Richard Davey
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30b563085b
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The z property assigned to children of a Group now starts from zero instead of 1, this is an internal change mostly but if you relied on the z property for some reason then please be aware of this (thanks pantoninho)
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2016-02-09 11:31:46 +00:00 |
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Richard Davey
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3d459103b4
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Merge branch 'pr/2331' into dev
# Conflicts:
# README.md
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2016-02-09 11:15:31 +00:00 |
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Richard Davey
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eff10cec71
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Moved the width / height floor into the ScaleManager (#2329)
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2016-02-08 23:09:16 +00:00 |
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photonstorm
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fc3ffe5441
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New docs.
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2016-02-08 17:01:45 +00:00 |
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Richard Davey
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2e1b5a8f66
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Updated readme.
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2016-02-07 13:31:01 +00:00 |
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Taylan Kasap
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1310daa9af
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Added RandomDataGenerator.sign (returns -1 or +1)
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2016-02-07 14:25:19 +02:00 |
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Richard Davey
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1465d18d6b
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Merge pull request #2326 from englercj/dev
Fix #2320: properly size filter texture and viewport
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2016-02-07 14:04:04 +02:00 |
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Chad Engler
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5b7130d4d6
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fix one more place where resolution wasn't taken into account
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2016-02-06 17:05:44 -08:00 |
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Chad Engler
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7457cc67f2
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Fix #2320: properly size filter texture and viewport
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2016-02-06 11:30:31 -08:00 |
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Richard Davey
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12c529fc22
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Phaser 2.4.5-RC1
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2016-02-05 11:57:44 +00:00 |
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Richard Davey
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5801f1aa15
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jshint fixes.
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2016-02-04 23:39:58 +00:00 |
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Richard Davey
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818c64291a
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SinglePad.onDownCallback has been moved to the end of the method, so that DeviceButton.start is now called before the callback fires, meaning if you check the status of the button in the onDownCallback it will now be fully activated (thanks @suicidepills #2159)
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2016-02-04 22:46:18 +00:00 |
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photonstorm
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829b1e7ad1
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Events.onDragUpdate has a new 6th property fromStart which is a boolean. You can determine if the event was the result of the start of a drag movement or not by polling it (#2155)
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2016-02-04 17:00:30 +00:00 |
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photonstorm
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882c8b8d40
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InputHandler.consumePointerEvent has been removed, as it was never used internally anyway, so was misleading (thanks @GregoryAveryWeir #2227)
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2016-02-04 16:46:35 +00:00 |
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Richard Davey
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1ac287f9d3
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Merge pull request #1993 from nickryall/retina-fullscreen
Fix for fullscreen retina ( Desktop )
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2016-02-04 18:31:50 +02:00 |
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photonstorm
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9787474c6e
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Camera.checkBounds now takes the scale of the Camera into account (thanks @ForGorNorPor #2263)
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2016-02-04 16:26:18 +00:00 |
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photonstorm
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a7c360425f
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Tidying up code and docs.
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2016-02-04 16:23:40 +00:00 |
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photonstorm
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4574f310c3
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Docs update.
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2016-02-04 16:21:27 +00:00 |
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Richard Davey
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a8b04c4bf1
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Merge pull request #2171 from mattrick16/dev
Add method to angle Display Objects relative to world
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2016-02-04 18:21:14 +02:00 |
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Richard Davey
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2a948832fc
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Merge pull request #1842 from hightopo/fix-mask-filter-bug
Fix mask combine filter bug
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2016-02-04 18:07:39 +02:00 |
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photonstorm
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af4c938299
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Docs update (#1967)
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2016-02-04 16:05:45 +00:00 |
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Richard Davey
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a613612a89
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Merge pull request #2192 from spayton/dev
Enhanced the intro/outro usage. The Pixidefaults inclusion have been…
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2016-02-04 18:02:22 +02:00 |
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photonstorm
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5bcfa08af6
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Text.useAdvancedWrap allows you to swap between the Basic and the Advanced word wrapping functions. In Advanced it will wrap long-words and condense and trim excess white space (thanks @soldoutactivist #1811)
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2016-02-04 16:00:21 +00:00 |
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photonstorm
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da8fa83730
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Changed default back.
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2016-02-04 16:00:16 +00:00 |
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photonstorm
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afc96352de
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PIXI.WebGLGraphics.stencilBufferLimit is a new integer that allows you to define how many points exist in a Graphics object before Pixi swaps to using the Stencil Buffer to render it. The default is now 64 (originally 6). This fixes issues with things like Quadratic curves not rendering as masks in WebGL.
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2016-02-04 14:52:35 +00:00 |
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photonstorm
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c3c2dd6067
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Graphics.arc has a new argument segments that allows you to control how many segments are created when the arc is drawn. The default is 40. Use a higher number for more fidelity, i.e. if you find that reversed arcs are not joining up fully (#2064)
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2016-02-04 13:49:55 +00:00 |
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photonstorm
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8076f64656
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We have replaced the PolyK Triangulation calls within Pixi with EarCut 2.0.8. This allows for faster polygon triangulation, and also deals with more complex polygons that PolyK would crash on.
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2016-02-04 13:23:01 +00:00 |
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Richard Davey
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3baf3e7110
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Merge pull request #2321 from rblopes/doc-typo
Doc: `Loader.enableParallel` is boolean.
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2016-02-04 14:35:08 +02:00 |
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Rafael Barbosa Lopes
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a267e81b26
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Doc: Loader.enableParallel is Boolean.
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2016-02-04 10:06:12 -02:00 |
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Richard Davey
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2cd76b7617
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Docs update (#2166)
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2016-02-04 00:13:32 +00:00 |
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Richard Davey
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33604901c4
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TilingSprite would ignore the renderable property, and render it regardless. Now it skips render if renderable is false (thanks @Green92 #2214)
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2016-02-04 00:09:30 +00:00 |
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Richard Davey
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4e7fad353e
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Loader.audiosprite is renamed to Loader.audioSprite (the old one still works for legacy reasons) (thanks @epaezrubio #2145)
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2016-02-03 23:53:50 +00:00 |
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Richard Davey
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ecb68c2fca
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JSDocs update.
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2016-02-03 23:53:09 +00:00 |
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Richard Davey
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0610ddd15f
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SoundManager.setTouchLock is no longer set if SoundManager.noAudio is true, or if the PhaserGlobal setting disableAudio is true (thanks @bcjordan #2206)
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2016-02-03 23:23:36 +00:00 |
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Richard Davey
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a4c5fb9660
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BitmapData.drawGroup can now handle drawing Emitters and BitmapText objects that are part of the Group.
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2016-02-03 23:08:54 +00:00 |
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Richard Davey
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3b686f906f
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Moved the Sound.disconnect after the Sound.stop call in Web Audio (#2280)
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2016-02-03 22:22:22 +00:00 |
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Richard Davey
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87318ee0fe
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TS defs fix.
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2016-02-03 22:22:17 +00:00 |
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Richard Davey
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a0eb44ec09
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Group.add and Group.addAt would forget to remove the child from the hash of its previous Group if it had a physics body enabled, causing unbounded hash increase (thanks @strawlion @McIntozh #2232)
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2016-02-03 21:51:01 +00:00 |
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Richard Davey
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10209dc8f5
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GameObject.revive used to add the health amount given to the Game Object (via heal ) instead of setting it as the new health amount. It now calls setHealth instead, giving it the exact amount (thanks @netgfx #2231)
GameObject.revive will now set the health amount to 100 instead of 1, bringing it in-line with the `maxHealth` default value.
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2016-02-03 21:44:06 +00:00 |
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Richard Davey
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a1c3050bf7
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Tilemap.getObjectIndex has been removed as it didn't work correctly in most cases, and it's easier to just scan the Tilemap.objects object directly anyway (#2242)
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2016-02-03 21:35:35 +00:00 |
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Richard Davey
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3bc8dcd154
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The width and height values passed to the Game constructor are now passed through Math.floor first. This ensures you can never create a game width non-integer dimensions, which has all kinds of implications - from browser performance to breaking things like TileSprite rendering (#2262)
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2016-02-03 19:11:26 +00:00 |
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Richard Davey
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2d2101adcb
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Both transparent and antialias were ignored if set to false in a Game configuration object, as the parseConfig method didn't check for falsey values (thanks @amadeus #2302)
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2016-02-03 12:28:12 +00:00 |
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Richard Davey
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e04504f481
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Tweens with 'yoyo' set on them couldn't be re-used again because the start and end properties were left in a reversed state. When a yoyo tween ends it now restores the reversed values (thanks @SBCGames #2307)
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2016-02-03 12:24:22 +00:00 |
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Richard Davey
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1883cfc83b
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BaseTexture.destroy no longer checks for the _pixiId property on the canvas before removing it from the CanvasPool, meaning it's now destroying a lot more canvas elements than it was in the past!
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2016-02-03 11:41:37 +00:00 |
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Richard Davey
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034428e92c
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Sprite (and all Game Objects) have a new argument in their destroy method: destroyTexture . This boolean (which is false by default) controls if the BaseTexture of the Game Object should be destroyed or not. This is extremely useful in situations where you've got a lot of dynamic assets you no longer need, such as textures created from BitmapDatas. You must set the destroyTexture argument yourself. This can be done in a custom Game Object destroy method or as part of your state shutdown (#2261)
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2016-02-03 11:41:37 +00:00 |
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Richard Davey
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8043d29aa6
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BitmapData would always create a private _swapCanvas which was a clone of its main canvas used for advanced movement operations. This no longer happens. The swap canvas is created only as needed, by those functions that use it (specifically moveH and moveV ), meaning a BitmapData will now use half the amount of memory it used to, and you'll have half the amount of canvas DOM elements created (unless you make heavy use of the move functions).
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2016-02-03 11:41:37 +00:00 |
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Richard Davey
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90ddfc2aa2
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Updated sow #2316
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2016-02-03 11:41:37 +00:00 |
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Richard Davey
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297244a822
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Merge pull request #2161 from puzzud/master
SinglePad.callbackContext is now set through addCallbacks method.
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2016-02-03 01:38:20 +02:00 |
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Richard Davey
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75d6bbb251
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Updated defs and improved jsdocs for #2277
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2016-02-02 23:37:08 +00:00 |
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Richard Davey
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d4edbe6619
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Merge pull request #2277 from slashman/exposeWrappedLinesOnText
Alow precalculating the results of text wrapping.
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2016-02-03 01:32:49 +02:00 |
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