly, nor would Sprites added via `addChild` to another Sprite. BitmapText objects also rendered without rotation taken into account, and the Sprites smoothing property was ignored. All of these things are now covered by the new drawGroup method, which also handles full deep iteration down the display list.
2016-06-14 15:29:56 +01:00
Dave Leaver
4dde32d746
Add Pointer.pointerMode
2016-06-14 18:02:11 +12:00
photonstorm
28c1a26780
Phaser 2.4.9 RC3.
2016-06-09 17:13:31 +01:00
photonstorm
2ac594ca03
TypeScript defs update.
2016-06-09 16:29:09 +01:00
Richard Davey
1956d3584e
InputHandler.dragStopBlocksInputUp is a boolean that allows you to control what happens with the input events. If false
(the default) then both the onInputUp
and onDragStop
events will get dispatched when a Sprite stops being dragged. If true
then only the onDragStop
event is dispatched, and the onInputUp
is skipped.
2016-06-07 02:21:12 +01:00
Richard Davey
df92c45420
There are two new Phaser consts available, for help with orientation of games or Game Objects. They are Phaser.HORIZONTAL
, Phaser.VERTICAL
, Phaser.LANDSCAPE
and Phaser.PORTRAIT
.
2016-06-07 01:45:33 +01:00
Richard Davey
66b846cbdb
InputHandler.dragDistanceThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a distance, in pixels, that the pointer must have moved before the drag will begin.
...
InputHandler.dragTimeThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a time, in ms that the pointer must have been held down for, before the drag will begin.
InputHandler.downPoint is a new Point object that contains the coordinates of the Pointer when it was first pressed down on the Sprite.
2016-06-07 01:28:06 +01:00
BaroqueEngine
042fc28513
Fixed typescript definitions: ArrayUtils.rotateMatrix and ArrayUtils.numberArrayStep
2016-06-06 17:27:32 +09:00
photonstorm
aa8e5f00db
Phaser 2.4.9 RC2.
2016-06-03 18:48:34 +01:00
photonstorm
1a67079ae7
Phew. Added TypeScript defs for the Weapon Plugin. Don't say I never do anything for you!
2016-06-03 17:11:08 +01:00
photonstorm
93b1f3eba1
Math.between will return a value between the given min
and max
values.
2016-06-03 16:18:35 +01:00
photonstorm
ee6f277b31
PluginManager.remove has a new argument destroy
(defaults to true
) which will let you optionally called the destroy
method of the Plugin being removed.
2016-06-03 15:52:17 +01:00
photonstorm
0da7cf5ffd
There are a bunch of new Phaser consts available to help with setting the angle of a Game Object. They are Phaser.ANGLE_UP
, ANGLE_DOWN
, ANGLE_LEFT
, ANGLE_RIGHT
, ANGLE_NORTH_EAST
, ANGLE_NORTH_WEST
, ANGLE_SOUTH_EAST
and ANGLE_SOUTH_WEST
.
2016-06-03 15:19:18 +01:00
photonstorm
9ae43757b9
Group.removeAll has a new argument destroyTexture
which allows you to optionally destroy the BaseTexture of each child, as it is removed from the Group (thanks @stoneman1 #2487 )
2016-06-03 13:11:03 +01:00
Richard Davey
097add1aa6
Game Objects including Sprite, Image, Particle, TilemapLayer, Text, BitmapText and TileSprite have a new property called data
. This is an empty Object that Phaser will never touch internally, but your own code, or Phaser Plugins, can store Game Object specific data within it. This allows you to associate data with a Game Object without having to pollute or change its class shape.
2016-06-03 01:08:32 +01:00
photonstorm
127e36df20
Defs update #2510
2016-06-02 15:14:11 +01:00
photonstorm
cb70152bc0
Defs update #2517
2016-06-02 15:13:00 +01:00
photonstorm
dfa8b9dedc
Refactored Group.getClosestTo and Group.getFurthestFrom.
2016-06-02 15:11:23 +01:00
Richard Davey
837d3cba46
Merge pull request #2505 from gotenxds/ReverseAnimation
...
Added a reverse functionality to animations.
2016-06-02 15:01:57 +01:00
gotenxds
b34860c89b
Reverse and reverseOnce will now return the animation to allow linking.
2016-05-31 20:27:55 +03:00
pigeonT
93c0cf378f
bugfix, in Class Graphics, the method generateTexture should return type RenderTexture, but not current Texture. When use typescript to compile, there is a Error: Type 'Texture' is not assignable to type 'RenderTexture'.
2016-05-29 23:36:18 +02:00
gotenxds
ae3ebf00cd
Added typescript defs; Fixed jshint.
2016-05-27 18:04:33 +03:00
gotenxds
b0c4f3bc4c
Added a convenient function.
2016-05-27 17:48:06 +03:00
John Doe
ce17ac9902
Added a reverse functionality to animations.
2016-05-27 15:44:32 +03:00