Commit graph

1692 commits

Author SHA1 Message Date
photonstorm
4c5dfc4847 Optimised getSmoothingEnabled, setSmoothingEnabled and setImageRenderingCrisp. 2015-09-15 14:18:00 +01:00
photonstorm
b9fcb7f179 Optimised size of PIXI.CanvasRenderer.mapBlendModes and started removal of options object. 2015-09-15 13:54:17 +01:00
photonstorm
a8e972b25a Under setTimeOut (or when forceSetTimeOut was true) the Time was incorrectly setting Time.timeExpected causing game updates to lag (thanks @satan6 #2087) 2015-09-14 16:31:16 +01:00
photonstorm
8915a570d9 Readme update. 2015-09-14 11:21:48 +01:00
photonstorm
e9cefbfccf Added base64 polyfill for new Tiled export support. 2015-09-14 11:21:48 +01:00
Richard Davey
83eaf3a574 Added Node.js v4 stable to Travis config (thanks @phillipalexander #2070) 2015-09-09 22:12:27 +01:00
Richard Davey
6c9e43ad36 DeviceButton was setting a duration property on itself, which went against the read only getter of duration (thanks @winstonwolff) 2015-09-09 21:58:50 +01:00
photonstorm
90a500ec1e Game.update could call updateLogic multiple times in a single frame when catching up with slow device frame rates. This would cause Tweens to advance at twice the speed they should have done (thanks @mkristo)
Time.desiredFpsMult is a pre-calculated multiplier used in Game.update.

Time.refresh updates the `Time.time` and `Time.elapsedMS` values and is called automatically by Game.update.
2015-09-09 12:09:18 +01:00
Richard Davey
ee0094f172 Docs update. 2015-09-08 23:00:15 +01:00
photonstorm
7487c15f0e Doc updates. 2015-09-08 15:56:28 +01:00
Richard Davey
d7a42370a4 BitmapData.move, moveH and moveV have a new optional wrap argument allowing you to control if the contents of the BitmapData are wrapped around the edges (true) or simply scrolled off (false). 2015-09-07 01:16:43 +01:00
Richard Davey
38eca4d5b9 Filter.addToWorld allows you to quickly create a Phaser.Image object at the given position and size, with the Filter ready applied to it. This can eliminate lots of duplicate code. 2015-09-03 00:46:47 +01:00
Richard Davey
41906c5ac1 When the Text width was being calculated it would add the strokeThickness value twice, causing an alignment offset (thanks @nickryall #2039) 2015-08-31 11:33:18 +01:00
Richard Davey
af194d447c jsdoc fix #2049 2015-08-31 10:57:54 +01:00
photonstorm
32b0c98f7a Group.resetChild is a new method that allows you to call both child.reset and/or child.loadTexture on the given child object. This is used internally by getFirstDead and similar, but is made public so you can use it as a group iteration callback. Note that the child must have public reset and loadTexture methods to be valid for the call.
Group.getFirstDead, Group.getFirstAlive and Group.getFirstExists all have new optional arguments: `createIfNull`, `x`, `y`, `key` and `frame`. If the method you call cannot find a matching child (i.e. getFirstDead cannot find any dead children) then the optional `createIfNull` allows you to instantly create a new child in the group using the position and texture arguments to do so. This allows you to always get a child back from the Group and remove the need to do null checks and Group inserts from your game code. The same arguments can also be used in a different way: if `createIfNull` is false AND you provide the extra arguments AND a child is found then it will be passed to the new `Group.resetChild` method. This allows you to retrieve a child from the Group and have it reset and instantly ready for use in your game without any extra code.
2015-08-28 12:23:48 +01:00
Richard Davey
14dd1eabbf Updated readme. 2015-08-28 09:14:09 +01:00
photonstorm
f0d7da1c56 Removed RND.float as it's a reserved word :(
Fixed jshint errors.
2015-08-27 19:28:01 +01:00
photonstorm
ddcc46124c RandomDataGenerator.float is a new alias for the method 'realInRange' and takes the same arguments. 2015-08-27 14:57:23 +01:00
photonstorm
9798864cc6 Emitter.emitParticle now has 4 new optional arguments: x, y, key and frame. These allow you to override whatever the Emitter default values may be and emit the particle from the given coordinates and with a new texture. 2015-08-27 14:48:52 +01:00
Richard Davey
a1bd35fc35 Tidied up formatting and improved jsdocs. 2015-08-26 19:13:46 +01:00
photonstorm
1e88bdda70 Loader.bitmapFont wouldn't automatically set the atlasURL value if just the key was given. 2015-08-25 13:46:28 +01:00
photonstorm
482d3c9882 Preparing for 2.4.4 dev. 2015-08-24 16:01:58 +01:00
photonstorm
db641ca82e Updated date in the readme. 2015-08-24 15:56:06 +01:00
photonstorm
94223c66b7 Updated blend mode multiply check (#1994) 2015-08-24 13:53:46 +01:00
photonstorm
cc7b632a37 Phaser.TilemapParser.INSERT_NULL is a new boolean that controls what happens when the parser encounters an empty tile: When scanning the Tiled map data the TilemapParser can either insert a null value (true) or a Phaser.Tile instance with an index of -1 (false, the default). Depending on your game type depends how this should be configured. If you've a large sparsely populated map and the tile data doesn't need to change then setting this value to true will help with memory consumption. However if your map is small, or you need to update the tiles (perhaps the map dynamically changes during the game) then leave the default value set (thanks #1982) 2015-08-24 12:36:23 +01:00
photonstorm
0cce3f8287 Enabling a filter on a display object that had a blend mode set would cause the object to become invisible. The two cannot be combined, so when you set a filter on a display object it now automatically resets the blend mode to NORMAL. The same does not happen in reverse however, so if you've got a filter set and then change the blend mode it will still break. Be careful to capture this yourself (thanks @wayfu #1994) 2015-08-24 12:26:02 +01:00
photonstorm
09f5742410 Tilemap.shuffle was calling the deprecated Phaser.Utils.shuffle, which has now moved to Phaser.ArrayUtils.shuffle. 2015-08-24 12:02:43 +01:00
photonstorm
bcedd921b7 Cache.addSpriteSheet didn't include default values for the frameMax, margin and spacing arguments (thanks @vladkens #2017 #2018) 2015-08-24 11:43:34 +01:00
photonstorm
845a14ff55 TilingSprite._renderCanvas wasn't correctly allowing for pixel rounding (thanks @ximop #2022 2015-08-24 11:38:59 +01:00
photonstorm
5ffb5b558d Tilemap.createFromObjects has been strengthened so that will only create Sprites for matching gids/ids/names. It also only sets the Sprite width and height values if they are present in the Tiled data (thanks @pparke #2012) 2015-08-20 13:22:06 +01:00
photonstorm
22f7aacfcb Added frameBased to the TweenManager and made Tween.frameBased reference that setting, allowing you to set it once (#2015) 2015-08-20 12:59:06 +01:00
photonstorm
99fbf35236 * Pointer.withinGame is no longer automatically set to 'false' in the Pointer.stop method - it will check if the Pointer actually is within the stage bounds and only set withinGame to false if it's outside the bounds.
* MSPointer now has an `onPointerUpGlobal` handler for when the pointer is released outside of the canvas, but still within the browser window. This means that in IE11 a Sprites `onInputUp` event will now trigger even when outside the canvas (thanks @bvargish #2000)
* MSPointer now has handles for the pointer being over and outside of the canvas element, which sets the Pointer.withinGame booleans accordingly. It also triggers the Mouse.mouseOutCallback and Mouse.mouseOverCallback callbacks respectively.
* The MSPointer event listeners have been renamed to all lower-case, i.e. 'pointerDown' is now 'pointerdown'.
2015-08-20 12:47:50 +01:00
photonstorm
55a7699381 Setting a P2.Body from Static or Kinematic to Dynamic will now automatically adjust the Body.mass to be 1 (thanks @wayfu #2005) 2015-08-20 11:19:30 +01:00
Richard Davey
994a7dae73 jsdoc fix #2013 2015-08-19 22:19:55 +01:00
photonstorm
103c37cd42 BitmapData.drawFull draws the given Game Object or Group to a BitmapData and then recursively iterates through all of its children, including children of Game Objects and Groups. It can draw Text, BitmapText, Sprites, Images, Emitters and Graphics objects. It's perfectly valid to pass in game.world as the parent object, and it will iterate through the entire display list. 2015-08-19 14:19:26 +01:00
photonstorm
176289f514 Video.stop now removes the 'playing' event listener, which stop Videos set to loop from throwing errors after being destroyed. 2015-08-18 16:04:10 +01:00
photonstorm
b1a05a6f52 BitmapText.font failed to pull the new font from the Phaser Cache, stopping it from updating properly (thanks @AbrahamAlcaina #2001) 2015-08-18 13:48:08 +01:00
photonstorm
ac77bb8e46 Fixed download links. 2015-08-18 12:40:24 +01:00
Richard Davey
19584b78a3 Readme update. 2015-08-07 02:56:44 +01:00
Richard Davey
7fbeb1c062 BitmapData.line draws a line to the BitmapData in the color and thickness specified.
Lots of BitmapData updates to use local vars and 'op' property, cutting down code size.
2015-08-07 02:48:00 +01:00
Richard Davey
7588e123c7 Line.centerOn will position the Line so that its midpoint lays on the coordinates given. 2015-08-07 01:40:37 +01:00
Richard Davey
614b84e2ea * Line.rotateAround allows you to rotate a Line around the given coordinates (in world space)
* Point.rotate uses a faster and simpler rotation function when no distance argument is specified.
* Line.rotate used a calculation method which resulted in the line growing (or shrinking) in length over time, the more it was rotated. The new method never changes the lines length.
2015-08-07 01:35:31 +01:00
Richard Davey
13e97532b8 Docs update. 2015-08-06 23:36:50 +01:00
photonstorm
8e7b717a50 Line.midPoint will return a Point object where the x and y values correspond to the center (or midpoint) of the Line segment. 2015-08-06 17:10:39 +01:00
photonstorm
9a0b6c24a4 Text can now accept undefined or null as the text argument in the constructor and will cast it as an empty string. 2015-08-06 10:28:49 +01:00
Richard Davey
7fc23c9abe Text.setTextBounds didn't add the x and y values to the width and height offsets. 2015-08-04 23:06:07 +01:00
photonstorm
1fed360659 VideoStream.active = false is used if the browser supports it, otherwise it falls back to VideoStream.stop. 2015-08-04 15:48:43 +01:00
photonstorm
f4a1f11429 PIXI.CanvasPool is a new static global created to deal with the issue of resource leaks and continuous DOM node build-up when creating lots of Text or BitmapData objects, or when calling generateTexture on any display object. The CanvasPool will do its best to re-use out dated canvas elements rather than filling up the DOM with new ones.
Sprite.setTexture has a new `destroyBase` parameter - set this to `true` if you know the base used a generated texture that isn't being used by any other sprites. This will free-up the canvas for further re-use by other calls to generateTexture or Text objects.
2015-08-03 16:09:16 +01:00
photonstorm
0493e19b8b Group.cacheAsBitmap would be incorrectly offset in Canvas mode (thanks @mkristo #1925) 2015-08-03 12:03:20 +01:00
photonstorm
4e857f19f6 BitmapText with tints applied wouldn't update properly in Canvas mode (thanks @Pajamaman #1969) 2015-08-03 11:51:04 +01:00
photonstorm
1102299173 readme update 2015-08-03 11:44:25 +01:00
photonstorm
98ae410c34 Removed use of the deprecated enterFullScreen and leaveFullScreen signals from the Scale Manager (thanks @mmanlod #1972) 2015-08-03 11:44:00 +01:00
Richard Davey
9362a2b1f4 Text with tints applied wouldn't update properly in Canvas mode. 2015-07-31 19:09:49 +01:00
photonstorm
78fdb224ce ArrayUtils.numberArrayStep would return an empty array if a single parameter was given, instead of a single step array (thanks @pooya72 #1958) 2015-07-31 16:21:10 +01:00
photonstorm
f52155bce8 Readme update. 2015-07-31 16:02:25 +01:00
photonstorm
d23e5d6eba BitmapText.smoothed is a new boolean property that allows you to set texture smoothing on a bitmap font or not. By default smoothing is always on, but you can turn it off which helps for bitmap fonts created from pixel art style character sets. 2015-07-31 15:58:00 +01:00
photonstorm
159f49d5bf Experimenting with generateTexture fixes for Canvas. 2015-07-30 17:17:31 +01:00
photonstorm
fc83dc6bdf Tween.frameBased allows you to control if a Tween updates based on the physics step (i.e. frame based) or the system clock (time based). A frame based tween will use the physics elapsed timer when updating. This means it will retain the same consistent frame rate, regardless of the speed of the device. The duration value given should be given in frames. If the Tween uses a time based update (which is the default) then the duration is given in milliseconds. In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visual updates the tween has actually been through. 2015-07-30 15:27:51 +01:00
photonstorm
c032d57183 Loader.images is a new method that allows you to pass an array of image keys, and optionally the urls, to the Loader and have them all added to the load queue in one go. 2015-07-30 15:01:52 +01:00
photonstorm
1393c8a98b InputHandler.pointerOver would get stuck in an 'isOver' state if the Sprite changed its visibility during an onUp callback (thanks @Cristy94 #1955) 2015-07-30 14:45:34 +01:00
photonstorm
a4321e56e3 * Pointer.isDown was reset before the Input.onUp event, meaning you couldn't get the Pointer.duration from within the event.
* Pointer.isDown was reset before the Input tap calculations, meaning onTap wouldn't dispatch (thanks @stovenator #1953)
2015-07-30 14:08:26 +01:00
photonstorm
6139071ebc Preparing for 2.4.3 dev. 2015-07-29 15:14:40 +01:00
photonstorm
4b22f48c75 2.4.2 release. 2015-07-29 15:01:04 +01:00
photonstorm
962066102c Pointer fixes for Linux FireFox (#1932 #1944) 2015-07-28 14:18:36 +01:00
photonstorm
a8934c392d Phaser.Sound will now automatically check the Cache to see if the audio file it is using is still there or not. If not then it will automatically called Sound.destroy on itself. If you do not desire this result then you should ensure that you undertake all house-keeping yourself, and properly destroy Sound objects _before_ calling Cache.removeSound (#1946) 2015-07-27 14:02:04 +01:00
photonstorm
fd6c29e451 Pointer.move would accidentally reset the isDown status of the Pointer on touch devices, which broke things like Sprite input events when built to native apps or run locally (#1932 #1943) 2015-07-27 13:34:06 +01:00
Richard Davey
1f73bbbe94 Device.canPlayVideo now checks for ogv as a valid file extension for OGG video files (thanks @JB-Tellez #1928) 2015-07-26 13:19:05 +01:00
Richard Davey
50480d815f * Cache.getFrame has a new cache parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameCount has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameData has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.hasFrameData has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameByIndex has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameByName has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)

re: #1935
2015-07-26 13:14:25 +01:00
Richard Davey
2e12cd70ed DeviceButton would try to set altKey, shiftKey and ctrlKey even for Joypads (thanks @zatch #1939) 2015-07-26 13:01:24 +01:00
photonstorm
cef2948ec1 2.4.2 Readme update. 2015-07-24 17:53:17 +01:00
photonstorm
74a8ba0080 Preparing for 2.4.2 dev. 2015-07-24 14:04:30 +01:00
photonstorm
205fe5844d 2.4.1 readme. 2015-07-24 13:25:28 +01:00
photonstorm
444e2cffe5 More tests with the UMD wrapper. 2015-07-24 13:21:33 +01:00
Richard Davey
aeda044143 Safari on OSX wouldn't recognise button presses on trackpads (thanks JakeCake) 2015-07-23 20:54:59 +01:00
photonstorm
1113b8f683 README updated for 2.4.1 changes. 2015-07-23 16:01:16 +01:00
photonstorm
7967d32d52 Creature update. 2015-07-23 13:25:08 +01:00
photonstorm
4c97129916 Updating 2015-07-23 13:25:08 +01:00
Richard Davey
1e6f83dbd3 Preparing for 2.4.1 development. 2015-07-22 17:26:12 +01:00
photonstorm
858ad51610 Phaser 2.4 release. 2015-07-22 15:31:30 +01:00
photonstorm
8eb34f96ce WebGL context loss and restoration is now handled directly by Phaser.
Cache.clearGLTextures empties out all of the GL Textures from Images stored in the cache. This is called automatically when the WebGL context is lost and then restored.
2015-07-22 12:59:32 +01:00
photonstorm
915a757f96 Text.updateText will now check the width and height values of the Text canvas and if either are zero it sets Text.renderable = false to avoid throwing WebGL texture binding errors. 2015-07-22 12:43:43 +01:00
photonstorm
f15fe6706c All undefined argument checks were changed from if (typeof x === 'undefined') to if (x === undefined) removing the typeof check and saving some bytes across the codebase in the process. 2015-07-22 10:37:15 +01:00
Richard Davey
9e38bf974a World.stateChange is a new method that is called whenever the state changes or restarts. It resets the world x/y coordinates back to zero and then resets the Camera.
Sprites with Arcade Physics bodies that had `collideWorldBounds` enabled would be moved to the wrong position if you restarted a State (or swapped to a new State) that reset the world bounds (thanks @vulvulune #1775)
2015-07-22 01:24:26 +01:00
Richard Davey
356864ff8a TweenData.update now uses the Time.elapsedMS value for its delta calculation, instead of the physicsStep - this is because tweens are inherently time duration based and on a lagging system they were not properly completing when they should do (also addresses #1819) 2015-07-22 00:09:06 +01:00
Richard Davey
b906463189 Internally the Time class has been updated to split out the RAF and SetTimeout implementations. This cuts down the update loop workload significantly, which was causing a performance optimization bottleneck in V8. 2015-07-21 21:41:26 +01:00
photonstorm
05914d3a95 Preparing readme for release. 2015-07-21 17:07:40 +01:00
photonstorm
ee59425be3 RC3 2015-07-21 15:19:26 +01:00
photonstorm
cf74eaa396 MSPointer now checks the pointerType property of the DOM event and if it matches 'mouse' it will update Input.mousePointer, rather than Input.pointer1 (or whatever the next free Pointer was). 2015-07-20 14:01:21 +01:00
photonstorm
7ffbeb8a2a Added Mouse consts back in (#1903) 2015-07-20 12:38:41 +01:00
photonstorm
b470601faf Tidying up docs. 2015-07-17 17:50:53 +01:00
photonstorm
a7f17394a4 Readme Update. 2015-07-16 16:40:12 +01:00
Richard Davey
9c588d94e8 PIXI.BitmapText has been removed as a global array, as it is no longer used. 2015-07-16 01:29:32 +01:00
Richard Davey
9314c5a767 LoaderParser.bitmapFont, xmlBitmapFont and jsonBitmapFont all now return the font data rather than write it to the now deprecated PIXI global font cache. 2015-07-16 01:17:03 +01:00
Richard Davey
3c7293ab57 Updated AnimationParser and fixed LoadTexture calls. 2015-07-16 01:02:59 +01:00
Richard Davey
bab50d7c88 * The Cache has been internally refactored considerably. Image data is now all stored in the same object, rather than being split across the PIXI global caches (such as PIXI.TextureCache and PIXI.BaseTextureCache), which are no longer used by Phaser.
* Internally the Cache now uses a single _cache object, which is partitioned to store the various different object types. Before the cache used lots of private objects, one per data type, but it's now a lot cleaner and we've managed to cut out hundreds of lines of duplicate code in the process.
* Cache.getImage has a new argument which lets you return either just the HTML Image element or the entire image cache object, which includes the baseTexture and frame data.
* Cache.getImage will return a __default image if the key isn't given, or a __missing image if the key is given but not found in the cache. This means it will always return a valid image and no longer cause Phaser to throw runtime errors deeper down with invalid image objects.
2015-07-16 00:46:28 +01:00
Richard Davey
c6f89737cb The Cache has been internally refactored considerably. Images are now no longer grouped in a single Images cache, but split based on their type. For example you can now load an image called 'fire' and a texture atlas called 'fire' at they are placed into unique caches, where-as before you had to be careful not to use the same keys for anything using an image.
Internally the Cache now uses a single _cache object, which is partitioned to store the various different object types. Before the cache used lots of private objects, one per data type, but it's now a lot cleaner and we've managed to cut out hundreds of lines of duplicate code in the process.
2015-07-15 23:28:13 +01:00
photonstorm
a0d57544c7 P2 updates finished. 2015-07-13 14:48:33 +01:00
photonstorm
956fa493a6 The P2.Body.onBeginContact arguments have changed. It now sends 5 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A, the p2 Shape from Body B and the contact equations array. Note that the Phaser.P2.Body may be null if you collide with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.
The P2.Body.onEndContact arguments have changed. It now sends 4 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A and the p2 Shape from Body B. Note that the Phaser.P2.Body may be null if this is the end of a contact with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.

Upgraded to p2.js 0.7.0
2015-07-13 11:44:04 +01:00
Richard Davey
502dd548fb Loader.path is a string and if set it is placed before any _relative_ file path given to the Loader. For example: load.path = "images/sprites/"; followed by load.image("ball", "ball.png"); and load.image("tree", "level1/oaktree.png"); would load the ball file from images/sprites/ball.png and the tree from images/sprites/level1/oaktree.png. The path is added before the filename but *after* the Loader.baseURL. The path _must_ end with a "/". Set it to nothing to disable the path. 2015-07-12 23:43:35 +01:00
Richard Davey
44c650f6e7 PIXI.DisplayObject.updateTransform now nulls the _currentBounds property (thanks @gaufqwi #1906) 2015-07-12 12:01:38 +01:00
Richard Davey
b0a8d3d78c Mouse.button and MSPointer.button properties removed and jsdocs expanded to explain the correct path to now take (#1903) 2015-07-12 11:47:20 +01:00
Richard Davey
4dec046c40 Added pendingDestroy to Groups. 2015-07-12 11:33:30 +01:00
photonstorm
6e84207331 Readme update. 2015-07-10 17:35:13 +01:00
photonstorm
d3525950a2 Group.addMultiple if given a Group.children array as the first parameter would fail as the original group length was decreased out of line with the children being added. Group.addMultiple now checks if the children argument is a Phaser.Group instance, and if so it uses Group.moveAll instead on it (thanks @AnderbergE #1898)
Group.moveAll allows you to move all of the children of a Group into another Group.
2015-07-10 17:05:54 +01:00
Richard Davey
8e92c13412 Canvas.setSmoothingEnabled only applies the value of the property exists, which avoids the Chrome webkit prefix deprecation warnings. 2015-07-10 04:02:21 +01:00
Richard Davey
f65bca1026 All Signals now have the ability to carry extra custom arguments with them, which are passed on to the callback you define after any internal arguments. For example a Phaser.Key has an onDown signal. When dispatched onDown sends a reference to the Key as the first and only argument. But you can now set the callback like this: fireKey.onDown.add(shoot, this, 0, 'lazer', 64). So when the onDown signal is dispatched internally the callback (shoot in this case) will receive 3 arguments: the Key reference that is raised internally and the string 'lazer' and value 64, which were the custom arguments provided when setting-up the callback. 2015-07-09 21:15:00 +01:00
photonstorm
918e00b868 Added Phaser.Keyboard.COMMA and Phaser.Keyboard.PERIOD to the consts list. 2015-07-09 14:31:18 +01:00
photonstorm
89c87bc9db Updated addKeys to take an object instead of 2 arrays - it's just cleaner and reads easier in code. 2015-07-09 14:28:58 +01:00
photonstorm
5ad3698703 BitmapData.clear has 4 new optional parameters: x, y, width and height, that define the area to be cleared. If left undefined it works exactly the same as before and clears the entire canvas. 2015-07-09 11:44:21 +01:00
Richard Davey
d027bf8ba7 BitmapData.generateTexture will take a snapshot of the BitmapDatas canvas at that moment in time and convert it into an Image, which is then stored in the Phaser image Cache based on the key given. You can then use the new texture for any future sprites or texture based objects. 2015-07-09 00:19:07 +01:00
Richard Davey
3590272c51 All Game Objects have a new boolean property called pendingDestroy. If you set this to true then the object will automatically destroy itself in the *next* logic update, rather than immediately. This is useful for cases when you wish to destroy an object from within one of its own callbacks, such as with buttons or other input events (thanks @alamboley #1748) 2015-07-08 18:52:01 +01:00
photonstorm
1b5da312d0 RandomDataGenerator.weightedPick has been tweaked slightly to allow for a more even distribution of weights. It still favors the earlier array elements, but will accurately include 'distance' elements as well (thanks @gingerbeardman #1751) 2015-07-08 17:20:36 +01:00
photonstorm
64b1794d67 Rope.segments used the wrong vertices property, causing a runtime error.
Debug.ropeSegments didn't take the scale of the Rope object into consideration, causing incorrect debug rendering.
2015-07-08 16:40:26 +01:00
photonstorm
b9dcf74726 If the device is detected as a Windows Phone the renderer is automatically set to use Canvas, even if WebGL or AUTO was requested (thanks @ramarro123 #1706) 2015-07-08 15:25:52 +01:00
photonstorm
0f31358724 Device.windowsPhone should now correctly identify Windows Phone 8.1 devices, which also think they are iOS and Androids. If you find a device that gets around this check please send us its ua string! (thanks @jounii #1496) 2015-07-08 15:22:32 +01:00
photonstorm
1281bc52d7 Setting the scaleMode property of a Game configuration object would cause a ScaleManager TypeError in the resize method. It now stores the scale mode locally and applies it after boot (thanks @Mickawesomesque #1534) 2015-07-08 14:52:20 +01:00
photonstorm
3012e49937 Text.addColor would incorrectly color the text stroke if set (thanks @llevkin #1893
Text.addStrokeColor works in the same way as `Text.addColor` but allows you to define a color stop for the stroke color instead of the fill color.
2015-07-08 12:52:39 +01:00
Richard Davey
86cac2085c BitmapData.move(x, y) allows you to shift the contents of the BitmapData horizontally and vertically by the given amounts. The image wraps-around the edges of the BitmapData.
BitmapData.moveH(distance) allows you to horizontally shift the BitmapData with wrap-around the edges.

BitmapData.moveV(distance) allows you to vertically shift the BitmapData with wrap-around the edges.
2015-07-08 04:26:28 +01:00
Richard Davey
a7e18137d1 Text has a new style property: tabs. This allows you to specify a pixel value (or values) that allows you to space out text that contains tab characters within it. Text.tabs can be either an integer, in which case all tabs share the same spacing, or an array of pixel values corresponding exactly to the number of tabs per line of text. This allows you to easily align columns of data in a single Text object. 2015-07-08 01:15:31 +01:00
photonstorm
157df30696 Pointer button handling has been given an overhaul. It has the following new boolean properties: leftButton, rightButton, middleButton, backButton, forwardButton and eraserButton. So you can now easily check which buttons are active and build right or middle click support into your games. The Pointer object normalises these properties for you, regardless if they came from a MouseEvent or PointerEvent (thanks @youssefdetovernickr for the idea #1848) 2015-07-07 16:53:56 +01:00
photonstorm
9548fb9856 Final textBounds updates. 2015-07-07 15:16:23 +01:00
Richard Davey
92f2742a26 When reusing a Tween created with an array of properties the values would get exponentially added to the TweenData internal array each time the tween was re-run (thanks @SBCGames #1747) 2015-07-07 04:21:55 +01:00
Richard Davey
6a9fd4de8d Debug.currentAlpha wasn't being used to set the alpha of the Debug context at all (was always set to 1) but now updates the alpha of the Debug context before anything is rendered to it (thanks @wayfu #1888) 2015-07-07 03:32:11 +01:00
Richard Davey
06658fa1e0 TilemapLayer.resize allows you to resize a TilemapLayer. It will update the internal canvas object and corresponding texture dimensions (#1881) 2015-07-07 03:27:28 +01:00
Richard Davey
f57d3c19e9 P2.Body.createGroupCallback incorrectly referenced the _groupCallbackContext when deleting it (thanks @Langerz82 #1886) 2015-07-07 01:24:26 +01:00
photonstorm
ab092c5c14 Keyboard.addKeys is a practical way to create an object containing user selected hotkeys. For example: addKeys( [Phaser.Keyboard.W, Phaser.Keyboard.S, Phaser.Keyboard.A, Phaser.Keyboard.D], [ 'up', 'down', 'left', 'right' ] ); would return an object containing the properties up, down, left and right that you could poll just like a Phaser.Key object. (thanks @Mourtz #1857) 2015-07-02 14:15:06 +01:00
photonstorm
698167a596 Tiled Image Collection support is now available and has been added to the TilemapParser and Tilemap classes (thanks @asyed94 #1879) 2015-07-02 13:53:02 +01:00
photonstorm
a89d48b9a6 Text.autoRound allows you to control if the text is allowed to render at sub-pixel coordinates or not. Set to true to round the coordinates, often eliminating anti-aliasing from certain font types (#1867) 2015-07-02 13:39:59 +01:00
photonstorm
ce405acb02 jsdoc update #1864 2015-07-02 13:31:26 +01:00
photonstorm
29f9eeabc6 RenderTexture now takes the display objects alpha into consideration when rendering it, before it would always reset worldAlpha to 1 before rendering, thus ignoring any alpha that may be set. 2015-07-02 13:28:44 +01:00
photonstorm
1ed33cb06c Setting mute to false on Sound that was never muted caused its volume to be set to zero (thanks @brianbunch #1870) 2015-06-24 15:54:25 +01:00
photonstorm
a69c156526 The Text Bounds is a rectangular region that allows you to align your text within it, regardless of the number of lines of text or position within the world. For example in an 800x600 sized game if you set the textBounds to be 0,0,800,600 and text alignment to 'left' and vertical alignment to 'bottom' then the text will render in the bottom-right hand corner of the game, regardless of the size of font you're using or the number of lines in the text itself.
Set the Style properties `boundsAlignH` and `boundsAlignV` or adjust them via the Text setters to change the alignment.

It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts have additional padding around them which you can mitigate by tweaking the Text.padding property.

Setting a textBounds _doesn't_ update the wordWrapWidth, so be aware of the relationship between the two.

Call this method with nothing defined for any of the parameters to reset an existing textBounds.

#1824
2015-06-17 17:18:04 +01:00
photonstorm
0258245f12 Phaser.Text no longer extends PIXI.Text but replaces it entirely. Phaser.Text now natively extends a Phaser Sprite, meaning it can be enabled for physics, damaged, etc. 2015-06-17 13:21:28 +01:00
photonstorm
102c74e121 Deprecated the following:
* Camera.screenView
* ScaleManager.maxIterations
* ScaleManager.enterPortrait (see onOrientationChange)
* ScaleManager.enterLandscape (see onOrientationChange)
* ScaleManager.enterFullScreen (see onFullScreenChange)
* ScaleManager.leaveFullScreen (see onFullScreenChange)
* ScaleManager.fullScreenFailed (see onFullScreenError)
* ScaleManager.checkResize
* ScaleManager.checkOrientation
* ScaleManager.setScreenSize (see updateLayout)
* ScaleManager.setSize (see reflowCanvas)
* ScaleManager.checkOrientationState (see reflowCanvas)
* ScaleManager.orientation (see screenOrientation)
* Gamepad.disabled (see enabled)
* Input.currentPointers (see totalActivePointers)
* Input.disabled (see enabled)
* Keyboard.disabled (see enabled)
* Mouse.disabled (see enabled)
* Mouse.mouseMoveCallback (see Input.addMoveCallback)
* MSPointer.disabled (see enabled)
* Touch.disabled (see enabled)
* Cache.getUrl (see getURL)
* Math.truncate (see Math.trunc)
* Math.snapToInArray (see Phaser.ArrayUtils.findClosest)
* Math.interpolateFloat (see Math.linear)
* Math.normalizeLatitude (use Phaser.Math.clamp(lat, -90, 90))
* Math.normalizeLongitude (use Phaser.Math.wrap(lng, -180, 180))
* Math.chanceRoll (use Phaser.Utils.chanceRoll)
* Math.numberArray (use Phaser.ArrayUtils.numberArray)
* Math.numberArrayStep (use Phaser.ArrayUtils.numberArrayStep)
* Math.limitValue (use Phaser.Math.clamp)
* Math.randomSign (use Phaser.Utils.randomChoice(-1, 1))
* Math.angleLimit (use Phaser.Math.clamp)
* Math.getRandom (use Phaser.ArrayUtils.getRandomItem)
* Math.removeRandom (use Phaser.ArrayUtils.removeRandomItem)
* Math.floor (use Math.trunc)
* Math.ceil (use Phaser.Math.roundAwayFromZero)
* Math.shift (use Phaser.ArrayUtils.rotate)
* Math.shuffleArray (use Phaser.ArrayUtils.shuffle)
* Math.distanceRounded (do the rounding locally)
* Canvas.getOffset (see Phaser.DOM.getOffset)
* Canvas.getAspectRatio (see Phaser.DOM.getAspectRatio)
* TilemapLayer.tileColor (use TilemapLayer.debugSettings.missingImageFill)
* Phaser.ArrayList alias removed, now use Phaser.ArraySet
* Utils.transposeArray (see Phaser.ArrayUtils.transposeMatrix)
* Utils.rotateArray (see Phaser.ArrayUtils.rotateMatrix)
* Utils.shuffle (see Phaser.ArrayUtils.shuffle)
2015-06-17 03:14:31 +01:00
photonstorm
8cf28fede7 maxHealth is a new property that Game Objects with the Health component receive and works in combination with the heal method to ensure a health limit cap. 2015-06-17 02:00:04 +01:00
photonstorm
b725c25702 Button game objects now have Input.useHandCursor set to true by default. 2015-06-17 01:55:36 +01:00
photonstorm
e28eb7b390 Docs update. 2015-06-17 01:55:36 +01:00
photonstorm
40802314dd TileSprite now fully supports animation again, having been broken for several versions due to a Pixi upgrade. We've updated the way TileSprites generate their textures internally considerably and animation support is back across both Canvas and WebGL as a result (#1653) 2015-06-17 01:25:56 +01:00
Richard Davey
14733e9b90 Tilemap.addTilesetImage can now accept a BitmapData as the key parameter and will use the BitmapData to render the tileset with instead of an image from the cache (thanks to @unstoppablecarl for the idea #1838) 2015-06-16 23:17:46 +01:00
photonstorm
30a35227da Formatting update. 2015-06-16 20:38:18 +01:00
photonstorm
17831e0103 P2.Body.loadPolygon now allows the key parameter to be passed as null - when this happens the object parameter can be the actual physics object data instead of a string pointing to the cache, allowing you to take advantage of adding multiple convex shapes with automatic adjustments for center of mass #1801 2015-06-16 19:02:28 +01:00
photonstorm
b481402ae4 Due to a Pixi 2 issue TileSprite when running under WebGL didn't respect the world alpha setting and would only work with its own alpha (thanks @hanenbro #1774) 2015-06-16 17:03:19 +01:00
photonstorm
1990bce48b Sound.restart and Sound.stop now properly disconnect the sound from the gainNode (or external node) before stopping it, allowing restart to work correctly (thanks @eofs #1796) 2015-06-16 16:24:47 +01:00
photonstorm
00cf44eb22 If running under Cordova and iOS the Game.lockRender boolean will be set to true when the game pauses and false when it resumes. This avoids the gpus_ReturnNotPermittedKillClient app crash on iOS (thanks @cncolder #1800) 2015-06-16 14:54:42 +01:00
photonstorm
ab8c98676e Sound.resume wouldn't properly restart looped sounds in Chrome after being paused. Phaser now specifically handles the Chrome 42 bug and later fix (thanks @nkovacs #1820) 2015-06-16 14:28:46 +01:00
photonstorm
f5369628ce Device.chromeVersion will return the major version number of Chrome. 2015-06-16 14:16:04 +01:00
photonstorm
732b80813e Line.rotate allows you to rotate a line by the given amount around its center point. 2015-06-13 05:20:43 +01:00
photonstorm
9e78cd1d7a Rectangle.random will return a uniformly distributed random point from anywhere within the rectangle. 2015-06-13 04:18:50 +01:00
photonstorm
77e7b2af9b Ellipse.random will return a uniformly distributed random point from anywhere within the ellipse. 2015-06-13 03:46:20 +01:00
photonstorm
3daea179fb Line.random will return a random point from anywhere on the Line segment. 2015-06-13 03:04:02 +01:00
photonstorm
9212c01dae Returns a random point from anywhere within this circle. 2015-06-12 19:15:56 +01:00
photonstorm
af42f5d4c9 Cache.getJSON has a new parameter: clone. If set it will return a clone of the object stored in the Cache rather than a reference to it. 2015-06-12 12:16:58 +01:00
photonstorm
681d8679e7 Rectangle.resize allows you to resize a Rectangle to the new given dimensions without altering its position. 2015-06-11 06:01:29 +01:00
photonstorm
2b0abb67dd onDragUpdate is a new signal that is dispatched whenever a Game object enabled for input and drag is moved by a pointer (i.e. during a drag event). See the Phaser.InputHandler.enableDrag docs for parameter details and the new Phaser Example. 2015-06-04 20:58:00 +01:00
photonstorm
eec99db8a9 Readme update. 2015-06-04 04:24:02 +01:00
photonstorm
ed82097151 Removed un-necessary PIXI.TextureCache pollution in Phaser.LoaderParser.bitmapFont. 2015-06-03 05:28:23 +01:00
photonstorm
76e2b00c82 Fixed pad jsdoc and ts defs (#1823) 2015-06-02 19:53:30 +01:00
photonstorm
cc5740af10 BitmapText line spacing and word wrapping has been vastly improved and bought in-line with how Pixi 3 handles it, but with additional anchor support. 2015-05-31 01:31:11 +01:00
Richard Davey
187d947c29 Merge pull request #1806 from joshtepei/patch-2
Fixed a comma error in README.md
2015-05-30 20:02:59 +01:00
photonstorm
1438248388 Group.add and Group.addAt will only create a Physics Body on the child if it doesn't already have one. This is a change from 2.3 where it would replace the physics body property with the new body, but this could lead to garbage build-up over time, so you should now properly destroy the body before changing it. 2015-05-29 00:59:23 +01:00
photonstorm
3ad60b815b Docs update. 2015-05-27 18:07:38 +01:00
photonstorm
83b533557d Docs update. 2015-05-26 20:01:57 +01:00
photonstorm
f2636a155a Readme update. 2015-05-22 15:10:27 +01:00
photonstorm
312c31b778 jsdoc and formatting fixes. 2015-05-21 11:53:18 +01:00
Josh Tepei
6bf44a859c Fixed a grammar error in README.md
Added a comma for further clarity on line 54 of README.md
2015-05-20 14:23:33 -07:00
photonstorm
5a91f85b1f Typo. 2015-05-19 16:57:36 +01:00
photonstorm
ab594e930b Readme update. 2015-05-19 16:09:19 +01:00
photonstorm
c3d123641b Readme update. 2015-05-19 14:53:38 +01:00
photonstorm
0f6dd1a1a6 Device.firefoxVersion is a new property that contains the major Firefox version number if running within Firefox, otherwise zero. 2015-05-18 14:51:25 +01:00
photonstorm
bd44a25212 Readme updates. 2015-05-18 12:55:48 +01:00
photonstorm
5a149ea4ec Docs updates. 2015-05-14 16:52:09 +01:00
photonstorm
f7514dc979 Docs updates. 2015-05-12 13:03:27 +01:00
photonstorm
7b938f396e Rectangle.bottomLeft has been added (thanks @mattmogford #1788) 2015-05-12 13:03:26 +01:00
photonstorm
4a4d7d594c Docs updates. 2015-05-08 04:15:03 +01:00
photonstorm
25178fdf85 Docs update. 2015-05-08 01:51:18 +01:00
photonstorm
af66b49f31 If a BitmapData is created with a width or height set to zero then the width and/or height are set to a default value (256) instead to avoid getContext errors. 2015-05-06 16:50:10 +01:00
photonstorm
f623e68eb7 Docs updates. 2015-05-06 01:12:09 +01:00
photonstorm
9aa022ba8e Docs update. 2015-05-05 17:03:44 +01:00
photonstorm
9ce76fcef8 Docs update. 2015-05-05 16:25:57 +01:00
photonstorm
33ece1fc52 Readme updates. 2015-05-05 14:02:10 +01:00
photonstorm
159a3f2f40 Readme updates. 2015-05-03 13:53:03 +01:00
photonstorm
df3c684760 PIXI.BaseTexture.forceLoaded allows you to set a BaseTexture as loaded, with the given width and height. It then calls BaseTexture.dirty. This is important for when you don't want to modify the shape of the source object by forcing in complete or dimension properties it may not naturally have, but still wish to use it as a base texture. 2015-05-03 13:53:02 +01:00
photonstorm
3f51463c7b PIXI.CanvasTinter.tintWithMultiply was performing a double drawImage operation for no reason. Simplified down to a single drawImage call. 2015-05-03 13:53:02 +01:00
photonstorm
e291f6d590 Added type parameter to VideoTexture.fromUrl allowing you to define the mime-type of the video file, which is required for Firefox and Safari in most cases. 2015-04-29 14:41:47 +01:00
photonstorm
da0bd86c26 Rectangle.ceil runs Math.ceil() on both the x and y values of the Rectangle.
Rectangle.ceilAll runs Math.ceil() on the x, y, width and height values of the Rectangle.
2015-04-29 13:13:11 +01:00
photonstorm
8290e8c371 Text.setShadow has two new optional parameters: shadowStroke and shadowFill. These allow you to set if the drop shadow is applied to the Text stroke, the Text fill or both of them (thanks @qdrj #1766)
Text.shadowStroke and Text.shadowFill allow you to toggle if the drop shadow is applied to the Text stroke or fill independently.
2015-04-27 16:22:36 +01:00
photonstorm
8519c9e394 The Tween.onStart signal wasn't dispatched if the Tween had a delay set. It's now dispatched immediately if no delay, or after the delay if set. It also respects the autoStart parameter and will still dispatch even if autoStart is true. 2015-04-27 16:22:35 +01:00
photonstorm
30450cb9bc Loader.atlas and Cache.addTextureAtlas will now automatically determine the format of the JSON data (array or hash) when added to the Cache. You no longer need to specify it explicitly if JSON, only if XML. 2015-04-23 02:35:09 +01:00
photonstorm
05d0a94116 Phaser.AnimationParser methods JSONData, JSONDataHash and XMLData have all had their cacheKey parameter removed as it's no longer used. 2015-04-21 16:01:11 +01:00
photonstorm
ede76cf4f6 Frame.uuid has been removed (was flagged as deprecated for several releases). This has a two-fold effect: First it means that the property no longer exists and secondly it means that the AnimationParser (the class responsible for loading sprite sheets and texture atlases) no longer has to call either RandomDataGenerator.uuid OR populates the PIXI.TextureCache. The first saves some CPU time and the second saves memory by not creating references to textures it doesn't ever use. The PIXI.TextureCache is now ignored by Phaser other than for the __missing and __default textures. 2015-04-21 15:55:04 +01:00
photonstorm
94b4d5d73c Doc updates. 2015-04-21 05:10:27 +01:00
photonstorm
6c96568dd1 Files can now be added to the Loader with an absolute URL even if you have a Loader.baseURL set. In previous versions the baseURL would still be prepended to the file URL, but the Loader now checks if the a file URL begins with http or // and skips prepending the baseURL to it.
All calls to Loader methods that add files to the queue, such as `Loader.image` or `Loader.atlas`, now have the URL as an optional parameter. If not set Loader will assume the URL to be based on the key given. For example the following: `game.load.image("boom", "boom.png")` can now be expressed as just `game.load.image("boom")`, or `game.load.atlas("player", "player.png", "player.json")` can now be shortened to `game.load.atlas("player")`. Please see the freshly updated jsdocs for full details.
2015-04-21 02:14:41 +01:00
photonstorm
714580f9a9 Manual fix #1752 2015-04-17 17:35:52 +01:00
photonstorm
59beae762d The SoundManager didn't accurately detect devices or browser environments with no sound card present and would try to carry on using a null Web Audio context (thanks @englercj #1746)
SoundManager.pauseAll, resumeAll and stopAll now checks if the SoundManager.noAudio is set and ignores the calls.

SoundManager.usingWebAudio is set to `false` by default (used to be `true`) and is only explicitly set if Web Audio is available and hasn't been disabled in the PhaserGlobal object.

SoundManager.touchLocked is now set to `false` should the device be using legacy Audio, avoiding the unlock call running without need.
2015-04-17 03:49:20 +01:00
photonstorm
2e2ba665cd PIXI.DisplayObject.updateTransform has a new optional parameter parent. If the DisplayObject doesn't have a parent (i.e. it isn't on the display list yet) then in the past updateTransform would fail. This meant you couldn't do things like scale or rotate a Sprite and then draw it to a RenderTexture or BitmapData, as calls to updateTransform would be ignored. The new checks now look to see if the parent parameter is set. If so this takes priority over the actual parent and is used to modify the transform (note that it **doesn't** reparent the DisplayObject, it merely uses it for the transform.) If there is no parent (explicitly or via the parameter) then it falls back to use Phaser.World as the parent. If it can't reach that then no transform takes place. 2015-04-17 03:22:23 +01:00
photonstorm
eca360301c Bumping up the release to 2.4.0 due to the API changes in the State Manager. 2015-04-15 01:37:41 +01:00
photonstorm
9f493044d4 The StateManager would incorrectly call loadUpdate while the game was paused or if the State didn't have an update method defined even after the loader was completed.
The StateManager would incorrectly call `loadRender` while the game was paused or if the State didn't have an `render` method defined even after the loader was completed.
2015-04-14 15:34:32 +01:00
photonstorm
8f06991527 Added support for the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/). You can now create a Phaser.Creature object which uses json data and a texture atlas for the animations. Creature is a powerful animation tool, similar to Spriter or Spine. It is currently limited to WebGL games only, but the new libs should prove a solid starting point for anyone wanting to incorporate Creature animations into their games. 2015-04-13 23:16:29 +01:00
photonstorm
0ffa499bd0 Removed getJSON parse parameter. It's already parsed :) 2015-04-13 22:06:57 +01:00
photonstorm
e5f1f6f896 Cache.getPixiTexture will return a PIXI.Texture from the cache based on the given key. A PIXI Texture is created automatically for all images loaded and added to the cache.
Cache.getPixiBaseTexture will return a PIXI.BaseTexture from the cache based on the given key. A PIXI BaseTexture is created automatically for all images loaded and added to the cache.

Cache.getTexture has now been removed (it was deprecated several versions ago). Use Cache.getRenderTexture instead.

Cache.getJSON has a new optional parameter: `parse`. If `true` the method will pass the data through JSON.parse before returning it. The default is `false` to retain backwards compatibility.
2015-04-13 20:25:42 +01:00
photonstorm
615925123a Group would automatically add a child into the _hash array as soon as the child was created (or moved into the Group). This no longer happens. Instead the child is only added to Group.hash if it is enabled for Arcade Physics. However Group.addToHash and the hash array have been exposed in case you were taking advantage of the _hash even though it was a private array.
Enabling Arcade Physics would add the deltaCap property onto Phaser.Time, even though the property doesn't exist any more, changing the class shape in the process.
2015-04-13 16:34:39 +01:00
photonstorm
bd57510528 Group would automatically add a child into the _hash array as soon as the child was created (or moved into the Group). This no longer happens. Instead the child is only added to Group.hash if it is enabled for Arcade Physics. However Group.addToHash and the hash array have been exposed in case you were taking advantage of the _hash even though it was a private array. 2015-04-13 16:32:03 +01:00
photonstorm
432516fa0f Physics.Arcade.sort has a new property 'sortDirection'. If not specified it will use World.sortDirection. If the Group given as the first parameter has its physicsSortDirection property set that will override any other setting.
Physics.Arcade.sort now calls one of four functions: sortLeftRight, sortRightLeft, sortTopBottom and sortBottomTop. Each of which takes 2 Sprites as arguments.

Physics.Arcade.sort now doesn't bail out if the Group contains a mixture of physics and non-physics enabled objects, as the Group hash is now only ever populated with physics enabled objects. Also the sort comparison functions no longer return -1 if the bodies are invalid, but zero instead (#1721)
2015-04-13 16:29:34 +01:00
photonstorm
eb506e2698 PIXI.Graphics in Canvas mode wouldn't respect the objects visible or alpha zero properties, rendering it regardless (thanks @TimvdEijnden #1720) 2015-04-13 14:19:44 +01:00
photonstorm
bb8b0d04fc Graphics.drawPolygon can now accept a Phaser.Polygon or PIXI.Polygon object, as well as a points array (#1712) 2015-04-13 13:00:52 +01:00
photonstorm
f155ad452c Tilemap.createFromObjects has been updated for Tiled 0.11 and can now look-up object layers based on id, uid or name. It will also now copy over Sprite scaling properties if set (thanks @mandarinx #1738) 2015-04-13 12:40:12 +01:00
photonstorm
7b8a430aac TilemapLayer docs incorrectly reported it as extending Phaser.Image, but it doesn't share the same components so has been updated.
TilemapLayer was missing the Input component (thanks @uhe1231 #1700)
2015-04-13 12:23:30 +01:00
photonstorm
04cb3889a9 P2.getConstraints would return an array of null objects. It now returns the raw p2 constraint objects (thanks @valueerrorx #1726) 2015-04-13 12:12:18 +01:00
photonstorm
b41cf3bc8c AnimationManager.frameName setter wasn't checking if _frameData existed before accessing it (thanks @nesukun #1727) 2015-04-13 11:58:45 +01:00
photonstorm
36c064511c Added guards around context.getImageData calls in BitmapData, Text and Canvas Tinting classes to avoid crashing restricted browsers like Epic Browser. Please understand that several Phaser features won't work correctly with this browser (thanks @Erik3000 #1714) 2015-04-02 14:47:44 +01:00
photonstorm
645723f939 Sprite was missing the Health and InCamera components. 2015-03-30 13:51:47 +01:00
photonstorm
5fb1130175 The LoadTexture component has had a redundant dirty call removed from it.
TileSprites were missing a `physicsType` property, causing them to not collide with anything (thanks @numbofathma #1702)
2015-03-28 00:56:02 +00:00
photonstorm
49be59b0c9 Added missing resumed method to Phaser.State class template. 2015-03-26 10:54:32 +00:00
photonstorm
8233b0a079 Phaser 2.3.0. 2015-03-26 02:37:31 +00:00
photonstorm
d4e838592c Readme tweaks. 2015-03-26 02:22:05 +00:00
photonstorm
bd62459a56 Readme release changes. 2015-03-26 02:10:57 +00:00
photonstorm
93dc67be71 Graphics.drawArc would fail to draw any subsequent arcs if you set beginFill on it after drawing the first arc.
Graphics.drawArc would only move to the center position of the first arc created and ignore any subsequent arcs.
Graphics.drawArc now correctly renders multiple arcs across both WebGL and Canvas. You no longer need to specifically call moveTo to move into the correct place to draw the arc.
Graphics.drawArc now bails out if the startAngle = the endAngle and/or the sweep is invalid *before* adjusting any points.
Graphics.drawArc now correctly handles the fill on the CanvasRenderer if the arc is a subsequent arc and no line style is set.
2015-03-25 13:00:08 +00:00
photonstorm
f4d55b7785 When an Emitter is destroyed via Emitter.destroy it now removes itself from the Phaser Particle Manager, freeing it up for garbage collection and stopping it from being processed. 2015-03-25 05:07:39 +00:00
photonstorm
aa13ec0165 Animation.play wouldn't correctly set the play state on the Game Objects AnimationManager causing the animation to fail to start (calling AnimationManager.play did work however), now they're both consistently working. 2015-03-25 03:59:36 +00:00
photonstorm
244372384e When an Animation completes playback and isn't set to loop it would change the currentFrame property to be the first frame in the set after the onComplete callback had fired. This meant if you set a Sprite to a new frame within an Animation onComplete callback then your change would have been overwritten by the animation itself. This is now no longer the case. 2015-03-24 23:17:13 +00:00
photonstorm
d80ec1ae6d Phaser 2.3 Release Candidate 2. 2015-03-24 21:35:23 +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
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
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
3db4313e5d Docs update. 2015-03-23 16:13:04 +00:00
photonstorm
7010883bc3 Tidying up. 2015-03-23 15:07:09 +00:00
photonstorm
4fbb7d2a7e readme updates. 2015-03-23 08:13:59 +00:00
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
photonstorm
62b2fb51d6 Link changed (fix #1672) 2015-03-18 19:25:12 +00:00
photonstorm
f2b03c8826 Readme updated. 2015-03-18 19:14:58 +00:00
photonstorm
2483cd5df4 Various readonly Body properties flagged as 'readonly' in the jsdocs (#1643) 2015-02-26 23:32:14 +00:00
photonstorm
f99f182a6f Arcade Physics is now using a spacial pre-sort for all Sprite vs. Group and Group vs. Group collisions. You can define the direction the sort will prioritise via the new sortDirection property. By default it is set to Phaser.Physics.Arcade.LEFT_RIGHT. For example if you are making a horizontally scrolling game, where the player starts on the left and moves to the right, then this sort order will allow the physics system to quickly eliminate any object to the right of the players bounds. This cuts down on the sheer volume of actual collision checks needing to be made. In a densely populated level it can improve fps rate dramatically.
There are 3 other directions available (`RIGHT_LEFT`, `TOP_BOTTOM` and `BOTTOM_TOP`) and which one you need will depend on your game type. If you were making a vertically scrolling shoot-em-up then you'd pick `BOTTOM_TOP` so it sorts all objects above and can bail out quickly.

More importantly you can switch the `sortDirection` at run-time with no loss of performance. Just make sure you do it *before* running any collision checks. So if you had a large 8-way scrolling world you could set the `sortDirection` to match the direction the player was moving in and adjust it in real-time, getting the benefits as you go. My thanks to Aaron Lahman for inspiring this update.
2015-02-26 21:24:07 +00:00
photonstorm
74eeddf956 You can now set a resolution property in your Game Configuration object. This will be read when the Pixi renderer instance is created and used to set the resolution within that (#1621) 2015-02-26 10:52:30 +00:00
photonstorm
41396d5ad2 Merged all of the relevant Pixi 2.2.7 fixes in (#1621) 2015-02-25 17:04:48 +00:00
photonstorm
321e11d0a5 A State swap now sets the Loader.reset hard parameter to true by default. This will null any Loader.preloadSprite that may have been set (#1636) 2015-02-25 05:18:49 +00:00
photonstorm
466a4d11bb Loader.preloadSprite had an extra guard added to ensure it didn't try to updateCrop a non-existent sprite (thanks @noidexe #1636) 2015-02-25 03:08:37 +00:00
photonstorm
5635bed54f Docs update. 2015-02-23 13:58:57 +00:00
photonstorm
5fd066c610 ArraySet.getByKey gets an item from the set based on the property strictly equaling the value given. 2015-02-22 19:30:23 +00:00
photonstorm
8d71e8a32c Animation.update skips ahead frames when the system is lagging, however it failed to set the animation to the final frame in the sequence if the animation skipped ahead too far (thanks @richpixel #1628) 2015-02-22 19:26:56 +00:00
photonstorm
02ef1555c5 A TweenData wouldn't take into account the repeatDelay property when repeating the tween, but now does. A TweenData also has a new property yoyoDelay which controls the delay before the yoyo will start, allowing you to set both independently (thanks @DreadKnight #1469)
Tween.updateTweenData allows you to set a property to the given value across one or all of the current tweens. All of the Tween methods like Tween.delay and Tween.repeat have been updated to use this.

Tween.repeat has a new parameter `repeatDelay` which allows you to set the delay (in ms) before a tween will repeat itself.

Tween.yoyo has a new parameter `yoyoDelay` which allows you to set the delay (in ms) before a tween will start a yoyo.

Tween.interpolation has a new parameter `context` which allows you to define the context in which the interpolation function will run.
2015-02-19 00:51:32 +00:00
photonstorm
35b4926eb8 Undoing previous change - doesn't actually work at all! #1620 2015-02-18 23:32:12 +00:00
photonstorm
9effb4a946 Stage.visibilityChange now has a second parameter fromPhaser. This is set to true by the Stage._onChange callback. This should mean that when Phaser is listening for window.onblur and window.onfocus events it will only trigger the visibilityChange if that event was generated by Phaser itself. If it was generated by something else on the page or iframe it should now be ignored (thanks @austinhallock #1620) 2015-02-18 23:12:08 +00:00
photonstorm
b0261e4a5f Group.cursorIndex is the index of the item the Group cursor points to. This replaces Group._cache[8]. 2015-02-18 22:54:19 +00:00
photonstorm
88ab104da4 BitmapText has a new maxWidth property that will attempt to wrap the text if it exceeds the width specified. 2015-02-18 22:36:12 +00:00
photonstorm
ba727555c8 Emitter.flow now works in a slightly different (and more useful!) way. You can now specify a quantity and a total. The quantity controls how many particles are emitted every time the flow frequency is met. The total controls how many particles will be emitted in total. You can set total to be -1 and it will carry on emitting at the given frequency forever (also fixes #1598 thanks @brianbunch) 2015-02-18 22:35:05 +00:00
photonstorm
9879fc6387 If you load an image and provide a key that was already in-use in the Cache, then the old image is now destroyed (via Cache.removeImage) and the new image takes its place. 2015-02-18 16:58:08 +00:00
photonstorm
ef3cb1f31d Sound in Web Audio now uses AudioContext.onended to trigger when it will stop playing instead of using a time based value. This is only used if the sound doesn't loop and isn't an audio sprite, but will give a much more accurate Sound.onStop event. It also prevents short audio files from being cut off during playback (#1471) and accounts for time spent decoding. 2015-02-18 11:25:17 +00:00
photonstorm
0dbcf88767 Readme update. 2015-02-17 16:41:04 +00:00
photonstorm
1b83674f6d Docs update. 2015-02-17 06:01:51 +00:00
photonstorm
9670c8aa86 InputHandler.enableDrag with a boundsRect set now takes into account the Sprites anchor when limiting the drag (thanks @unindented #1593)
InputHandler.enableDrag with a boundsSprite set now takes into account both the Sprites anchor and the boundsSprite anchor when limiting the drag.
2015-02-16 15:49:46 +00:00
photonstorm
8c23bca62d Sprite.left, Sprite.right, Sprite.top, Sprite.bottom are new properties that contain the totals of the Sprite position and dimensions, adjusted for the anchor.
Sprite.offsetX and Sprite.offsetY contain the offsets from the Sprite.x/y coordinates to the top-left of the Sprite, taking anchor into consideration.
2015-02-16 15:47:55 +00:00
photonstorm
01a23b7d91 Tween.to now correctly accepts arrays are destination values, which makes the Tween interpolate through each value specified in the array using the defined Tween.interpolation method (see new example, thanks @FridayMarch26th #1619)
Tween.interpolationFunction was using the incorrect context to invoke the function. This is now defined in `TweenData.interpolationFunctionContext` and defaults to `Phaser.Math`. If you provide your own interpolation function then please adjust the context accordingly (thanks @FridayMarch26th #1618)
2015-02-16 12:23:54 +00:00
photonstorm
ae198e9364 InputHandler was using the wrong property in checkBoundsSprite when fixedToCamera (thanks @yig #1613) 2015-02-14 19:10:06 +00:00
photonstorm
f60b2b7635 World.setBounds if called after you had already started P2 Physics would incorrectly create a new collision group for the wall objects. P2.World now remembers the settings you provide for each wall and the collision group, and re-applies these settings should the world dimensions ever change (thanks @nextht #1455) 2015-02-11 22:33:29 +00:00
photonstorm
b692d3b456 PIXI.TextureSilentFail is a boolean that defaults to false. If true then PIXI.Texture.setFrame will no longer throw an error if the texture dimensions are incorrect. Instead Texture.valid will be set to false (#1556) 2015-02-11 22:10:53 +00:00
photonstorm
daf8440247 Tile.properties is now unique to that specific Tile, and not a reference to the Tileset index bound properties object. Tile.properties can now be modified freely without impacting other tiles sharing the same id (#1254) 2015-02-11 21:40:37 +00:00
photonstorm
8892f46a83 PIXI.WebGLRenderer.destroy has been fixed to decrement the glContextId and remove it from the PIXI.instances global. Game.destroy now hooks into this. This now means that you can now delete and create your Phaser game over and over without it crashing WebGL after the 4th attempt (#1260) 2015-02-11 21:02:15 +00:00
photonstorm
b68c3071a6 Phaser.Ellipse.contains is now working again (thanks @spayton) 2015-02-11 18:51:35 +00:00
photonstorm
0e7820bde5 Group.forEach (and many other Group methods) now uses the children.length value directly instead of caching it, which both helps performance and stops the loop from breaking should you remove a Group child in the invoked callback. 2015-02-11 17:19:56 +00:00
photonstorm
599bcf5f97 Loader.audiosprite has a new jsonData parameter. It allows you to pass a pre-existing JSON object (or a string which will be parsed as JSON) to use as the audiosprite data, instead of specifying a URL to a JSON file on the server (thanks @jounii #1447)
Loader.audiosprite has a new `autoDecode` parameter. If `true` the audio file will be decoded immediately upon load.
2015-02-11 16:16:58 +00:00
photonstorm
aa2df803b7 Pointer.stop would call event.preventDefault if Pointer._stateReset was true, which is always true after a State has changed and before Pointer.start has been called. However this broken interacting with DOM elements in the case where the State changes and you immediately try to use the DOM element without first having clicked on the Phaser game. An additional guard was added so preventDefault will now only be called if both _stateReste and Pointer.withinGame are true (thanks @satan6 #1509) 2015-02-11 16:03:24 +00:00
photonstorm
afd4108f04 Readme update. 2015-02-11 15:11:33 +00:00
photonstorm
6b8622a336 Timer.update was calling the TimerEvent callback even if TimerEvent.pendingDelete was already set to true, causing timer events to stack-up in cases where a new TimerEvent was generated in the callback (thanks @clowerweb #838) 2015-02-11 14:43:23 +00:00
photonstorm
74bee324a5 Sound.fadeIn now supports fading from a marker, as well as the entire audio clip, so now works with audio sprites (thanks @vorrin #1413) 2015-02-11 13:52:16 +00:00
photonstorm
dfee82834d Sound.loop even when set for WebAudio wouldn't use the AudioContext loop property because Sound.start was being invoked with an offset and duration. Now if loop is true and no marker is being used it will use the native Web Audio loop support (#1431)
SoundManager.setDecodedCallback lets you specify a list of Sound files, or keys, and a callback. Once all of the Sound files have finished decoding the callback will be invoked. The amount of time spent decoding depends on the codec used and file size. If all of the files given have already decoded the callback is triggered immediately.

Sound.loopFull is a new method that will start playback of the Sound and set it to loop in its entirety.
2015-02-11 05:17:53 +00:00
photonstorm
18ff04810f ArcadePhysics.distanceToPointer now calculates the distance in world space values.
ArcadePhysics.moveToPointer no longer goes crazy if the maxTime parameter is given and the Sprite is positioned in a larger game world (thanks @AnderbergE #1472)
2015-02-10 22:16:35 +00:00
photonstorm
7a066a3a8c World.setBounds will now adjust the World.x/y values to match those given (#1555) 2015-02-10 21:40:53 +00:00
photonstorm
cc7096b045 jsdoc fix #1543 2015-02-10 21:22:36 +00:00
photonstorm
0054dc996b The Loader now directly calls StateManager.loadComplete rather than the StateManager listening for the loadComplete event, because Loader.reset unbinds this event (and it's easy to accidentally remove it too)
Loader.onLoadComplete is dispatched *before* the Loader is reset. If you have a `create` method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually.
2015-02-10 17:04:04 +00:00
photonstorm
dfc8ff32d2 You can now tint animated Sprites in Canvas mode. Or change the texture atlas frame of a tinted Sprite or Image. Please note that this is pretty expensive (depending in the browser), as the tint is re-applied every time the *frame changes*. The Pixi tint cache has also been removed to allow for subtle tint color shifts and to avoid blowing up memory. So use this feature sparingly! But at least it does now work (#1070) 2015-02-10 14:53:55 +00:00
photonstorm
823997744b Docs update. 2015-02-10 14:53:55 +00:00
photonstorm
816a80f39a If Body.customSeparateX or customSeparateY is true then the Body will no longer be automatically separated from a **Tilemap** collision or exchange any velocity. The amount of pixels that the Body has intersected the tile is available in Body.overlapX and overlapY, so you can use these values to perform your own separation in your collision callback (#992) 2015-02-10 12:58:12 +00:00
photonstorm
4489a12fd8 Sprite.loadTexture and Image.loadTexture now no longer call updateTexture if the texture given is a RenderTexture. This fixes issues with RetroFonts in IE11 WebGL as well as other RenderTexture related IE11 problems (#1310 #1381 #1523) 2015-02-10 12:27:55 +00:00
photonstorm
c154b8c785 Loader.resetLocked is a boolean that allows you to control what happens when the loader is reset, *which happens automatically on a State change*. If you set resetLocked to true it allows you to populate the loader queue in one State, then swap to another State without having the queue erased, and start the load going from there. After the load has completed you could then disable the lock again as needed.
Loader.reset has a new optional 2nd parameter `clearEvents` which if set to `true` (the default is false) will reset all event listeners bound to the Loader.
2015-02-10 11:58:17 +00:00
photonstorm
ec732e497f Docs update. 2015-02-09 22:19:05 +00:00
photonstorm
3fc8fbadca Docs update. 2015-02-09 20:10:51 +00:00
photonstorm
2b2ee27912 If for whatever reason you wish to hide the Phaser banner in the console.log you can set window.PhaserGlobal.hideBanner to true and it will skip the output. Honestly I'd rather if you didn't, but the option is now there. 2015-02-09 20:10:51 +00:00
photonstorm
35a04b2f1e TilemapParser now supports Tiled 0.11 version maps which includes the rotation property on all Object types.
Tilemap.createFromObjects now checks for a `rotation` property on the Object and if present will set it as the Sprite.angle (#1433)
2015-02-08 23:25:41 +00:00
photonstorm
e85be1f1d8 BitmapText.font wouldn't update an internal Pixi property (fontName) causing the text to fail to change font (thanks @starnut #1602) 2015-02-08 22:07:36 +00:00
photonstorm
46e5cfc639 Readme update. 2015-02-08 21:57:09 +00:00
photonstorm
9cdcdc7bc5 Device.touch checks if window.navigator.maxTouchPoints is >= 1 rather than > 1, which now allows touch events to work properly in Chrome mobile emulation. 2015-02-05 06:12:20 +00:00
photonstorm
d710caed9e Body.reset now resets the Body.speed value to zero. 2015-02-05 05:12:31 +00:00
photonstorm
8dec37107e MSPointer.capture allows you to optionally event.preventDefault the pointer events (was previously always on)
MSPointer.event now stores the most recent pointer event.
MSPointer.pointerDownCallback, pointerMoveCallback and pointerUpCallback all allow you to set your own event based callbacks.
2015-02-05 05:12:00 +00:00
photonstorm
336fdfa672 TileSprites weren't destroying WebGL textures, leading to eventual out of memory errors (thanks @chacal #1563) 2015-02-03 21:32:39 +00:00
photonstorm
3eba508382 Sprite.events.onDragStart has 2 new parameters x and y which is the position of the Sprite before the drag was started. The full list of parameters is: (sprite, pointer, x, y). This allows you to retain the position of the Sprite prior to dragging should dragFromCenter have been enabled (thanks @vulvulune #1583) 2015-02-03 21:32:39 +00:00
photonstorm
2ba6e0528e TilemapLayer.getTiles now returns a copy of the Tiles found by the method, rather than references to the original Tile objects, so you're free to modify them without corrupting the source (thanks @Leekao #1585) 2015-02-03 21:32:39 +00:00
photonstorm
ea4c9771a0 Updated docstrap-master toc.js to fix nav scrolling (thanks @abderrahmane-tj @vulvulune #1589) 2015-02-03 20:28:18 +00:00
photonstorm
7003b65df6 Added missing properties to the InputHandler prototype, reducing hidden class modifications. 2015-02-03 20:28:18 +00:00
photonstorm
260490fe06 Fixed issue in PIXI.canUseNewCanvasBlendModes which would create false positives in browsers that supported multiply in Canvas path/fill ops, but not for drawImage (Samsung S5 for example). Now uses more accurate magenta / yellow mix test. 2015-02-03 16:16:25 +00:00
photonstorm
d37ffe6a8f Sound.fadeTween is now used for Sound.fadeIn and Sound.fadeOut audio tweens.
Sound.stop and Sound.destroy now halt a fade tween if in effect.
2015-01-28 17:18:32 +00:00
photonstorm
6d967b6545 Error in diffX and diffY calculation in Tilemap.paste (thanks @amelia410 #1446) 2015-01-20 10:49:15 +00:00
photonstorm
a67d2df6f0 BitmapData.text will render the given string to the BitmapData, with optional font, color and shadow settings. 2015-01-18 12:24:00 +00:00
photonstorm
587c3e5f6a Arcade.Body.friction allows you to have more fine-grained control over the amount of velocity passed between bodies on collision. 2015-01-18 12:24:00 +00:00
photonstorm
0f42b530eb Physics.Arcade.isPaused allows you to toggle Arcade Physics processing on and off. If true the Body.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies. 2015-01-10 00:30:02 +00:00
photonstorm
8973423e98 Sprite.frame and AnimationManager.frame wouldn't return the correct index if a sprite sheet was being used unless it had first been set via the setter. 2015-01-08 01:28:38 +00:00
photonstorm
65f8820514 SoundManager.unlock checks for audio start support and falls back to noteOn if not found. 2015-01-06 13:50:15 +00:00
photonstorm
413a59c516 Preparing for 2.3.0 development. 2015-01-06 07:24:28 +00:00
photonstorm
1c05e42f6b Docs and Change Log update. 2015-01-06 06:56:59 +00:00
photonstorm
74951a41b4 Update for 2.2.2. 2015-01-06 06:20:46 +00:00
photonstorm
e015fec9a6 README updates. 2015-01-06 05:47:51 +00:00
photonstorm
6dedd89e36 Final screen shots. 2015-01-06 05:21:30 +00:00
photonstorm
2b7bb330ed Slimmer shots. 2015-01-06 04:30:39 +00:00
photonstorm
8c5b8c7204 Shot alignment. 2015-01-06 04:26:25 +00:00
photonstorm
a57d2e5cb2 Added game screen shots. 2015-01-06 04:19:19 +00:00
photonstorm
8620f20dec New div tests. 2015-01-06 02:26:03 +00:00
photonstorm
2b1dcb4a66 Can't ditch borders, so let's try with align=right. 2015-01-06 02:16:01 +00:00
photonstorm
2da6b9faa6 Table text alignment part 2. How 1990 :) 2015-01-06 02:13:33 +00:00
photonstorm
f390b88d86 Table text alignment. How 1990 :) 2015-01-06 02:01:15 +00:00
photonstorm
b7ddb09eec README update test. 2015-01-06 01:55:27 +00:00
Richard Davey
8ad56c99e2 README update. 2015-01-05 23:31:36 +00:00
Richard Davey
479b3f0583 README update. 2015-01-05 21:53:50 +00:00
photonstorm
0adf0f3672 Readme update. 2015-01-05 21:26:59 +00:00
photonstorm
3e062826f9 Readme update. 2015-01-05 16:30:22 +00:00
photonstorm
741131312a BitmapData.drawGroup draws the immediate children of a Phaser.Group to a BitmapData. Children are only drawn if they have their exists property set to true. The children will be drawn at their x and y world space coordinates. When drawing it will take into account the child's rotation, scale and alpha values. No iteration takes place. Groups nested inside other Groups will not be iterated through.
BitmapData.copy `tx` parameter if `null` and `source` is a Display Object, it will default to `source.x`.

BitmapData.copy `ty` parameter if `null` and `source` is a Display Object, it will default to `source.y`.
2015-01-05 14:28:16 +00:00
photonstorm
689501c15c Phaser.Point.angleSq removed. It didn't work so any code relying on it would be broken, and it's unclear what it was meant for (thanks @nextht #1396) 2015-01-05 13:00:07 +00:00
photonstorm
fc63d0a33a Ellipse.right and Ellipse.bottom setters fixed (thanks @nextht #1397)
Fixed double Ellipse.getBounds definition (thanks @nextht #1397)
2015-01-05 12:36:35 +00:00
photonstorm
4bc8fb3c8f Docs update #1489 2015-01-05 11:57:46 +00:00
photonstorm
35c68d4c9e Tidied up Emitter.update. 2015-01-05 11:43:24 +00:00
photonstorm
9f6b7b49e5 Particles.Arcade.Emitter.makeParticles now checks the given quantity value against Emitter.maxParticles. If quantity is more than maxParticles then the maxParticles value is used instead. 2015-01-05 11:22:07 +00:00
Richard Davey
a2c4cafa70 Update readme. 2015-01-04 12:38:52 +00:00
photonstorm
af15b9b4e7 Line.reflect will calculate the reflected, or outgoing angle of the line and a given line if they intersect. This can be used for Body vs. Line collision responses and rebounds.
Line.normalX and Line.normalY contain the x and y components of the left-hand normal of the line.
Line.fromAngle will sets this line to start at the given `x` and `y` coordinates and for the segment to extend at `angle` for the given `length`.
2015-01-04 05:11:19 +00:00
Richard Davey
1ceec8ec27 Added Code of Conduct. 2015-01-03 01:31:42 +00:00
Richard Davey
d3f913f415 Docs update. 2015-01-03 00:31:48 +00:00
Richard Davey
b3f322469b Added Events.onEnterBounds to the destroy method (thanks @legendary-mich #1497) 2015-01-02 21:53:20 +00:00
photonstorm
15d5b54c26 Removed redundant updateTransform call. 2015-01-02 04:15:27 +00:00
photonstorm
c1eb456ed2 Mouse.mouseMoveCallback is flagged as deprecated. 2015-01-02 04:14:44 +00:00
photonstorm
b22233a0bc docs update and sound marker check. 2015-01-02 04:14:44 +00:00
Richard Davey
da27373c90 Device.webAudio check inversed to avoid throwing a warning in Chrome. 2015-01-01 21:38:02 +00:00
photonstorm
a6c6bf8e06 Time.reset would incorrectly reset the _started property, now maps it to Time.time (thanks @XekeDeath #1467) 2014-12-18 08:07:38 +00:00
photonstorm
013abfe956 Added Pixi 2.2.0 details to README. 2014-12-17 13:53:05 +00:00
photonstorm
c6c5856dec Phaser.Graphics.drawCircle now overrides PIXI.drawCircle which means the docs are now correct re: diameter not radius (thanks @ethankaminski #1454) 2014-12-17 13:44:12 +00:00
photonstorm
f23c0aa24b Removed redundant tolerance parameter from Rectangle.intersects (thanks @toolness #1463) 2014-12-17 13:25:21 +00:00
photonstorm
269af69da5 Added extra checks to Sound.play to stop it throwing DOM Exception Error 11 if the sound.readyState wasn't set or the sound was invalid. Also wrapped stop() call in a try catch`. 2014-12-17 13:07:19 +00:00
photonstorm
5029427e14 Tween.stop fired a different set of onComplete parameters to Tween.update. Both now dispatch onComplete(target, tween) as the parameters in that order (thanks @P0rnflake #1450) 2014-12-15 09:42:18 +00:00
photonstorm
3c564a33b6 The P2 World constructor wouldn't let you use your own config unless you specified both the gravity *and* broadphase. Now allows one or both (thanks @englercj #1412) 2014-12-11 22:04:45 +00:00
photonstorm
93e0d2f3b1 Docs update. 2014-12-11 22:00:06 +00:00
photonstorm
0cd0a5bd9b Phaser 2.2.3 Build Files for testing. 2014-12-11 09:26:14 +00:00
photonstorm
8d9e1196c0 readme update. 2014-12-09 15:27:26 +00:00
photonstorm
38a224df3e Tween.delay, Tween.repeat and Tween.yoyo will no longer throw an error if called before a TweenData object has been created (via Tween.to or Tween.from) (thanks @SomMeri #1419) 2014-12-07 11:31:48 +00:00
photonstorm
e7f3b9188e Preparing for Phaser 2.2.2 development. 2014-12-04 11:49:53 +00:00
photonstorm
d206e3c2d5 Docs update. 2014-12-04 11:28:02 +00:00
photonstorm
847cde81a9 Custom Particle classes that used a BitmapData wouldn't work (thanks @hardalias #1402) 2014-12-03 20:59:44 +00:00
photonstorm
3371f9ff1e Added Game.debug reset method for when the debug manager is disabled (thanks @DanielSitarz #1407) 2014-12-03 20:56:39 +00:00
photonstorm
1227232fd6 Updated readme. 2014-12-03 20:54:25 +00:00
photonstorm
e271c63ca6 Preparing for Phaser 2.2.1. 2014-12-03 13:41:48 +00:00
photonstorm
95ffa83e34 Phaser 2.2.0 Docs. 2014-12-03 10:39:20 +00:00
photonstorm
35e2893db4 Game.lockRender is a new property. If false Phaser will automatically render the display list every update. If true the render loop will be skipped. You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application. Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully. 2014-12-02 09:03:55 +00:00
photonstorm
def662f28f Text.setShadow has had the default color value changed from rgba(0,0,0,0) to rgba(0,0,0,1) so it appears as a black shadow by default - before the alpha channel made it invisible. 2014-12-02 09:03:55 +00:00
photonstorm
5b6e41b112 Readme updated. 2014-12-02 09:03:55 +00:00
photonstorm
30d2d1973a readme update. 2014-11-27 21:33:21 +00:00
photonstorm
fb733ddcca onPreRenderCallback wasn't being cleared on a State swap. 2014-11-26 13:12:51 +00:00
photonstorm
667d477a16 P2.BodyDebug always lagged behind the position of the Body it was tracking by one frame, which became visible at high speeds. It now syncs its position in the Body.postUpdate which prevents this from happening (thanks @valueerror) 2014-11-25 22:21:11 +00:00
photonstorm
e86f00eb55 Text.lineSpacing works correctly again. Before no space was added between the lines (thanks @intimidate #1367 and @brejep #1366) 2014-11-25 17:06:17 +00:00
photonstorm
72eaee3139 Adjusted Sprite.preUpdate to remove the lifespan calculation. 2014-11-25 14:18:18 +00:00
photonstorm
7aaa63e7a5 When you change State the P2 Physics world is no longer fully cleared. All of the bodies, springs, fixtures, materials and constraints are removed - but config settings such as gravity, restitution, the contact solver, etc are all retained. The P2.World object is only created the very first time you call Physics.startSystem. Every subsequent call hits P2.World.reset instead (#1292) 2014-11-25 12:09:03 +00:00
photonstorm
54e79f5b25 Grunt and docs updates. 2014-11-25 00:24:29 +00:00
photonstorm
4ecd7f99a8 Docs update. 2014-11-24 11:12:09 +00:00
photonstorm
1928427bcb Phaser TypeScript defs fixes. 2014-11-23 11:32:13 +00:00
photonstorm
874f60c1bc Removed CocoonJS hack - woohoo! 2014-11-21 10:40:18 +00:00
photonstorm
7e4a494f13 Keyboard.justPressed has bee renamed to Keyboard.downDuration which is a much clearer name for what the method actually does.
Keyboard.justReleased has bee renamed to Keyboard.upDuration which is a much clearer name for what the method actually does.
Keyboard.downDuration, Keyboard.upDuration and Keyboard.isDown now all return `null` if the Key wasn't found in the local keys array.
2014-11-20 20:55:51 +00:00
photonstorm
88ea3412dc Fixes issue where Tween.from didn't set the target properties until after the delay was up. 2014-11-20 20:42:10 +00:00
photonstorm
2589000435 Tweens have been completely rewritten. They're now much more flexible and efficient than before:
When specifying the ease in `Tween.to` or `Tween.from` you can now use a string instead of the Function. This makes your code less verbose. For example instead of `Phaser.Easing.Sinusoidal.Out` and you can now just use the string "Sine".The string names match those used by TweenMax and includes: "Linear", "Quad", "Cubic", "Quart", "Quint", "Sine", "Expo", "Circ", "Elastic", "Back", "Bounce", "Power0", "Power1", "Power2", "Power3" and "Power4". You can append ".easeIn", ".easeOut" and "easeInOut" variants. All are supported for each ease types.
Tweens now create a TweenData object. The Tween object itself acts like more of a timeline, managing multiple TweenData objects. You can now call `Tween.to` and each call will create a new child tween that is added to the timeline, which are played through in sequence.
Tweens are now bound to the new Time.desiredFps value and update based on the new Game core loop, rather than being bound to time calculations. This means that tweens are now running with the same update logic as physics and the core loop.
Tween.timeScale allows you to scale the duration of a tween (and any child tweens it may have). A value of 1.0 means it should play at the desiredFps rate. A value of 0.5 will run at half the frame rate, 2 at double and so on. You can even tween the timeScale value for interesting effects!
Tween.reverse allows you to instantly reverse an active tween. If the Tween has children then it will smoothly reverse through all child tweens as well.
Tween.repeatAll allows you to control how many times all child tweens will repeat before firing the Tween.onComplete event. You can set the value to -1 to repeat forever.
Tween.loop now controls the looping of all child tweens.
Tween.onRepeat is a new signal that is dispatched whenever a Tween repeats. If a Tween has many child tweens its dispatched once the sequence has repeated.
Tween.onChildComplete is a new signal that is dispatched whenever any child tweens have completed. If a Tween consists of 4 sections you will get 3 onChildComplete events followed by 1 onComplete event as the final tween finishes.
Chained tweens are now more intelligently handled. Because you can easily create child tweens (by simply calling Tween.to multiple times) chained tweens are now used to kick-off longer sequences. You can pass as many Tween objects to `Tween.chain` as you like as they'll all be played in sequence. As one Tween completes it passes on to the next until the entire chain is finished.
Tween.stop has a new `complete` parameter that if set will still fire the onComplete event and start the next chained tween, if there is one.
Tween.delay, Tween.repeat, Tween.yoyo, Tween.easing and Tween.interpolation all have a new `index` parameter. This allows you to target specific child tweens, or if set to -1 it will update all children at once.
Tween.totalDuration reports the total duration of all child tweens in ms.
There are new easing aliases:
* Phaser.Easing.Power0 = Phaser.Easing.Linear.None
* Phaser.Easing.Power1 = Phaser.Easing.Quadratic.Out
* Phaser.Easing.Power2 = Phaser.Easing.Cubic.Out
* Phaser.Easing.Power3 = Phaser.Easing.Quartic.Out
* Phaser.Easing.Power4 = Phaser.Easing.Quintic.Out
2014-11-20 06:06:26 +00:00
photonstorm
aa72cf63c1 Emitter.setScale fixed minX minY order presedence (thanks spayton) 2014-11-18 15:38:08 +00:00
photonstorm
07d43934c6 Docs update. 2014-11-18 12:43:26 +00:00
photonstorm
21479acd8e Sprite.autoCull now properly works if the camera moves around the world.
Sprite.inCamera uses a much faster check if auto culling or world bounds checks are enabled and properly adjusts for camera position.
2014-11-18 12:29:55 +00:00
photonstorm
5cd4225412 If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again (#1233) 2014-11-16 21:05:31 +00:00
photonstorm
b635ca511e docs update 2014-11-16 19:13:53 +00:00
photonstorm
02665076e6 Docs updates. 2014-11-15 19:50:03 +00:00
photonstorm
d8d2ebdb31 Phaser 2.2.0 - Release Candidate 6. 2014-11-14 08:16:55 +00:00
photonstorm
527934d909 Key.justPressed has bee renamed to Key.downDuration which is a much clearer name for what the method actually does. See Key.justDown for a nice clean alternative.
Key.justReleased has bee renamed to Key.upDuration which is a much clearer name for what the method actually does. See Key.justUp for a nice clean alternative.
Key.justDown allows you to test if a Key has just been pressed down or not. You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again. This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
Key.justUp allows you to test if a Key has just been released or not. You can only call justUp once per key press. It will only return `true` once, until the Key is pressed down and released again. This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
2014-11-13 13:01:58 +00:00
photonstorm
b855df2656 Docs update. 2014-11-13 12:39:32 +00:00
photonstorm
e7356fc575 Pixi 2.1.1 merge. 2014-11-12 22:38:51 +00:00
photonstorm
515dff3b04 docs updated 2014-11-12 22:28:49 +00:00
photonstorm
1352b526c7 Merged final Pixi v2.1.0 release. 2014-11-11 23:24:50 +00:00
photonstorm
da031d8bbb Phaser games should now work again from the CocoonJS Launcher. 2014-11-11 14:31:20 +00:00
photonstorm
042ceeb59d Docs update. 2014-11-11 05:56:38 +00:00
photonstorm
bf70df2658 Game.forceSingleUpdate will force just a single logic update, regardless of the delta timer values. You can use this in extremely heavy CPU situations where you know you're about to flood the CPU but don't want Phaser to get stuck in a spiral. 2014-11-11 05:51:56 +00:00
photonstorm
a2b7d339a2 Tilemap.createFromTiles will convert all tiles matching the given tile index (or an array of indexes) into Sprites. You can optionally then replace these tiles if you wish. This is perfect for games when you want to turn specific tiles into Sprites for extra control. The Sprites have an optional properties object which they can be populated with. 2014-11-11 01:05:59 +00:00
photonstorm
8bf93fb658 ArcadePhysics.skipQuadTree is now set to true by default. A QuadTree is a wonderful thing if the objects in your game are well spaced out. But in tightly packed games, especially those with tilemaps or single-screen games, they are a considerable performance drain and eat up CPU. We've taken the decision to disable the Arcade Physics QuadTree by default. It's all still in there and can be re-enabled via game.physics.arcade.skipQuadTree = false, but please only do so if you're sure your game benefits from this. 2014-11-11 01:05:58 +00:00
photonstorm
547e7a4d1d docs update 2014-11-09 23:15:30 +00:00
photonstorm
0a86a7ef51 Time.now can no longer be relied upon to contain a timestamp value. If the browser supports requestAnimationFrame then Time.now will contain the high resolution timer value that rAf generates. Otherwise it will contain the value of Date.now. If you require the actual time value (in milliseconds) then please use Time.time instead. Note that all Phaser sub-systems that used to rely on Time.now have been updated, so if you have any code that extends these please be sure to check it. 2014-11-08 20:01:10 +00:00
photonstorm
71507c5487 Moving to 2.2.0 release version. 2014-11-08 19:25:47 +00:00
photonstorm
a0cc4c3777 A large refactor to how the internal game timers and physics calculations has been made. We've now swapped to using a fixed time step internally across Phaser, instead of the variable one we had before that caused glitchse on low-fps systems. Thanks to pjbaron for his help with all of these related changes.
We have separated the logic and render updates to permit slow motion and time slicing effects. We've fixed time calling to fix physics problems caused by variable time updates (i.e. collisions sometimes missing, objects tunneling, etc)

Once per frame calling for rendering and tweening to keep things as smooth as possible

Calculates a `suggestedFps` value (in multiples of 5 fps) based on a 2 second average of actual elapsed time values in the `Time.update` method.  This is recalculated every 2 seconds so it could be used on a level-by-level basis if a game varies dramatically. I.e. if the fps rate consistently drops, you can adjust your game effects accordingly.

Game loop now tries to "catch up" frames if it is falling behind by iterating the logic update. This will help if the logic is occasionally causing things to run too slow, or if the renderer occasionally pushes the combined frame time over the FPS time. It's not a band-aid for a game that floods a low powered device however, so you still need to code accordingly. But it should help capture issues such as gc spikes or temporarily overloaded CPUs.

It now detects 'spiralling' which happens if a lot of frames are pushed out in succession meaning the CPU can never "catch up". It skips frames instead of trying to catch them up in this case. Note: the time value passed to the logic update functions is always constant regardless of these shenanigans.

Signals to the game program if there is a problem which might be fixed by lowering the desiredFps

Time.desiredFps is the new desired frame rate for your game.

Time.suggestedFps is the suggested frame rate for the game based on system load.

Time.slowMotion allows you to push the game into a slow motion mode. The default value is 1.0. 2.0 would be half speed, and so on.

Time.timeCap is no longer used and now deprecated. All timing is now handled by the fixed time-step code we've introduced.
2014-11-08 18:54:54 +00:00
photonstorm
55953078d0 FrameData.clone fixed when cloning data using frame names rather than indexes (thanks pjbaron) 2014-11-08 17:08:29 +00:00
photonstorm
0f3849491d P2.BodyDebug circles were drawing at half widths (thanks @enriqueto #1288) 2014-11-08 14:09:26 +00:00
photonstorm
19d8773ca6 readme updates. 2014-11-08 13:42:23 +00:00
photonstorm
2777c2a463 ScaleManager.elementBounds is a cross-browser element.getBoundingClientRect method with optional cushion.
ScaleManager.calibrate is a private method that calibrates element coordinates for viewport checks.
ScaleManager.aspect gets the viewport aspect ratio (or the aspect ratio of an object or element)
ScaleManager.inViewport tests if the given DOM element is within the viewport, with an optional cushion parameter that allows you to specify a distance.
ScaleManager.scaleSprite takes a Sprite or Image object and scales it to fit the given dimensions. Scaling happens proportionally without distortion to the sprites texture. The letterBox parameter controls if scaling will produce a letter-box effect or zoom the sprite until it fills the given values.
ScaleManager.viewportWidth returns the viewport width in pixels.
ScaleManager.viewportHeight returns the viewport height in pixels.
ScaleManager.documentWidth returns the document width in pixels.
ScaleManager.documentHeight returns the document height in pixels.
2014-11-08 13:31:35 +00:00
photonstorm
7e404604d3 docs update. 2014-11-04 23:57:21 +00:00
photonstorm
be8499fa49 Moved ts defs to new home. 2014-11-02 23:00:15 +00:00
photonstorm
807e443a31 The Input class has been given a minor refactor to tidy things up. Specifically:
* pointerN are aliases to backed pointers[N-1] array. This simplifies (and increases the efficiency of) looping through all the pointers when applicable; also eliminates pointer-existance checks Removes various hard-coded limits (added MAX_POINTERS); changed maxPointers default
    * Removed some special-casing from cases where it did not matter
    * Removed === false/true, == usage for consistency, changed missing value check to typeof, etc.
    * Updated documentation for specificty; added @public\@protected
    * @deprecated currentPointers due to odd set pattern; totalCurrentPointers is more appropriate.
(thanks @pnstickne #1283)
2014-11-02 12:26:46 +00:00
photonstorm
97edb7b830 Pointer.addClickTrampoline now adds in support for click trampolines. These raise pointer events into click events, which are required internally for a few edge cases like IE11 full screen mode support, but are also useful if you know you specifically need a DOM click event from a pointer (thanks @pnstickne #1282) 2014-11-02 12:18:23 +00:00
photonstorm
8b2628d99c All of the Input classes now use the more consistent enabled property instead of disabled. I.e. you can now check if (input.mouse.enabled) rather than if (!input.mouse.disabled). The disabled property has been moved to a getter for backwards compatibility but is deprecated and will be removed in a future version (thanks @pnstickne #1257) 2014-11-02 12:14:47 +00:00
photonstorm
e853cb14bb readme update 2014-11-02 11:04:03 +00:00
photonstorm
59b25ab6bb Animation.setFrame used the wrong frames array if useLocalFrameIndex was false and a numeric frame ID was given (thanks @Skeptron #1284) 2014-11-02 11:04:03 +00:00
photonstorm
e57c700816 The Gamepad.addCallbacks context parameter was never actually remembered, causing the callbacks to run in the wrong context (thanks @englercj #1285) 2014-11-02 11:04:02 +00:00
photonstorm
ce32d492af Phaser.Polygon has been refactored to address some Pixi v2 migration issues (thanks @pnstickne for the original implementation #1267)
Polygon.area is now only calculated when the Polygon points list is modified, rather than on every call.

Phaser.Polygon can now accept the points list in a variety of formats: Arrays of Points, numbers, objects with public x/y properties or any combination of, or as a parameter list (thanks @pnstickne for the original implementation #1267)

Polygon.contains now correctly calculates the result  (thanks @pnstickne @BurnedToast #1267)
2014-10-29 07:46:56 +00:00
photonstorm
dc20ab6020 Text.updateText was incorrectly increasing the size of the texture each time it was called (thanks @spayton #1261) 2014-10-29 07:46:56 +00:00
photonstorm
d1b79f90a5 Polygon.contains was toggling the return value on each valid hit (thanks @Singularetantum #1265 #1266) 2014-10-29 07:46:56 +00:00
photonstorm
1df98d82e3 You can now call Tween.to again on a Tween that has already completed. This will re-use the same tween, on the original object, without having to recreate the Tween again. This allows a single tween instance to be re-used multiple times, providing they are linked to the same object (thanks InsaneHero) 2014-10-28 01:49:20 +00:00
photonstorm
dfa442db93 Particle.Emitter will now automatically set particle.body.skipQuadTree to true to help with collision speeds within Arcade Physics.
Particle.Emitter.explode (or `Emitter.start` with the `explode` parameter set to `true`) will immediately emit the required quantity of particles and not delay until the next frame to do so. This means you can re-use a single emitter across multiple places in your game that require explode-style emissions, just by adjusting the `emitter.x` and `emitter.y` properties before calling explode (thanks Insanehero)
2014-10-27 23:29:43 +00:00
photonstorm
a471cfc235 Game.destroy now destroys either the WebGLRenderer or CanvasRenderer, whichever Pixi was using. 2014-10-27 22:09:39 +00:00
photonstorm
da87c75e00 Loader.useXDomainRequest used to be enabled automatically for IE9 but is now always set to false. Please enable it only if you know your server set-up / CDN requires it, as some most certainly do, but we're finding them to be less and less used these days, so we feel it's safe to now disable this by default (#1248)
Loader.json was using the wrong context in IE9 with XDomainRequest calls (thanks @pnstickne #1258)
2014-10-27 12:31:55 +00:00
photonstorm
0f3cda0aed Cache.getRenderTexture will retrieve a RenderTexture that is stored in the Phaser Cache. This method replaces Cache.getTexture which is now deprecated.
Cache.autoResolveURL is a new boolean (default `false`) that automatically builds a cached map of all loaded assets vs. their absolute URLs, for use with Cache.getURL and Cache.checkURL. Note that in 2.1.3 and earlier this was enabled by default, but has since been moved behind this property which needs to be set to `true` *before* you load any assets to enable.

Cache._resolveUrl has been renamed to Cache._resolveURL internally and gained a new parameter. This method is a private internal one.

Cache.getUrl is deprecated. The same method is now available as Cache.getURL.

XML files weren't being added to the URL map.

Cache._resolveURL was causing a Sound double-load in Firefox and causing errors (thanks @domonyiv #1253)
2014-10-27 11:46:24 +00:00
photonstorm
12c2f83bfc Repackaging for 2.1.4 release. 2014-10-27 10:59:37 +00:00
Richard Davey
35c42e3073 Tilemaps in WebGL wouldn't update after the first frame due to a subtle change in how Pixi uploads new textures to the GPU. 2014-10-25 10:09:04 +01:00
photonstorm
18f6b320ab Preparing for Phaser v2.2.0 2014-10-23 13:52:39 +01:00
photonstorm
fbe68e330d Phaser 2.1.3 build. 2014-10-22 21:42:12 +01:00
photonstorm
9b16b11c88 Small Roadmap update. 2014-10-21 22:45:36 +01:00
photonstorm
01a068f53c Rectangle.scale allows you to scale the width and height of a Rectangle. 2014-10-21 00:25:54 +01:00
photonstorm
9d58297eb9 Button.setSounds now works if given an AudioSprite as the sound source. 2014-10-20 23:17:05 +01:00
photonstorm
1a357e18c8 Rectangle contains updates. 2014-10-20 14:28:09 +01:00
photonstorm
b580746cb8 Input.hitTest now accurately detects hits on the extreme edges of a display object (thanks InsaneHero) 2014-10-20 14:28:09 +01:00
photonstorm
d70406588c Filter.update now caches the previous pointer position to avoid flooding the uniform. Also the mouse uniform is now a value between 0 and 1 depending on the position within the game view. 2014-10-17 19:29:50 +01:00
photonstorm
f0b7670506 Fixed an issue where audio files with query strings after them would fail the canPlayAudio checks (thanks Vithar) 2014-10-17 18:50:12 +01:00
photonstorm
52f1663642 Fixed the Filter mouse uniform value population. 2014-10-17 16:52:28 +01:00
photonstorm
4f1ba99120 BitmapData.getFirstPixel will scan the BitmapData and return the color and location of the first non-transparent pixel encountered. You can specify one of 4 scan directions: top to bottom, bottom to top, left to right and right to left.
BitmapData.getBounds will return a `Rectangle` object that encompasses the full extent of the non-transparent pixels in the BitmapData. This can be useful if you wish to trim away transparent pixels from the sides of a BitmapData down to size before saving.
2014-10-17 16:51:50 +01:00
photonstorm
fbfb107146 JSDoc fixes in the Rope class (thanks @Rovanion) 2014-10-15 22:05:38 +01:00
photonstorm
2657de0daa Sound.fadeTo allows you to fade the Sound to the given volume over the duration specified (thanks @nickryall #1225) 2014-10-15 21:48:00 +01:00
photonstorm
db68dd2780 docs update. 2014-10-15 21:39:33 +01:00
photonstorm
9140163c85 Fixed a reference error to the Loader.baseURL in Cache._resolveUrl method (thanks @neurofuzzy #1235) 2014-10-15 21:36:44 +01:00
photonstorm
4ac162216a readme updates. 2014-10-14 01:10:26 +01:00
photonstorm
3997a7c372 Time.prevTime is a new property that contains the raw value of the game timer from the previous update.
Timer.timeCap has been changed from `1000` to `1 / 60 * 1000` to bring it in line with Time.timeCap.
2014-10-13 16:18:42 +01:00
photonstorm
5d84f38f6e Device.canPlayAudio now supports the opus files directly, as well as opus encoded audio stored in ogg containers (#1232) 2014-10-13 13:52:41 +01:00
photonstorm
ac27f12c95 Fixes for Pixi update WebGL UV calls. 2014-10-11 04:18:42 +01:00
photonstorm
163a6c46f3 Updated to Pixi 2.0.0-dev. 2014-10-10 20:36:04 +01:00
photonstorm
022d7094d5 jsdoc fixes and frameRate change. 2014-10-10 14:49:01 +01:00
photonstorm
bee0e73748 Preparing for 2.1.3 dev. 2014-10-09 16:32:31 +01:00
photonstorm
9f24c08216 Updated readme and docs. 2014-10-09 16:12:53 +01:00
photonstorm
506a091257 Sound.allowMultiple allows you to have multiple instances of a single Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels. But it allows for one Sound object to play overlapping times, useful for gun effects and similar (#1220) 2014-10-09 14:44:25 +01:00
photonstorm
a2a60f207f Updated readme and TS defs. 2014-10-09 14:16:24 +01:00
photonstorm
94b6c01f31 readme updates. 2014-10-09 14:16:23 +01:00
photonstorm
b00866cee9 AnimationManager.name will now return the name property of the currently playing animation, if any. 2014-10-09 14:06:13 +01:00
Richard Davey
5dbe6b6017 The Uint32Array check used in Utils was incorrectly replacing Uint32Array on Safari, causing errors like BitmapData.getPixel32 to fail and other related issues (fixes #1043 and #1197) 2014-10-05 12:35:40 +01:00
photonstorm
ab78710daa BitmapData.textureLine takes a Phaser.Line object and an image in the image cache. It then accurately draws the image as a repeating texture for the full length of the line. 2014-10-03 02:21:09 +01:00
photonstorm
173786c60d Color.createColor now populates the color property of the returned object with the results of Phaser.Color.getColor.
Color.createColor now has a `color32` property with the results of `Phaser.Color.getColor32`.
Color.hexToColor has been optimised to inline the regex and has moved the createColor call so it now populates the color object fully, not just setting the r,g,b properties.
2014-10-01 16:51:34 +01:00
photonstorm
2794d94b08 Color.createColor now populates the color objects color and color32 properties with the results of Phaser.Color.getColor and getColor32 respectively. 2014-10-01 15:19:57 +01:00
photonstorm
d65c526184 Cache.addBitmapData has a new parameter: frameData allowing you to pass a Phaser.FrameData object along with the BitmapData.
Cache.getFrameData has a new parameter: `map` which allows you to specify which cache to get the FrameData from, i.e. `Phaser.Cache.IMAGE` or `Phaser.Cache.BITMAPDATA`.
Sprite.loadTexture if given a BitmapData as the texture will now query the cache to see if it has any associated FrameData, and if so it will load that into the AnimationManager.
2014-10-01 03:10:13 +01:00
photonstorm
26f9e05dca BitmapData.shadow(color, blur, x, y) provides a quick way to set all the relevant shadow settings, which are then be used in future draw calls. 2014-09-30 22:50:08 +01:00
photonstorm
ef85b8415d If you pass a tinted Sprite to BitmapData.draw or BitmapData.copy it will now draw the tinted version of the Sprite to the BitmapData and not the original texture. 2014-09-30 21:07:57 +01:00
photonstorm
c195998a1e Color.webToColor restored. Converts a CSS rgba color into a native color value. 2014-09-30 01:44:33 +01:00
photonstorm
ecfed2b311 AnimationParser is now using value instead of nodeValue when parsing atlas XML files, avoiding Chrome deprecation warnings (thanks @valtterip #1189) 2014-09-29 22:52:09 +01:00
photonstorm
ccc4e42e03 A Timer with a delay value that was a float and not an integer would not loop correctly. Timer delay values are now passed through Math.round to avoid this (thanks @osmanzeki #1196) 2014-09-29 22:15:41 +01:00
Richard Davey
acba9c4e14 Updated TypeScript defs. 2014-09-29 12:14:02 +01:00
photonstorm
415c7fe578 Added the sourceRect and maskRect parameters back into BitmapData.alphaMask as they were accidentally removed in 2.1 (thanks seejay92) 2014-09-25 15:30:03 +01:00
photonstorm
7f196a01e7 Text.addColor allows you to set specific colors within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000 or rgb(255,0,0) and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text was Photon Storm and you did Text.addColor('#ffff00', 6) it would color in the word Storm in yellow.
Text.clearColors resets any previously set colors from `Text.addColor`.
2014-09-24 17:10:02 +01:00
photonstorm
9e29a58d89 Sound.fadeOut(duration) will fade the Sound to a volume of zero over the duration given. At the end of the fade the Sound will be stopped and Sound.onFadeComplete dispatched.
Sound.fadeIn(duration, loop) will start the Sound playing, or restart it if already playing, set its volume to zero and then increase the volume over the duration given until it reaches 1. At the end of the fade the Sound.onFadeComplete event is dispatched.
2014-09-24 06:51:39 +01:00
photonstorm
dd74e3b0b4 Changing any of the Text properties such as font, lineSpacing and fontSize on a Text object that wasn't already on the display list would cause an updateTransform error. Parent is now checked first in all setters. 2014-09-24 01:10:36 +01:00
Richard Davey
abe6f5ace2 Point.parse updated to allow either/or x/y setting and default values.
Point.parse will return a new Point object based on the x and y properties of the object given to Point.parse (thanks @codevinsky #1198)
2014-09-23 22:23:01 +01:00
Richard Davey
01fd3df434 AudioSprite support is now built into the Loader and SoundManager. AudioSprites are like sprite sheets, only they consist of a selection of audio files and markers in a json configuration. You can find more details at https://github.com/tonistiigi/audiosprite (thanks @codevinsky #1205)
Fixed AudioSprite jsdoc, casing and formatting issues.
2014-09-23 22:15:09 +01:00
Richard Davey
0c4d4cd7e1 readme update. 2014-09-19 15:22:33 +01:00
photonstorm
5980a3bdc6 Loader can now natively load XML files via load.xml. Once the XML file has loaded it is parsed via either DOMParser or ActiveXObject and then added to the Cache, where it can be retrieved via cache.getXML(key).
Cache now has support for XML files stored in their own container. You can add them with `cache.addXML` (typically this is done from the Loader automatically for you) and get them with `cache.getXML(key)`. There is also `cache.checkXMLKey(key)`, `cache.checkKeys` and `cache.removeXML(key)`.
2014-09-19 13:45:04 +01:00
photonstorm
597b828d7a StateManager.boot would call start on a State twice if it was added to the game and started before the DOM load had completed. This didn't cause an error but was duplicating function calls needlessly. 2014-09-18 05:14:44 +01:00
photonstorm
d68ed61999 If you called StateManager.start from within a states init method which also had a preload method it would fail to start the next State. 2014-09-18 05:11:58 +01:00
Richard Davey
cf363a56f1 Cache.removeImage has a new parameter: removeFromPixi which is true by default. It will remove the image from the Pixi BaseTextureCache as well as from the Phaser Cache. Set to false if you don't want the Pixi cache touched. 2014-09-16 12:20:03 +01:00
photonstorm
fc6b7dd36c StateManager.unlink will null all State-level Phaser properties, such as game, add, etc. Useful if you never need to return to the State again. 2014-09-15 13:19:01 +01:00
photonstorm
60acef2f97 If Game Objects change their frame, such as with an animated Sprite, and the change goes from a previously trimmed frame to a non-trimmed (full size) one, then the previous trim values were still left active, causing it to glitch (thanks stupot) 2014-09-11 20:56:01 +01:00
photonstorm
e5cac96302 Preparing for 2.1.2 2014-09-11 12:02:20 +01:00
photonstorm
5b922be56e Version 2.1.1. of Phaser is an emergency point release. It addresses a potential race condition that could happen in States that tried to change state from the create method but had an empty preloader or pre-cached assets. 2014-09-11 10:38:40 +01:00
photonstorm
a1a0861070 readme update + screen shot 2014-09-11 10:38:38 +01:00
photonstorm
b801630d78 Preparing for 2.1.1 development. 2014-09-09 16:50:23 +01:00
photonstorm
33d9b19e29 The Debug canvas is now cleared on State swap. 2014-09-09 15:28:58 +01:00
photonstorm
133ffd5fd1 2.1.0 docs updates. 2014-09-09 14:47:30 +01:00
photonstorm
1f089d74c5 Phaser.Easing.Default is a new property that is used when a specific type of ease isn't given. It defaults to Linear.None but can be overridden to anything (thanks @alvinsight) 2014-09-09 14:01:49 +01:00
photonstorm
c40c140631 Camera.roundPx is a new boolean. If set to true it will call view.floor as part of its update loop, keeping its boundary to integer values. Set to false to disable this from happening (#1141) 2014-09-09 12:47:27 +01:00
photonstorm
79d873f47b If you are using CocoonJS, please set your game render type to CANVAS and not WEBGL or AUTO. You should also disable any of the ScaleManager screen resizing or margin setting code. By default in this mode CocoonJS will now set 'screencanvas=true' which helps with performance significantly. 2014-09-08 22:34:53 +01:00
photonstorm
282db76351 Readme update. 2014-09-08 22:34:53 +01:00
photonstorm
df16970bcc Readme update. 2014-09-08 22:34:53 +01:00
photonstorm
59f7c53019 P2.Body.addCapsule didn't use to pass the radius value through pxm, but now does so you have to specify it in pixels, not meters. 2014-09-08 22:34:53 +01:00
photonstorm
4903e47a98 Rectangle.topRight returns a Point object that represents the top-right coordinate of the Rectangle. 2014-09-05 15:45:47 +01:00
photonstorm
0af4ec4da2 The StateManager will now check if a State has a method called resize. If it does, and if the game is running in the RESIZE Scale Mode then this method will be called whenever the game resizes. It will be passed two parameters: width and height that will match the games new dimensions. Resizing can happen as a result of either the parent container changing shape, or the browser window resizing. 2014-09-05 06:22:10 +01:00
photonstorm
f2a8a927f9 Group.addMultiple allows you to pass an array of game objects and they'll all be added to the Group in turn. 2014-09-05 06:01:25 +01:00
photonstorm
cb14fd1c01 Rectangle.centerOn(x,y) allows you to quickly center a Rectangle on the given coordinates. 2014-09-05 04:13:21 +01:00
photonstorm
d5ffe1f971 Phaser.Mouse will now add a listener to the window to detect mouseup events. This is used to detect if the player releases the mouse while outside of the game canvas. Previously Pointer objects incorrectly thought they were still pressed when you returned the mouse over the canvas (#1167) 2014-09-04 23:29:43 +01:00
Richard Davey
7ee1564f2e Signal.removeAll would ignore the context parameter and remove all bindings regardless (thanks @alect #1168) 2014-09-04 22:24:47 +01:00
Richard Davey
55400ce988 World.createDistanceConstraint signature changed to include new local anchors (thanks @rhmoller #1169) 2014-09-04 22:22:10 +01:00
photonstorm
9aaa8d80ca jsdocs, fixes to load, draw, copy and addToWorld. 2014-09-04 05:05:30 +01:00
photonstorm
7d9a4f4100 Phaser.Text wouldn't render the text to its local canvas if you passed the text on the constructor and didn't add it to the display list. If a string is given it now updates the local canvas on creation. 2014-09-04 02:18:12 +01:00
Richard Davey
0d486aa949 Updated the road map. 2014-09-03 23:01:24 +01:00
Richard Davey
168ce82fe8 Rectangle.bottom setter swapped the order of the calculation (thanks @JakeCoxon #1165) 2014-09-03 22:42:24 +01:00
Richard Davey
fe0c03d5d7 Phaser.Text.destroy will now destroy the base texture by default (#1162) 2014-09-03 22:34:10 +01:00
Richard Davey
42f19f4978 Phaser.Canvas.setImageRenderingCrisp now sets image-rendering: pixelated, perfect for pixel art and which is now supported in Chrome 38. 2014-09-03 22:16:03 +01:00
photonstorm
15e6edc56b BitmapData.copy no longer creates any temporary variables. It also accurately copies over Sprite/Image values before drawing them.
Creation now defaults to a texture size of 256x256.
2014-09-03 12:53:07 +01:00
photonstorm
1f84024a3e Cache.getImage now returns null if no image was found. 2014-09-03 11:11:48 +01:00
photonstorm
8bc5ba8d7d Tween.generateData would skip the end values in the data array. They are now included as the object in the final array element. 2014-09-02 15:45:52 +01:00
photonstorm
865c6878bf P2.World.getSprings used to return an empty array, but now returns all the Springs in the world (#1134) 2014-09-02 15:06:43 +01:00
photonstorm
d26f937f1c RetroFont has a new property called frameData which contains the Frame objects for each of the letters in the font, which can be used by Sprites. 2014-09-02 00:41:53 +01:00
Richard Davey
152335ff46 docs update. 2014-09-01 21:33:29 +01:00
Carlos Martinez
a869939bc3 Merge branch 'master' of https://github.com/photonstorm/phaser into dev 2014-09-01 14:20:15 +01:00
photonstorm
070e33f1e7 ArcadePhysics.overlap has been updated so that the Body.overlapX/Y properties are set to the amount the two bodies overlapped by. Previously they were zero and only populated during the separation phase, but now the data is available for just overlap checks as well. You can then use these values in your ovrelap callback as required - note that they are changed for every check, so a Sprite overlap tested against 10 other sprites will have the overlapX/Y values updated 10 times in a single collision pass, so you can only safely use the values in the callback (#641) 2014-09-01 03:54:55 +01:00
photonstorm
7fc37751b2 ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state. 2014-09-01 03:30:02 +01:00
photonstorm
8fec5169f0 Added Sound._muteVolume which stops Firefox and IE9 crashing if you try to unmute a sound that hasn't yet been muted, which can also happen as a result of a game visibility change (thanks @osmanzeki #1108 #1123) 2014-09-01 03:13:05 +01:00
photonstorm
80d1df4705 ScaleManager.setMinMax(minWidth, minHeight, maxWidth, maxHeight) is a handy function to allow you to set all the min/max dimensions in one call. 2014-09-01 03:07:17 +01:00
photonstorm
fe9dbd15e5 The World bounds can now be set to any size, including smaller than the game dimensions. Before it was locked to a minimum size of the game canvas, but it can now be anything. 2014-09-01 02:41:07 +01:00
photonstorm
1a60d641b1 Canvas.removeFromDOM(canvas) will remove a canvas element from the DOM.
Game.destroy now removes the games canvas element from the DOM.
2014-09-01 02:38:21 +01:00
photonstorm
97d771c4e8 ScaleManager has a new scaleMode called RESIZE which will tell Phaser to track the size of the parent container (either a dom element or the browser window if none given) and set the canvas size to match it. If the parent changes size the canvas will resize as well, keeping a 1:1 pixel ratio. There is also a new ScaleManager.setResizeCallback method which will let you define your own function to handle resize events from the game, such as re-positioning sprites for a fluid responsive layout (#642)
The width and height given to the Phaser.Game constructor can now be numbers or strings in which case the value is treated as a percentage. For example a value of "100%" for the width and height will tell Phaser to size the game to match the parent container dimensions exactly (or the browser window if no parent is given). Equally a size of "50%" would tell it to be half the size of the parent. The values are retained even through resize events, allowing it to maintain a percentage size based on the parent even as it updates.
2014-09-01 01:52:04 +01:00
photonstorm
5fb8c7eb85 ScaleManager window.resize handler would constantly dispatch enterPortrait and enterLandscape events on window resizing, regardless if it actually entered that orientation or not.
Stage.offset has been moved to ScaleManager.offset
Stage.bounds has been removed, you can access it via Stage.getBounds.
Stage.checkOffsetInterval has been moved to ScaleManager.trackParentInterval
ScaleManager.hasResized signal has been removed. Use ScaleManager.setResizeCallback instead.
2014-09-01 01:02:48 +01:00
photonstorm
e3f11d5aba change log update. 2014-08-31 00:21:47 +01:00