Richard Davey
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1b67850c82
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Merge pull request #2529 from TheJasonReynolds/local_dev
Set isPlaying to true if no marker (.play is not called again)
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2016-06-05 15:51:43 +01:00 |
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Richard Davey
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050308018a
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Merge pull request #2530 from johnrees/patch-1
Signal description typo fix
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2016-06-05 15:50:47 +01:00 |
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John Rees
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e75827d6ab
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Signal description typo fix
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2016-06-04 19:41:54 +01:00 |
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Jason Reynolds
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db0a41bedf
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Set isPlaying to true if no marker (.play is not called again)
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2016-06-03 17:08:07 -05:00 |
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photonstorm
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aa8e5f00db
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Phaser 2.4.9 RC2.
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2016-06-03 18:48:34 +01:00 |
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photonstorm
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f39dffc88e
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Added Weapon Plugin to optional build task.
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2016-06-03 17:26:44 +01:00 |
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photonstorm
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1a67079ae7
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Phew. Added TypeScript defs for the Weapon Plugin. Don't say I never do anything for you!
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2016-06-03 17:11:08 +01:00 |
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photonstorm
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61f064dfe9
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Docs update.
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2016-06-03 16:45:47 +01:00 |
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Richard Davey
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d81ec7fa0f
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Merge pull request #2526 from drhayes/dev
Don't extend Phaser.Utils when doing deep copy in Phaser.Cache.getJSON.
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2016-06-03 16:42:30 +01:00 |
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Richard Davey
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6c292a4607
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Merge pull request #2525 from Upperfoot/dev
Adds missing fixedToCamera check in TilemapLayer.prototype._renderWebGL
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2016-06-03 16:40:00 +01:00 |
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photonstorm
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a2d0aac9fd
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Docs finished.
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2016-06-03 16:38:40 +01:00 |
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photonstorm
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93b1f3eba1
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Math.between will return a value between the given min and max values.
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2016-06-03 16:18:35 +01:00 |
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David Hayes
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8317563d27
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Don't extend Phaser.Utils when doing deep copy in Phaser.Cache.getJSON.
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2016-06-03 10:16:07 -05:00 |
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Upperfoot
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57e8a35226
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Adds missing fixedToCamera check in Phaser.TilemapLayer.prototype._renderWebGL e4ea011353
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2016-06-03 16:11:39 +01:00 |
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photonstorm
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ee6f277b31
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PluginManager.remove has a new argument destroy (defaults to true ) which will let you optionally called the destroy method of the Plugin being removed.
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2016-06-03 15:52:17 +01:00 |
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photonstorm
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c73ccfbddb
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Lots more docs updates.
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2016-06-03 15:51:06 +01:00 |
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photonstorm
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d2269c362d
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Docs update.
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2016-06-03 15:20:11 +01:00 |
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photonstorm
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0da7cf5ffd
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There are a bunch of new Phaser consts available to help with setting the angle of a Game Object. They are Phaser.ANGLE_UP , ANGLE_DOWN , ANGLE_LEFT , ANGLE_RIGHT , ANGLE_NORTH_EAST , ANGLE_NORTH_WEST , ANGLE_SOUTH_EAST and ANGLE_SOUTH_WEST .
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2016-06-03 15:19:18 +01:00 |
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photonstorm
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96711f4db9
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Added the Weapon Plugin and worked lots on its docs.
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2016-06-03 15:09:43 +01:00 |
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Richard Davey
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7ec02f79e4
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Merge pull request #2520 from seanirby/patch-1
Update docstring for TimerEvent
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2016-06-03 13:15:43 +01:00 |
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photonstorm
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0a5b2673ff
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JSHint fixes re: #2522
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2016-06-03 13:14:59 +01:00 |
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photonstorm
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9ae43757b9
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Group.removeAll has a new argument destroyTexture which allows you to optionally destroy the BaseTexture of each child, as it is removed from the Group (thanks @stoneman1 #2487)
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2016-06-03 13:11:03 +01:00 |
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photonstorm
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ae5be7ac92
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Merging in the new Weapon Plugin.
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2016-06-03 13:00:45 +01:00 |
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photonstorm
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84c60d4e87
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Within RequestAnimationFrame both updateRAF and updateSetTimeout now only call game.update if isRunning is true. This should avoid asynchronous Game destroy errors under environments like Angular (thanks @flogvit #2521)
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2016-06-03 13:00:45 +01:00 |
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Richard Davey
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05ca827c2b
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Merge pull request #2522 from Upperfoot/master
Fixing tileMap collision when tileMapLayer is set to a position other than 0,0
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2016-06-03 12:45:37 +01:00 |
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photonstorm
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e4ea011353
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TilemapLayer now adheres to fixedToCamera should it be disabled #2482
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2016-06-03 12:13:01 +01:00 |
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Sean Irby
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3c2003365d
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Update docstring for TimerEvent
I think the TimerEvent lifecycle could use some clarification so I updated the docstring to explain what happens when they are finished firing.
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2016-06-02 17:47:31 -07:00 |
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Richard Davey
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097add1aa6
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Game Objects including Sprite, Image, Particle, TilemapLayer, Text, BitmapText and TileSprite have a new property called data . This is an empty Object that Phaser will never touch internally, but your own code, or Phaser Plugins, can store Game Object specific data within it. This allows you to associate data with a Game Object without having to pollute or change its class shape.
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2016-06-03 01:08:32 +01:00 |
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Richard Davey
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1b7dcd9cbb
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Phaser 2.4.9 RC1.
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2016-06-02 23:23:23 +01:00 |
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Richard Davey
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45bd98ee18
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Fixed issue with camera target sync.
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2016-06-02 23:20:46 +01:00 |
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Richard Davey
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1d5ff625b2
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Docs update.
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2016-06-02 22:45:35 +01:00 |
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Richard Davey
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645a614326
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Stage has had all of its core update loops modified, so they now iterate through the display list forwards, instead of in reverse. Stage.postUpdate is now also a lot smaller, with no conditional branching if there is a Camera Target or not.
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2016-06-02 22:45:31 +01:00 |
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Richard Davey
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c822cda452
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TilemapLayer.postUpdate could potentially be called several times per frame (depending on device frame rate), which would cause multiple texture redraws, even though only the last texture is used during rendering. This has now been modified so that the local TilemapLayer canvas is only re-rendered once per frame, during the rendering phase, and not during the logic update phase.
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2016-06-02 22:44:24 +01:00 |
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Richard Davey
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c4f4ceef42
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Code format fix.
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2016-06-02 22:41:58 +01:00 |
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Richard Davey
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09d09aaf84
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Removed the updateTransform calls from the frame loop, because it happens automatically as part of Game.updateLogic anyway, so was duplicating the workload for no reason.
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2016-06-02 22:41:03 +01:00 |
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Richard Davey
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eb1c61826c
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The camera now divides its effects (like shake and fade) updates, and the updateTarget into two separate functions.
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2016-06-02 22:40:30 +01:00 |
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photonstorm
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c4cded108f
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2.4.9 build test.
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2016-06-02 16:40:04 +01:00 |
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photonstorm
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68c29470cf
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The way the display list updates and Camera movements are handled has been completely revamped, which should result is significantly smoother motion when the Camera is following tweened or physics controlled sprites. The Stage.postUpdate function is now vastly reduced in complexity. It takes control over updating the display list (calling updateTransform on itself), rather than letting the Canvas or WebGL renderers do this. Because of this change, the Camera.updateTarget function uses the Sprites worldPosition property instead, which is now frame accurate (thanks @whig @Upperfoot @Whoisnt @hexus #2482)
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2016-06-02 16:38:21 +01:00 |
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photonstorm
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87529ee39e
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Docs update.
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2016-06-02 15:46:16 +01:00 |
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Richard Davey
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8da3395407
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Merge pull request #2471 from cwleonard/gamepad
Gamepad problems in Google Chrome
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2016-06-02 15:46:03 +01:00 |
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photonstorm
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a81fe3cf02
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jshint fixes.
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2016-06-02 15:38:05 +01:00 |
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photonstorm
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63a1336bd5
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Sound.addMarker now has a default value for the duration argument (1 second) to avoid the DOM Exception 11 error if you accidentally miss it out (thanks @mari8i #2508)
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2016-06-02 15:29:51 +01:00 |
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photonstorm
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21b5492e98
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Video.onComplete wouldn't fire on iOS if the user hit the 'Done' button before the video had finished playing. It now uses the webkitendfullscreen event to detect this, and dispatches the onComplete signal should that event fire (thanks @kelu-smiley #2498)
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2016-06-02 15:26:11 +01:00 |
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photonstorm
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127e36df20
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Defs update #2510
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2016-06-02 15:14:11 +01:00 |
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photonstorm
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cb70152bc0
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Defs update #2517
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2016-06-02 15:13:00 +01:00 |
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photonstorm
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dfa8b9dedc
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Refactored Group.getClosestTo and Group.getFurthestFrom.
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2016-06-02 15:11:23 +01:00 |
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photonstorm
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97905e0021
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Docs update.
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2016-06-02 15:02:44 +01:00 |
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photonstorm
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a52bbf621b
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Added missing property.
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2016-06-02 15:02:44 +01:00 |
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Richard Davey
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837d3cba46
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Merge pull request #2505 from gotenxds/ReverseAnimation
Added a reverse functionality to animations.
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2016-06-02 15:01:57 +01:00 |
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Richard Davey
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f67d304e99
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Merge pull request #2504 from Nuuf/master
added functions for getting closest child and farthest child
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2016-06-02 14:58:09 +01:00 |
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