Commit graph

435 commits

Author SHA1 Message Date
darfux
abdf54858c Fixed Group.removeBetween's default endIndex bug 2014-08-26 21:02:13 +08:00
Alvin
c7e256245a Merge pull request #1107 from gamedolphin/test
Fixed Point.rotate bug . Also added a little documentation for world wrap.
2014-08-22 12:32:06 +02:00
Federico Omoto
14028cafbc Game configuration object "renderer" property wrongly assigned to Game.renderer 2014-08-21 17:57:07 -03:00
Dan Cox
fbd2de5b23 Cordova 'deviceready' event check
A slightly obnoxious but necessary hack to prevent a race condition between the loading of Apache Cordova and Phaser itself. 

Without waiting for the 'deviceready' event, Phaser can often load first, preventing any console messages from appearing to the user. Because Cordova writes to the platform's console (via CordovaLog), it must first be loaded and signal its own 'deviceready' event before console or plugin usage can occur. Otherwise, all messages and functionality is ignored.
2014-08-21 00:11:41 -04:00
Sandeep Nambiar
9977d5e204 World Wrap and P2
Changes only to documentation for clarity.
2014-08-13 04:10:37 +05:30
Sam MacPherson
3b69c7ede1 group swap fix 2014-08-05 19:39:21 -04:00
Txus Ordorika
b952884d9d Fix for scale issues in CocoonJS using webgl renderer and screencanvas 2014-07-23 17:16:25 +02:00
Richard Davey
d8c755a544 Merge pull request #1017 from devinb83/dev-codepaused
codePaused should be set if manually called
2014-07-18 11:57:37 +01:00
photonstorm
24527eac3e Group.checkAll allows you to check if the same property exists across all children of the Group and is set to the given value (thanks @codevinsky #1013)
Group.checkProperty allows you to check if the property exists on the given child of the Group and is set to the value specified (thanks @codevinsky #1013)
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013)
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013)
Phaser.Utils.getProperty will get an Objects property regardless of depth (thanks @codevinsky #1013)
2014-07-18 11:52:39 +01:00
Richard Davey
3da788bd1d Merge pull request #1013 from codevinsky/group-checkall
added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phase...
2014-07-18 11:37:38 +01:00
Johan Rosén
ba62326ce7 OritentationSprite fix, not using PIXI.TextureCache anymore 2014-07-16 17:07:53 +02:00
Darek Zieliński
64ae6c6ba7 "Reuse a single Point object rather than creating a new one each time" 2014-07-15 18:32:20 +02:00
Richard Davey
afb379f2dd Merge pull request #1024 from lucbloom/if-onShutDownCallback
Add a check around this optional function
2014-07-15 16:21:35 +01:00
photonstorm
538425193a World.wrap when using the bounds of the object wouldn't adjust the bounds correctly, meaning wrapping outside the camera failed (thanks @jackrugile #1020) 2014-07-15 14:22:24 +01:00
Richard Davey
f77b4d4e8f Merge pull request #1014 from Dumtard/dev
Group create was not creating with p2 debug flag
2014-07-15 12:39:53 +01:00
Luc Bloom
f1cb146c10 Add a check around an optional function
My game crashes here if I update phaser.js to a new version. It happens
when my game switches to another State object.
2014-07-15 13:02:44 +02:00
photonstorm
f78a527ad5 Prevented objects with pixel perfect checks from over-riding other higher priority ID items (#983)
Rebuilt the way items are polled for Pointer events (drag, click, move). Now faster and more efficient, especially when some items in the stack require pixel perfect checks.
2014-07-15 11:20:57 +01:00
devinb83
4a632ed3a0 codePaused should be set if manually called
If pause is called manually, codePaused should be set regardless of whether the game is currently paused or not. This would fix issues where a developer might not want the game to automatically resume when the screen regains focus.
2014-07-14 12:57:37 -07:00
Darek Zieliński
852054b772 Plus validation of non-point objects 2014-07-14 20:09:22 +02:00
Charles Black
7107d73188 group create with p2 debug 2014-07-14 14:05:44 -04:00
Darek Zieliński
ee1df55d84 Added position Point object for quick x/y coordinates access. 2014-07-14 20:03:34 +02:00
jdowell
aad74ff4d5 added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phaser.Group.checkAll
Added deep-property getting and setting via strings:

Phaser.Util.getProperty(someObj, 'foo.bar.baz');

Phaser.Util.setProperty(someObj, 'foo.bar.baz', 'lol');

Added a "checkAll" method to Phaser.Group that returns true/false if all of the children's given properties match the value passed in.

this.someGroup.checkAll('foo.bar.baz', 'lol'); // will return true if child[n].foo.bar.baz === 'lol'

Comes with standard 'force' ability.
2014-07-14 12:33:13 -05:00
photonstorm
2c421d27ce GameObjectFactory.spriteBatch now lets you specify null as a parameter for the parent and automatically adds the batch to game.world as a result. Also fixed jsdocs issues (@petarov #1000) 2014-07-14 12:56:05 +01:00
photonstorm
74679922d1 Debug.preUpdate was still being called in the Game Loop even if enableDebug was set to false (thanks @qdrj, #995) 2014-07-11 11:52:48 +01:00
photonstorm
d11d8051b1 You can now prevent the Debug class from being created or booted by using the Game configuration setting: enableDebug. By default it is true, set to false to prevent the class from being created. Please note you are responsible for checking if this class exists before calling it, but you can do that via if (game.debug) { ... } (request #984) 2014-07-10 10:46:18 +01:00
photonstorm
a182598c65 Using a Game configuration object you can now specify the value of the preserveDrawingBuffer flag for the WebGL renderer. By default this is disabled for performance reasons. But if you need to be able to take screen shots of your WebGL games using toDataUrl on the game canvas then you'll need to set this to true (#987) 2014-07-10 10:46:18 +01:00
jackrugile
42df8356e7 Added options to disable horizontal and vertical world wrapping individually 2014-07-10 00:05:50 -06:00
photonstorm
a70a938505 docs fix 2014-07-09 05:38:59 +01:00
Alvin
7031d9ccc1 Fixed typo 2014-07-07 18:19:02 +02:00
photonstorm
7c624f409f Updated console.log and README. 2014-07-03 10:50:26 +01:00
photonstorm
e0b5e94f45 Fixed _destroy issue in Signal. 2014-07-03 10:50:12 +01:00
photonstorm
177d51f238 Signal.removeAll now has a new context parameter. If specified only listeners matching the given context are removed (thanks @lucbloom for the idea, #880) 2014-07-03 02:22:11 +01:00
photonstorm
92dbabb2df Camera.updateTarget has had a make-over and now is a lot smoother under certain conditions (thanks @tjkopena, fix #966) 2014-07-03 02:09:53 +01:00
photonstorm
8b160a1eb1 Tidied up formatting and docs. 2014-07-02 15:25:07 +01:00
photonstorm
8c41f6cc10 Game.onBlur and Game.onFocus events are now dispatched regardless if Stage.disableVisibilityChange is true or false, so you can respond to these events without your game automatically pausing or resuming (#911) 2014-07-02 14:57:28 +01:00
photonstorm
2916f0413f Group.bringToTop (and consequently Sprite.bringToTop) no longer removes the child from the InputManager if enabled (thanks @BinaryMoon, fix #928)
Group.sendToBack (and consequently Sprite.sendToBack) no longer removes the child from the InputManager if enabled.
Group.add has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.addAt has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.remove has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onRemovedFromGroup` event.
Group.removeBetween has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Group.removeAll has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Internal child movements in Group (such as bringToTop) now uses the new `silent` parameter to avoid the child emitting incorrect Group addition and deletion events.
2014-07-02 14:04:14 +01:00
photonstorm
58fc73348c The StateManager has a preRenderCallback option, which checks for a preRender function existing on the State, but it was never called. Have decided to add this in, so the core Game loop now calls state.preRender right before the renderer runs (thanks @AnderbergE #869) 2014-07-02 05:32:40 +01:00
photonstorm
db22b019be Swapped the ScaleManager creation order in Game, so both start and stop fullScreen requests work now. 2014-07-01 16:50:33 +01:00
photonstorm
d2fc42520b stopFullScreen has been changed to run against document instead of the canvas since the cancelFullScreen method is created on the document (thanks @j0hnskot, #863) 2014-07-01 15:46:32 +01:00
photonstorm
ee5f6457c8 Swapped to using escaped Unicode characters for the console output. 2014-06-09 16:15:41 +01:00
photonstorm
b63900f669 Testing frame crop support. 2014-06-05 02:33:29 +01:00
photonstorm
1e9d0b2438 Tidying up. 2014-05-30 05:33:30 +01:00
photonstorm
6e8694d5f7 A Canvas style set from a game config object used an incorrect property (thanks @TatumCreative, fix #861) 2014-05-30 02:01:33 +01:00
photonstorm
edc1507b4e Resolved issue where Cocoon won't render a scene in Canvas mode if there is only one Sprite/Image on it. 2014-05-29 23:52:13 +01:00
photonstorm
eee1183a6a Forces use of a Canvas Renderer under CocoonJS automatically.
The SoundManager no longer requires a touch to unlock it, defaults to unlocked.
2014-05-29 23:17:18 +01:00
photonstorm
0c675f741f Wrapped all events that CocoonJS doesn't support in conditional checks to avoid Cocoon Warnings. 2014-05-29 22:25:40 +01:00
photonstorm
4004cc92e3 First working pass at the Asset Pack Loader update. 2014-05-29 15:57:47 +01:00
photonstorm
86c228d380 Group.destroy now removes any set filters (thanks @Jmaharman fix #844) 2014-05-26 20:13:00 +01:00
photonstorm
7b876d5fc4 ScaleManager.bounds is a Rectangle object that holds the exact size of the game canvas, taking DOM offset and game scale into account.
Pointer.withinGame is now accurate based on game scale and updated as the Pointer moves.
Stage.bounds is now updated if the game canvas offset changes position. Note that it gives the un-scaled game dimensions.
2014-05-19 18:49:59 +01:00
photonstorm
c9656e48de Group.hasProperty fixed to not use hasOwnProperty, but a series of in checks (thanks @mgiuffrida for the idea, #829) 2014-05-19 13:11:58 +01:00
photonstorm
798d7a4fd1 Stage.backgroundColor now properly accepts hex #RRGGBB and color values 0xRRGGBB again (fix #785) 2014-05-14 01:59:21 +01:00
photonstorm
5eb7ae2cb0 Plugins moved to their own new repo. 2014-05-08 01:57:21 +01:00
Richard Davey
281e84ee9b Start of the Virtual Joystick plugin.
Fixes to Point.angle.
2014-05-07 16:35:08 +01:00
photonstorm
ebd608939a PluginManager.add now accepts additional parameters and if given a function it will pass them all to the Plugin constructor. 2014-05-07 00:11:02 +01:00
photonstorm
1f24d95e1a New force parameter added to Group.set, setAll, setAllChildren, setProperty which controls if a property is created even if it doesn't exist.
Group.hasProperty will check a child for the given property and return a boolean.
2014-05-01 11:45:17 +01:00
photonstorm
fa613c5fe1 ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782)
P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776)
P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783)
2014-04-29 19:34:38 +01:00
photonstorm
937085afda Added Uint32Array polyfill for BitmapData manipulation, and optional dataview polyfill for IE9 P2 requirements in the resources folder. 2014-04-29 02:09:58 +01:00
photonstorm
a5cbd8f2a6 Fixed an issue where Sounds that had been paused via game code would un-mute if the game paused and resumed. 2014-04-28 20:30:47 +01:00
photonstorm
360d744472 Camera.unfollow allows you to easily unfollow a tracked object (thanks @alvinsight, #755) 2014-04-28 14:56:48 +01:00
photonstorm
1d48b3c5f2 Your State can now have a pauseUpdate method, which is called constantly when the game is paused.
The Input system is now updated even while the game is paused.
2014-04-28 00:07:40 +01:00
photonstorm
6e0c182fa5 Added _startHeight mod, but disabled until further testing. 2014-04-27 10:17:37 +01:00
photonstorm
bcd64fd44b More Timer tests. 2014-04-26 16:16:18 +01:00
photonstorm
b0afc562b5 And take 3 2014-04-25 20:01:09 +01:00
photonstorm
3db5d27c82 ArrayList.callAll check added (ping @jflowers45 #746) 2014-04-25 19:38:10 +01:00
photonstorm
b6c2b4e0bf Updated to [Pixi.js 1.5.3](https://github.com/GoodBoyDigital/pixi.js/releases/tag/v1.5.3) 2014-04-25 16:55:09 +01:00
photonstorm
29040b39d7 Tidied up the ArrayList. May rename to Stack? 2014-04-25 15:24:55 +01:00
photonstorm
54b71ddc23 Phaser.ArrayList is a new iterative object, similar in principal to a linked list but operating on a single array without modifying the object structure.
Input and Pointer now use the new ArrayList instead of a LinkedList, which resolve list item removable during callback issues.
Input.reset no longer resets every interactive item it knows of, because they are removed during the destroy phase and can now persist between States if needed.
2014-04-25 15:11:54 +01:00
photonstorm
0f1e0a3d4e Updated the Device little / big endianess check. 2014-04-23 23:35:36 +01:00
photonstorm
b6cc150a15 Game.scratch is a single handy BitmapData instance that can be used as a visual scratch-pad, for off-screen bitmap manipulation (and is used as such by BitmapData itself).
Updated TS defs.
2014-04-23 22:14:47 +01:00
photonstorm
87bcb6677d Group.classType allows you to change the type of object that Group.create or createMultiple makes to your own custom class. 2014-04-23 21:49:58 +01:00
photonstorm
4ec5665148 Fixed #750 - Invalid typescript mapping for TileSprite.autoScroll function in TS defs.
Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
Body.loadData flagged as deprecated.
2014-04-22 23:31:07 +01:00
photonstorm
944e03ddb8 P2.Body.loadPolygon has been updated to correct center of mass issues (thanks @georgiee, fix #749) 2014-04-22 22:33:25 +01:00
photonstorm
5aaac8fbd4 Lots of jsdocs updates in the State class to make it more clear what the various properties and methods do. 2014-04-22 02:52:58 +01:00
photonstorm
0b1fb5a637 Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746)
InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
2014-04-22 01:43:22 +01:00
photonstorm
3e6a88fff6 Group.remove now checks the child to see if it's a member of the root Group before removing it, otherwise Pixi throws an Error. 2014-04-17 12:47:36 +01:00
photonstorm
ce592d48bf Group.destroy checks parent before removing (thanks @clark-stevenson, fix #733) 2014-04-17 12:18:39 +01:00
photonstorm
7c9f079ce5 Group.setProperty will now check if the property exists before setting it, this applies to Group.setAll and anything else using setProperty internally. 2014-04-17 12:11:37 +01:00
photonstorm
b77c034f61 World.wrap will take a game object and if its x/y coordinates fall outside of the world bounds it will be repositioned on the opposite side, for a wrap-around effect. 2014-04-16 22:59:19 +01:00
photonstorm
089dfbb960 Group.resetCursor will reset the Group cursor back to the start of the group, or to the given index value. 2014-04-16 21:39:04 +01:00
photonstorm
6979103634 Fix for #732 (Timer.onComplete not firing).
jsdoc updates across Math and InputHandler.
2014-04-16 18:50:54 +01:00
photonstorm
eeff786eb2 StateManager.restart incorrectly skipped the first additional parameter after clearCache (thanks @mariusbrn, fix #722) 2014-04-14 23:34:13 +01:00
photonstorm
f70e4d7d90 Fixed the use of the destroy parameter in Group.removeAll and related functions (thanks @AnderbergE, fix #717) 2014-04-14 12:57:29 +01:00
photonstorm
3a1c202e24 jsdoc fixes for SignalBindings. 2014-04-11 00:19:37 +01:00
photonstorm
a01cc2e1ca Objects with an InputHandler now deactivate it when the object is removed from a Group but not destroyed (fix #672)
Lots of jsdoc fixes in Body and World.
Removed un-used events from World (such as onImpact).
2014-04-11 00:06:22 +01:00
photonstorm
ff7dd65496 jshint fixes. 2014-04-10 00:57:46 +01:00
photonstorm
770ced8ac1 Group.customSort allows you to sort the Group children based on your own sort function. 2014-04-10 00:56:53 +01:00
photonstorm
be52515ed4 PluginManager parent parameter removed as it's redundant. Also most core functions tidied up and jsdocs fixed. 2014-04-09 16:12:25 +01:00
photonstorm
b9cb2417b6 Group.removeBetween now properly iterates through the children. 2014-04-09 03:19:36 +01:00
photonstorm
8fc2a465cd New Phaser package, small docs updates and preparing P2.World for new bounds code and v0.5.0 migration. 2014-04-08 03:31:13 +01:00
photonstorm
01eec6cef5 Keyboard.stop nulls the function references after removing the event listeners (thanks @bmceldowney, #691) 2014-04-07 12:29:26 +01:00
photonstorm
bf32590cfe Fixed a few jsdoc errors. 2014-04-07 12:29:26 +01:00
Richard Davey
eef7cc2d6d Merge pull request #688 from jonthulu/cursorFix
Fixed bug in group.next when cursor is at the last child.
2014-04-03 21:22:43 +01:00
Jon White
0aca0962df Fixed bug when group.remove is called when the cursor is on the last children index. 2014-04-03 10:42:55 -05:00
Jon White
ab3ae750e2 Fixed bug in group.next when cursor is at the last child. 2014-04-03 10:13:27 -05:00
Richard Davey
1311c830a8 Merge pull request #684 from jonthulu/groupMove
Fixed bug where move up and move down method in groups did not work.
2014-04-02 23:04:47 +01:00
Jon White
e24c8f63ea Fixed bug where move up and move down method in groups did not work. 2014-04-02 15:39:20 -05:00
photonstorm
f4dc686028 New build files for testing. 2014-04-01 16:13:00 +01:00
photonstorm
61429d8467 StateManager.restart allows you to quickly restart the *current* state, optionally clearing the world and cache. 2014-04-01 11:25:04 +01:00
Ralph Smith
7e9fbd3c27 issue#661 update state before values are cleared
this prevent loosing state values related to physics bodys
and inputs before `state.update` is called.
2014-03-28 09:12:32 -05:00
Richard Davey
06c953a293 Merge pull request #647 from xtian/grunt-jshint
Run jshint as part of build process and fix jshint errors
2014-03-26 15:46:35 +00:00