Commit graph

3087 commits

Author SHA1 Message Date
Phaiax
e940f81b85 Update phaser.d.ts: fix my fix: createCollisionGroup 2014-06-28 01:48:01 +02:00
Phaiax
394e70db06 inverting debug getter result 2014-06-28 01:33:02 +02:00
Phaiax
441d0a816e P2 bottom world wall position fix 2014-06-28 01:28:59 +02:00
Phaiax
961d25cadc createCollisionGroup -> public, included in .d.ts file 2014-06-28 01:25:51 +02:00
Richard Davey
a0a7c02da3 Merge pull request #948 from Phaiax/update-d-ts
phaser.d.ts: Changed return type of getPhysicsData to Object[]
2014-06-27 18:34:47 +01:00
Richard Davey
88096f9db2 Merge pull request #945 from clark-stevenson/patch-3
Update phaser.d.ts
2014-06-27 18:34:25 +01:00
sivael
cdaab269a0 Update Tilemap.js 2014-06-27 14:36:06 +02:00
sivael
7fb5c8cf5d Update Tilemap.js 2014-06-27 14:25:56 +02:00
sivael
c7cae6ece7 Update Tilemap.js 2014-06-27 14:21:45 +02:00
sivael
05ce6f60a1 TileMap update performance
Discussion: http://www.html5gamedevs.com/topic/7409-tilemaps-changing/

It should remove the problem of updating stuff in a 100x100 tilemap making the engine recalculate every single update.(390 tiles changed in that map makes it a 100x100x390 loop.
Whould make the recalculate parameter in the setCollision functions unnecessary as well.
2014-06-27 14:10:11 +02:00
Phaiax
b9791cea93 Changed return type of getPhysicsData to Object[] 2014-06-26 21:57:32 +02:00
clark-stevenson
08854613bc Update phaser.d.ts
Added setFram to Animation #944
2014-06-25 17:07:23 +01:00
Richard Davey
56d1cef1c8 Merge pull request #941 from kay-is/master
Changed a @method string
2014-06-24 22:39:55 +01:00
Kay Plößer
4b7698d3e1 Changed a @method string so the documentation method name matches the code method name. 2014-06-24 14:16:38 +02:00
Alvin
6f0a9115c4 Made the code jshint-friendly 2014-06-24 11:26:05 +02:00
Alvin
9e2ca08722 Added factorial and changed interpolation docs 2014-06-24 11:23:20 +02:00
Chris Novello
5c1a6958b5 Adding a Phaser version of the PixelateFilter
A Phaser version of the PixelateFilter contained in the Pixi repository.
2014-06-24 03:20:07 -04:00
photonstorm
3ebb13c4b0 PR updates 2014-06-24 00:10:54 +01:00
j0hnskot
5ef8143322 Fixes bug #906 2014-06-24 01:59:44 +03:00
Richard Davey
e74cedf73e Merge pull request #936 from lewster32/patch-2
Fix checkPointerDown method
2014-06-23 23:45:08 +01:00
Richard Davey
e2578504e5 Merge pull request #937 from woutercommandeur/dev
fix checking of segment intersection no more rounding needed.
2014-06-23 23:40:55 +01:00
photonstorm
cd60554c78 Added P2 body anchor docs to clarify #938 2014-06-23 23:34:27 +01:00
Wouter Commandeur
5ebacd0b30 stop travis complaints 2014-06-23 22:59:47 +02:00
Wouter Commandeur
37dcfce628 fix checking of segment intersection no more rounding needed. 2014-06-23 20:25:47 +02:00
Lewis Lane
187387126d Fix checkPointerDown method
checkPointerDown method was a verbatim duplication of checkPointerOver - added pointer.isDown check to passed pointer and altered wording of associated docs to make it clearer what the method is doing.
2014-06-22 23:03:15 +01:00
photonstorm
8436bfe3e1 Class handling added. Need to sort out classdesc issue, but otherwise it's just down to testing and output formats now. 2014-06-22 02:32:05 +01:00
photonstorm
7daea2b279 Consts working. 2014-06-22 02:16:26 +01:00
photonstorm
5b67a23b9c Started work on ReturnTypes and consts. Nearly there for the full parsing test, then to the json format / export. 2014-06-21 01:06:45 +01:00
photonstorm
d6ee749c8e Now generates Methods, parameters and Properties. 2014-06-20 17:01:51 +01:00
photonstorm
d9cbdd1788 First pass of new docs generator. 2014-06-20 15:23:26 +01:00
photonstorm
48f62a35f9 Change log fixes. 2014-06-20 15:23:26 +01:00
jonkelling
36d70697db Fix for issue #917, Physics.P2.Body#addToWorld
Fix for issue #917: Calling reset() on Sprite with a P2 body can result in body.data.world == null.
Calling addToWorld() would previously not check the _toRemove array, which could, if the timing were right, result in a Sprite being revived but then removed from the P2 World--the result of this being the Sprite's data would be in a mixed state causing it to appear visually but not function in the world.
2014-06-17 21:53:20 -05:00
Greg Tatum
50f91eae54 Shape changed not called on removeShape
It looks like a bunch of these methods that modify the body don't call shapeChanged(). If you want I can add them all and resubmit.
2014-06-17 08:36:39 -05:00
j0hnskot
cb0d9c5a69 Fixes bug #906 by adding a check for isDecoded in the update loop. 2014-06-15 21:27:32 +03:00
j0hnskot
5aec4cff8f Fixes bug #906 by adding a check for isDecoded in the update loop. 2014-06-15 21:23:13 +03:00
j0hnskot
f7d597762f 2014-06-15 20:31:03 +03:00
j0hnskot
af9bdcd319 2014-06-15 20:29:59 +03:00
j0hnskot
aeda730b85 2014-06-15 20:21:32 +03:00
Greg Tatum
26a177d9a1 Fix null returns for play()
The play() method in the AnimationManager could return null for a valid animation name.
2014-06-14 23:59:57 -05:00
Richard Davey
33a8bfdef0 Merge pull request #900 from clark-stevenson/patch-2
GamePad + small fixes.
2014-06-13 14:19:10 +01:00
clark-stevenson
e6e49088d7 GamePad + small fixes.
You are making my life easy with the def updates :D
2014-06-11 15:23:54 +01:00
photonstorm
5c6b5f362d New build files. 2014-06-11 14:38:46 +01:00
photonstorm
3888653022 Added new loadTexture and setFrame calls. Will test crop support. 2014-06-11 14:38:14 +01:00
photonstorm
c0b34eddda Fixed PS3 mappings. 2014-06-11 14:37:58 +01:00
photonstorm
69525799d7 New build files for testing. 2014-06-11 12:46:49 +01:00
photonstorm
907ba55478 Huge number of gamepad updates to get it working properly on Chrome again. Firefox debugging tomorrow. 2014-06-11 04:25:30 +01:00
photonstorm
0587d944b3 Added PlayStation 3 controller button mappings to Phaser.Gamepad (thanks @wayfu #887) 2014-06-11 00:25:58 +01:00
photonstorm
50e47d89ee ArcadePhysics.Body.setSize if you set offset x/y values previously and then passed zero values they would be ignored (thanks @casensiom fix #889) 2014-06-11 00:21:04 +01:00
photonstorm
e923e230e0 TilemapLayers can now be used with an unbounded camera (a camera that can move beyond the world boundaries). Currently, when an unbounded camera moves outside of the world, tilemaps start acting weird because they only render themselves strictly within the world limits. With this change, the tilemap will continue scrolling and show empty space beyond its edge (thanks @jotson #851)
TilemapLayer.wrap property - if true the map is rendered as if it is on the surface of a toroid (donut) instead of a plane. This allows for games that seamlessly scroll from one edge to the opposite edge of the world without noticing the transition. Note that the World size must match the Map size (thanks @jotson #851)
2014-06-11 00:15:02 +01:00
Richard Davey
fddd1e9f7a Merge pull request #851 from jotson/dev
Render tilemap when camera outside of world bounds, layer wrapping
2014-06-11 00:05:23 +01:00