photonstorm
418a161b46
Testing webgl debug overlay.
2014-03-02 20:51:44 +00:00
photonstorm
442e6bb776
Events.onInputUp would be dispatched twice if the Sprite had drag enabled, now only dispatched once (thanks Overbryd, fixes #502 )
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Changed webfont URI back to //
2014-03-02 11:31:26 +00:00
Richard Davey
3794a846d4
Merge pull request #504 from georgiee/fix-single-polygon
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Phaser.Physics.Body#loadPolygon
2014-03-02 11:26:31 +00:00
Richard Davey
a7dbd6e626
Merge pull request #498 from alvinsight/1.2
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Examples updated
2014-03-02 11:23:59 +00:00
photonstorm
0eb23d4b11
RandomDataGenerator.integerInRange(min, max) now includes both min
and max
within its range ( #501 )
2014-03-02 11:21:30 +00:00
photonstorm
52118be088
Sound.onMarkerComplete event is now dispatched when a marker stops. See Sound.onLoop for a looping marker event (thanks registered99, fixes #500 )
2014-03-02 11:11:20 +00:00
photonstorm
66bdf56349
The physics world is now cleared on state swap ( fixes #505 )
2014-03-02 11:04:04 +00:00
photonstorm
33da238e97
Updated pixi.js
2014-03-02 10:58:51 +00:00
photonstorm
7ff4e51ab1
Time.reset does a removeAll on any Timers.
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Device no longer things a Windows Phone or Windows Tablet are desktop devices (thanks wombatbuddy, fixes #506 )
2014-03-02 10:56:39 +00:00
Georgios Kaleadis
a1bb3ea23b
pop first element if there is only one shape
2014-03-01 12:04:30 +01:00
photonstorm
664d5b3e2c
Fixed issue where Image, Sprite, etc wouldn't call preUpdate or postUpdate of its children.
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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).
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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
alvinsight
27cea5e6f0
Tidying up a bit
2014-02-28 18:40:06 +00:00
alvinsight
f17cdd9c32
Updated a lot of examples to Phaser 2.0 :)
2014-02-28 18:22:52 +00:00
photonstorm
bbc0f4a18a
Updated grunt script so it can copy the build files to the right location.
2014-02-28 11:12:49 +00:00
photonstorm
8662cd2fd4
Brand new Grunt task - creates each core library as its own file and a combined phaser.js.
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New build script now cleanly splits Phaser, Pixi and p2 so they are each UMD wrapped and each available in the global scope (now more requireJS friendly!).
phaser-no-libs.js allows you to use your own version of p2.js or pixi.js with Phaser. Warning: This is totally unsupported. If you hit bugs, you fix them yourself.
Fixed silly instanceof bug in game objects (sorry guys).
2014-02-28 09:30:53 +00:00
photonstorm
4562939e4e
Fixed stupid error in destroy().
2014-02-28 06:17:18 +00:00
photonstorm
e45a929b00
Body.loadPolygon now parses all shapes that may exist in a JSON data file, and re-creates them all on the Body. Assumes shapes are CCW + Convex (tested working with Lime Exportor). Almost fixes #449 but Body rotation seems to screw orientation of shapes.
2014-02-28 05:46:02 +00:00
photonstorm
8dc28f4800
Animation.speed added. You can now change the animation speed on the fly, without re-starting the animation (feature request #458 )
2014-02-28 04:32:12 +00:00
photonstorm
e3d53ad6a3
Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
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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
09d4a35b7f
Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it.
2014-02-28 03:55:06 +00:00
photonstorm
34ee2b0b20
Fixed issue with CocoonJS detection in Device.
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Fixed docs issue in Tilemap.
Created landscape pointer test, confirmed working fine (issue #276 )
2014-02-28 03:09:04 +00:00
photonstorm
43cd5e4b3f
Fixed the Tunnel filter. Had to patch Pixi to do it :( But no other choice for now until they merge my pull request.
2014-02-27 23:28:28 +00:00
photonstorm
3568dc4ff1
Pixi GrayFilter ported over (thanks nickryall #404 )
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Fixed Time.totalElapsedSeconds, which gets the other filters working again too.
2014-02-27 22:35:06 +00:00
photonstorm
a8bd5db7ba
Fixed smoothed value in Sprite and Image too.
2014-02-27 21:57:57 +00:00
photonstorm
5c30fd019f
Stage.smoothed was returning the opposite of its actual setting ( #494 )
2014-02-27 21:56:47 +00:00
photonstorm
10b3dbf74a
Loader.replaceInFileList wouldn't over-write the previous entry correctly, which caused the Loader.image overwrite parameter to fail (thanks basoko, fixes #493 )
2014-02-27 21:41:54 +00:00
photonstorm
7e12075be1
Buttons are now cleanly destroyed if part of a Group without leaving their InputHandler running.
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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.
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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
4d284029c7
Tweens now resume correctly if the game pauses (focus loss) while they are paused.
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Tweens don't double pause if they were already paused and the game pauses.
2014-02-26 23:27:22 +00:00
photonstorm
86374d4437
Phaser.Timer will no longer resume if it was previously paused and the game loses focus and then resumes ( fixes #383 )
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Phaser.Timer.stop has a new parameter: clearEvents (default true), if true all the events in Timer will be cleared, otherwise they will remain (fixes #383 )
2014-02-26 20:12:17 +00:00
photonstorm
db090601b8
The Timer will no longer create negative ticks during game boot, no matter how small the Timer delay is ( fixes #366 )
2014-02-26 19:52:23 +00:00
Richard Davey
493c12c807
Merge pull request #491 from nhowell/patch-1
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Add missing spaces in CONTRIBUTING.md
2014-02-26 18:57:32 +00:00
Nicholas Howell
419076ed62
Add missing spaces in CONTRIBUTING.md
2014-02-26 10:41:13 -05:00
photonstorm
d0fa50f014
Fixed issue stopping SoundManager.volume from working correctly on a global volume basis (fix # 488)
2014-02-26 14:40:55 +00:00
photonstorm
4a97861ff8
Updated p2
2014-02-26 06:27:44 +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)
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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
29fcfc515d
Fixed TilemapParser - would spit out a tileset warning if margin/spacing were set ( fix #485 , thanks Cybolic)
2014-02-26 01:20:24 +00:00
photonstorm
994eaff92b
StateManager fixes for when you change state in the create function.
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TilemapLayer update for WebGL.
2014-02-26 00:58:19 +00:00
photonstorm
d958b34f43
New build.
2014-02-25 23:20:06 +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 )
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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.
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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.
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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