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