photonstorm
172f972d8c
Pausing a Sound that used a Marker for playback would fire the onMarkerComplete
signal by mistake as well as stop the fadeTween. This Signal is now only dispatched if Sound.stop is called and the Sound isn't paused (thanks Corin)
2015-12-02 12:41:20 +00:00
photonstorm
609b38c6e1
BitmapData.update causes a snowballing memory leak under WebGL due to a Context.getImageData call. BitmapData.clear used to call update automatically but no longer does. This resolves the issue of the Debug class causing excessive memory build-up in Chrome. Firefox and IE were unaffected (thanks @kingjerod #2208 )
2015-11-17 14:07:56 +00:00
photonstorm
8b0224e7b4
TilemapParser accidentally redeclared i
when parsing the ImageCollections which would cause an infinite loop (thanks DanHett)
2015-11-12 13:39:42 +00:00
Richard Davey
799efa3079
You can use the new const Phaser.PENDING_ATLAS
as the texture key for any sprite. Doing this then sets the key to be the frame
argument (the frame is set to zero). This allows you to create sprites using load.image
during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data.
2015-10-31 01:04:14 +00:00
photonstorm
efc69ff463
Buttons (or any Sprites) that don't have a texture, but have children, would incorrectly render the children under WebGL due to the baseTexture.skipRender property (thanks @puzzud #2141 )
2015-10-16 16:44:51 +01:00
photonstorm
8a4a1528e4
Preparing for 2.4.5 dev.
2015-10-15 12:22:01 +01:00
photonstorm
c9c85330ab
2.4.4 Release.
2015-10-15 12:06:38 +01:00
photonstorm
99751a5e8e
BaseTexture.skipRender is a new boolean that can be set to skip the rendering phase in the WebGL Sprite Batch. You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal __default
texture) that has children that you do want to render, without causing a batch flush in the process.
2015-10-15 11:39:59 +01:00
photonstorm
d1233ad229
Phaser 2.4.4 RC1.
2015-10-13 14:10:55 +01:00
photonstorm
45d92d4217
ScaleMin and ScaleMax stopped working in Phaser 2.3.0 due to an incorrect transform callback scope (thanks @brianbunch #2132 )
2015-10-13 13:32:55 +01:00
photonstorm
bd53b61ffd
Sprite.getBounds would report an inaccurate value if the sprite was negatively scaled (causing things like generateTexture to be cut off) (thanks @DavidAPC #2108 )
2015-10-13 13:02:49 +01:00
photonstorm
84373dc478
Removed use of the tilePosition
property in the Phaser.Rope class as it isn't implemented and caused calls to Rope.reset
to crash (thanks @spayton #2135 )
2015-10-13 12:20:02 +01:00
photonstorm
8e4dc1f078
ScaleManager.getParentBounds now checks if parentNode
has an offsetParent
before calling getBoundingClientRect
on it (thanks @McFarts #2134 )
2015-10-13 12:04:57 +01:00
photonstorm
b91de47d8d
Readme and JSDocs updates.
2015-10-13 12:01:08 +01:00
photonstorm
84624bd8f5
Readme update.
2015-10-07 12:00:53 +01:00
photonstorm
bf0bd9657e
Updated readme and build scripts.
2015-09-30 11:20:14 +01:00
Richard Davey
0064d969ce
Also excluded PIXI.PolyK from the build if Graphics not included (as only WebGL Graphics used it)
2015-09-29 16:27:10 +01:00
Richard Davey
084c453fcc
Added the PIXI.WebGLGraphics and PIXI.CanvasGraphics files to the Graphics custom build option. They weren't used anyway and this removes an extra 35.5KB from the build size.
2015-09-29 16:15:07 +01:00
Richard Davey
200a2a37bf
New stubs added to Grunt tasks.
2015-09-29 16:06:59 +01:00
Richard Davey
8899eddd9a
BitmapData.clear now automatically calls BitmapData.update at the end of it.
2015-09-29 14:02:26 +01:00
Richard Davey
cbf9b3f71f
WebGLRenderer.mapBlendModes optimised to cut down on file size.
2015-09-26 00:58:02 +01:00
Richard Davey
d0930bc161
Keyboard.addCallbacks didn't check to see if the arguments were null
, only if they were undefined
making the jsdocs misleading.
2015-09-23 23:18:36 +01:00
photonstorm
832034af94
Typo fix.
2015-09-23 14:04:04 +01:00
photonstorm
de5283b989
The default Button.onOverMouseOnly value has changed from false
to true
. If you used this in your touch enabled games then please be aware of this change ( #2083 )
2015-09-22 15:24:52 +01:00
photonstorm
0dee1157fc
PIXI.WebGLRenderer.updateTexture now returns a boolean depending on if the texture was successfully bound to the gl context or not.
...
PIXI.WebGLSpriteBatch.renderBatch would still try and render a texture even if `updateTexture` failed to bind it. It now checks the return value from `updateTexture` and ignores failed binds.
2015-09-22 15:20:23 +01:00
photonstorm
2633f8ce6d
InputHandler.validForInput now checks if the game object has input.enabled
set to false
and doesn't validate it for input if that's the case.
2015-09-22 15:20:23 +01:00
photonstorm
f64fc42f3e
The SoundManager now detects if the browser is running under iOS9 and uses a touchend callback to unlock the audio subsystem. Previous versions of iOS (and Android) still use touchstart. This fixes Apple's screw-up with regard to changing the way Web Audio should be triggered in Mobile Safari. Thanks Apple (thanks @MyCatCarlos for the heads-up #2095 )
2015-09-22 11:46:58 +01:00
Richard Davey
d86d01bd25
Camera.setBoundsToWorld only adjusts the bounds if it exists (thanks @prudolfs #2099 )
2015-09-20 21:07:28 +01:00
Richard Davey
96de58cc5f
Added lots more info to the jsdocs and tidied up the code for #2056
2015-09-19 11:50:26 +01:00
photonstorm
4c5dfc4847
Optimised getSmoothingEnabled, setSmoothingEnabled and setImageRenderingCrisp.
2015-09-15 14:18:00 +01:00
photonstorm
b9fcb7f179
Optimised size of PIXI.CanvasRenderer.mapBlendModes and started removal of options object.
2015-09-15 13:54:17 +01:00
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
8915a570d9
Readme update.
2015-09-14 11:21:48 +01:00
photonstorm
e9cefbfccf
Added base64 polyfill for new Tiled export support.
2015-09-14 11:21:48 +01:00
Richard Davey
83eaf3a574
Added Node.js v4 stable to Travis config (thanks @phillipalexander #2070 )
2015-09-09 22:12:27 +01:00
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
ee0094f172
Docs update.
2015-09-08 23:00:15 +01:00
photonstorm
7487c15f0e
Doc updates.
2015-09-08 15:56:28 +01:00
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
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
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
af194d447c
jsdoc fix #2049
2015-08-31 10:57:54 +01:00
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
Richard Davey
14dd1eabbf
Updated readme.
2015-08-28 09:14:09 +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
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
Richard Davey
a1bd35fc35
Tidied up formatting and improved jsdocs.
2015-08-26 19:13:46 +01:00
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