Commit graph

3880 commits

Author SHA1 Message Date
Richard Davey
dc82fe60f2 Merge pull request #1695 from clark-stevenson/dev
Minor Updates RC1
2015-03-24 21:53:06 +00:00
Clark Stevenson
bbbb003522 Merge remote-tracking branch 'clark/dev' into dev 2015-03-24 21:38:57 +00:00
Clark Stevenson
e5dc470a59 Updated TypeScript Readme to recommend TypeScript 1.4, and removed webgl.d.ts for that reason. 2015-03-24 21:38:36 +00:00
Clark Stevenson
421ed4a715 Phaser Minor Changes for 2.3.0 RC1 Review 2015-03-24 21:38:30 +00:00
Clark Stevenson
cb8a7c467e Pixi Minor change for 2.2.8 2015-03-24 21:38:24 +00:00
photonstorm
d80ec1ae6d Phaser 2.3 Release Candidate 2. 2015-03-24 21:35:23 +00:00
photonstorm
83adc51698 Fixed the FixedToCamera :) 2015-03-24 21:35:09 +00:00
Clark Stevenson
3f47f8a3c8 Updated TypeScript Readme to recommend TypeScript 1.4, and removed webgl.d.ts for that reason. 2015-03-24 21:31:27 +00:00
Clark Stevenson
c299213994 Phaser Minor Changes for 2.3.0 RC1 Review 2015-03-24 21:28:24 +00:00
Clark Stevenson
700894246f Pixi Minor change for 2.2.8 2015-03-24 21:27:20 +00:00
photonstorm
c4b83a1394 Phaser 2.3 Release Candidate 1. 2015-03-24 16:05:52 +00:00
photonstorm
06b484e71c Huge docs update. 2015-03-24 16:01:07 +00:00
photonstorm
96e313e768 If you paused a Sound object that is using audio markers and then resumed it, it wouldn't correctly calculate the resume duration - causing the sound to sometimes play into the marker that followed it (thanks @AnderbergE #1669) 2015-03-24 14:43:35 +00:00
Richard Davey
483bb240a6 Merge pull request #1694 from englercj/dev
Minor typescript def file update
2015-03-24 14:39:14 +00:00
Chad Engler
ce254e540e minor typescript def file update 2015-03-24 07:06:14 -07:00
photonstorm
7e19f45350 When the Game first boots it will now call window.focus(). This allows keyboard events to work properly in IE when the game is running inside an iframe. You can stop this from happening by setting window.PhaserGlobal.stopFocus = true (thanks @webholics #1681) 2015-03-24 13:27:27 +00:00
photonstorm
ebdb6d028f The Physics Manager now has a new reset method which will reset the active physics systems. This is called automatically on a State swap (thanks @englercj #1691) 2015-03-24 10:21:12 +00:00
photonstorm
7aa4d0ad0d When a State is started and linked to Phaser it has a new property created on it: key, which is the string identifier used by the State. 2015-03-24 10:21:03 +00:00
photonstorm
43d6339f3a New jsdoc files generated. 2015-03-23 23:46:30 +00:00
photonstorm
12fc424305 Huge amount of jsdoc updates. 2015-03-23 23:46:09 +00:00
photonstorm
08c9513f98 Improving the Component documentation. 2015-03-23 19:56:23 +00:00
photonstorm
85c8f60d7c Removed 'global' component arrays. 2015-03-23 19:19:07 +00:00
photonstorm
3db4313e5d Docs update. 2015-03-23 16:13:04 +00:00
photonstorm
b7b622a556 Text style has a new optional property: backgroundColor which is a Canvas fill style that is set behind all Text in the Text object. It allows you to set a background color without having to use an additional Graphics object.
Text.lineSpacing can now accept negative values without cutting the bottom of the Text object off. The value can never be less than the height of a single line of text.

Text.lineSpacing is no longer applied to the first line of Text, which prevents text from being cut off further down the Text object.
2015-03-23 16:12:23 +00:00
photonstorm
7010883bc3 Tidying up. 2015-03-23 15:07:09 +00:00
photonstorm
77eaa7e707 Optimised World.collideHandler and added SORT_NONE option. 2015-03-23 15:05:57 +00:00
photonstorm
b07ce89236 sourceWidth / Height now only set from the texture if the object has a texture. 2015-03-23 15:05:39 +00:00
photonstorm
1486e166bd Added physicsType property. 2015-03-23 15:04:27 +00:00
photonstorm
55048a4b25 BitmapText objects now have an anchor property. This works in a similar way to Sprite.anchor except that it offsets the position of each letter of the BitmapText by the given amount, based on the overall BitmapText width - whereas Sprite.anchor offsets the position the texture is drawn at. 2015-03-23 15:03:53 +00:00
photonstorm
506ff8843e Fixed incorrect use of this.response which broke Binary files with callbacks. Should be all of them caught now - ProTracker example now works again as a result too. 2015-03-23 10:52:43 +00:00
photonstorm
35a9bdcfc9 Fixed loading of physics json data (old responseText reference) 2015-03-23 10:46:38 +00:00
photonstorm
ba052389a3 New version of p2.js merged for testing. 2015-03-23 10:11:49 +00:00
photonstorm
3f30a3d0d2 jsdocs updates. 2015-03-23 10:11:39 +00:00
photonstorm
4fbb7d2a7e readme updates. 2015-03-23 08:13:59 +00:00
photonstorm
ca752cc59c jsdoc updates. 2015-03-23 08:13:59 +00:00
photonstorm
a190823dad jsdoc fix. 2015-03-23 08:13:59 +00:00
photonstorm
4e3d189678 Updated Pixi version. 2015-03-23 08:13:59 +00:00
photonstorm
c84f488e31 Fixed typescript def for ResizeCallback #1659 #1680 2015-03-23 08:13:58 +00:00
Richard Davey
ae72107de8 Merge pull request #1685 from pnstickne/wip-1679
Animation - guard around destroy
2015-03-23 07:53:59 +00:00
Richard Davey
a10a18277a Merge pull request #1686 from englercj/dev
Add debug drawing for p2 capsule shape
2015-03-23 07:47:30 +00:00
Chad Engler
f5af981da3 fix missing semicolon 2015-03-22 21:28:27 -07:00
Chad Engler
97410f8907 add debug drawing for p2 capsule shape 2015-03-22 19:45:18 -07:00
Paul
6225bb0e94 Animation - guard around destroy
- Allows sprites (and/or the animation) to be destroyed from within
  the onUpdate, onLoop, or onComplete events
2015-03-22 17:01:37 -07:00
photonstorm
cb9ef4f12e Text.padding specifies a padding value which is added to the line width and height when calculating the Text size. ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions (#1561 #1518) 2015-03-19 01:54:14 +00:00
photonstorm
b13acdb23b TilingSprite.destroy fixed if TilingSprite hasn't ever been rendered (#1663) 2015-03-19 01:39:39 +00:00
photonstorm
5a9b509b44 ArraySet.removeAll allows you to remove all members of an ArraySet and optionally call destroy on them as well.
GameObject.input.dragStartPoint now stores the coordinates the object was at when the drag started. This value is populated when the drag starts. It can be used to return an object to its pre-drag position, for example if it was dropped in an invalid place in-game.
2015-03-19 00:51:13 +00:00
Richard Davey
23d31ffc62 Merge pull request #1677 from breakosaur/documentation-fixes
Fixed a few documentation typos.
2015-03-18 22:53:29 +00:00
breakosaur
bb600b4319 Fixed a few documentation typos. 2015-03-18 21:07:36 +00:00
photonstorm
62b2fb51d6 Link changed (fix #1672) 2015-03-18 19:25:12 +00:00
Richard Davey
358e0a6675 Merge pull request #1674 from englercj/dev
Fix debug drawing for p2 physics bodies
2015-03-18 19:21:59 +00:00