Commit graph

4311 commits

Author SHA1 Message Date
photonstorm
6a868cba5e BitmapText.cleanText is a new method that will scan the given text and either remove or replace all characters that are not present in the font data. It is called automatically by BitmapText.updateText. 2016-01-13 15:15:51 +00:00
photonstorm
36d9c8d673 Changed from a space to '' and added 'replace' argument. 2016-01-13 15:14:14 +00:00
zeterain
9edec8da57 Update documentation in ScaleManager.js
Documentation for ScaleManager.compatibility mis-spelled the supportsFullScreen property.
2016-01-11 09:02:07 -07:00
Stafford Williams
16517cc773 fixed grammar on update() comment 2016-01-08 20:29:58 +11:00
Allen Evans
1a02d2da6c Fix cache reference bug in web GL context restoration. 2016-01-06 07:35:53 +00:00
Maurycy Zarzycki
fe86dab721 Added removeAll to TweenManager's stub so call from stageManager doesn't throw errors 2016-01-05 21:03:04 +01:00
pixelwaffles
08be1e9b2e Fix issue where importing the phaser module in typescript (ie "import * as phaser from 'phaser';" or "require('phaser');") fails, resulting in a "Cannot find module 'phaser'." typescript error. 2015-12-15 22:31:21 +08:00
Milkey Mouse
df48e37658 Fix issue #2188: blendMode type from number to string
This fixes a minor TS definitions bug (issue #2188) where the blendMode
of BitmapData.copy, .copyRect, .draw, and .drawGroup all had the number
type instead of string.
2015-12-10 20:40:50 -08:00
Milkey Mouse
d1c4297802 Fix #2250
changes by @mhstar89
2015-12-09 19:54:48 -08:00
Thomas ten Cate
cfd924d931 Rename inner loop variable from 'i' to 'j'
Fixes #2233
2015-12-03 16:22:34 +01:00
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
Sony?
70c64eb8fa Fixed misleading error message
Shouldn't it be `tileset` instead of `key`?

We can't find any entry with the name `tileset` in the JSON file. The `key` hasn't anything to do with the JSON file, that is our tilesset image we loaded with thaser.
2015-12-02 10:05:52 +01:00
Milkey Mouse
0c2e8d8ce9 Implement jackfreak's changes (Issue #2234) 2015-11-30 14:07:22 -08:00
Robert Plante
8f1450ecca Update to BitmapData.setHSL to follow conventions 2015-11-23 12:46:12 -05:00
Milkey Mouse
c59243b336 TS defs: RetroFont.smoothed from string to boolean 2015-11-22 21:38:09 -08:00
Milkey Mouse
19845eb691 Changed RetroFont.smoothed from string to boolean 2015-11-22 21:37:28 -08:00
photonstorm
83948f5882 Updated Filter docs (#2223) 2015-11-20 17:01:05 +00:00
Juan Miguel Rodriguez Ceron
cbdd9bdfab Update phaser.d.ts 2015-11-18 01:16:54 +01:00
Juan Miguel Rodriguez Ceron
e3ff1a3774 Fix Pointer leftbutton and rightButton definitions
Pointer properties rightButton and LeftButton are DeviceButton objects instead of booleans (http://phaser.io/docs/2.4.4/Phaser.Pointer.html#rightButton)
2015-11-18 01:15:09 +01:00
Robert Plante
45195848bc Update BitmapData.shiftHSL, limitValue -> clamp
`math.limitValue` does not exist so it was changed to `math.clamp` which provides the desired functionality.
2015-11-17 15:34:42 -05:00
Robert Plante
e236cac1e6 Update setHSL
Checking `if (h)` yields `false` when `h = 0`, but 0 is an acceptable value here. Had to decide between caching HSL verification and doing `typeof` 3x/pixel and opted for the temporary variables.
2015-11-17 14:15:26 -05:00
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
3d1306d440 jsdoc fix. 2015-11-17 14:07:48 +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
Javier Alcantara
840b49b6cd Tween hasStarted parameter set to false when tween finishes 2015-11-11 18:39:05 +01:00
vulvulune
02a56316c3 Force the usage of typescript 1.4.1
Force the usage of typescript 1.4.1 because with higher versions the
generation of commented files failed. Refresh comments.d.ts files.
2015-11-09 09:53:34 +01:00
photonstorm
1c169ef571 Video jsdoc fixes. 2015-11-02 11:51:15 +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
nlotz
da45d04a70 fix typos in API docs 2015-10-27 09:10:14 +01:00
Ben Abbott
1dadaf5590 Remove unnecessary variable
This commit removes an unnecessary variable which was defined, populated but never used.
2015-10-22 13:47:06 +13:00
Richard Davey
e6aa9f83c9 Typo fix. 2015-10-19 23:18:23 +01:00
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
d5f1b43a2d Added skipRender to FastSpriteBatch. 2015-10-15 11:42:53 +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
79d6993f26 Fixed issue with Time.update not being properly set in IE9 / setTimeout environments. 2015-10-13 14:23:36 +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
Richard Davey
3ee59f1de3 Merge pull request #2118 from pnstickne/wip-2031
Created Phaser.KeyCode enumeration / pseudo-type
2015-10-13 13:56:46 +03:00
Richard Davey
e097a1227e Merge pull request #2052 from nickryall/fix-for-text-centered-on-sprite
adjust wrapped text that is centered to sprite via anchor
2015-10-13 13:50:11 +03:00
Richard Davey
5f704f0b0f Merge pull request #2130 from noidexe/patch-5
Better default value for suggestedFps
2015-10-13 13:47:15 +03:00
Richard Davey
4e208c74ce Merge pull request #2128 from nlotz/nlotz-loader-cache-addbitmapfont-apply-default-spacing
Fixes for Cache::addBitmapFont(...)
2015-10-13 13:43:50 +03:00
photonstorm
c79a341c58 Fixed jshint errors. 2015-10-12 12:23:48 +01:00
photonstorm
e01a754732 Removed the FrameDebugger and moved to its own branch. 2015-10-12 11:10:37 +01:00
Lisandro Lorea
dea95ec6f6 Better default value for suggestedFps
In any game that handles fps issues as seen in http://phaser.io/examples/v2/time/slow-down-time the game will hang if game.fpsProblemNotifier fires early on, before game.time.suggestedFps has any value other than null. 

The docs recommend waiting a few seconds before accesing suggestedFps. Since it's hard to tell exactly how long "a few seconds" is, shouldn't suggestedFps be initialized to the same value as desidedFps? 

I think it's better to get an inaccurate value for a few frames than an invalid value. It means users don't have to care about the specifics of how and when suggestedFps gets its value.
2015-10-09 16:14:52 -03:00