Richard Davey
49f8109e83
Merge pull request #1047 from clark-stevenson/dev
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Pixi Updates
2014-07-18 15:27:19 +01:00
Clark Stevenson
2526ef2edc
Fixed BitmapFont tint
2014-07-18 13:31:20 +01:00
photonstorm
8e7e6f05e1
Adding .0 :)
2014-07-18 13:12:08 +01:00
photonstorm
113b69a5d1
Preparing for 2.1 development work.
2014-07-18 13:09:21 +01:00
Clark Stevenson
769822e6da
Merge branch 'dev' of https://github.com/photonstorm/phaser into dev
2014-07-18 12:56:38 +01:00
photonstorm
a6bc859246
Updated change log.
2014-07-18 12:48:14 +01:00
photonstorm
1924a83b99
New docs generated.
2014-07-18 12:45:51 +01:00
photonstorm
ccc7e6734d
2.0.7 master build.
2014-07-18 12:36:01 +01:00
photonstorm
ee49575714
Preparing for master.
2014-07-18 12:35:16 +01:00
Richard Davey
d8c755a544
Merge pull request #1017 from devinb83/dev-codepaused
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codePaused should be set if manually called
2014-07-18 11:57:37 +01:00
photonstorm
94978a62d8
New 2.0.7 build
2014-07-18 11:52:48 +01:00
photonstorm
24527eac3e
Group.checkAll allows you to check if the same property exists across all children of the Group and is set to the given value (thanks @codevinsky #1013 )
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Group.checkProperty allows you to check if the property exists on the given child of the Group and is set to the value specified (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.getProperty will get an Objects property regardless of depth (thanks @codevinsky #1013 )
2014-07-18 11:52:39 +01:00
Richard Davey
3da788bd1d
Merge pull request #1013 from codevinsky/group-checkall
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added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phase...
2014-07-18 11:37:38 +01:00
Richard Davey
491d7c2eec
Merge pull request #1036 from DarkDev-/dev
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OritentationSprite fix, not using PIXI.TextureCache anymore
2014-07-18 11:32:50 +01:00
photonstorm
f9a6d1f376
Updating to Pixi 1.6.1
2014-07-18 11:22:55 +01:00
photonstorm
883c11e377
BitmapData.resize fixed to update the crop property too, resolves issues with images getting cut off with BitmapData.load.
2014-07-18 03:33:17 +01:00
photonstorm
9c1f39d284
jshint fix
2014-07-18 01:07:45 +01:00
photonstorm
49bb45c42e
Tilemap.swap now accurately swaps from A to B and from B to A (thanks @noidexe #1034 )
2014-07-18 00:29:24 +01:00
Richard Davey
91eb2ff842
Merge pull request #1033 from lucbloom/updateFrameData-fix
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Frame data guards
2014-07-18 00:16:17 +01:00
Richard Davey
1491d0ba0f
Merge pull request #1041 from Dumtard/dev
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AnimationManager does not update currentFrame on play until second frame
2014-07-18 00:15:00 +01:00
Charles Black
31cc247462
AnimationManager.currentFrame update on play
2014-07-16 23:05:27 -04:00
photonstorm
82ef6d4aeb
If you add a Tween to the TweenManager and then immediately stop it, it will still exist in the TweenManager (thanks @gilangcp #1032 )
2014-07-16 19:50:58 +01:00
Johan Rosén
ba62326ce7
OritentationSprite fix, not using PIXI.TextureCache anymore
2014-07-16 17:07:53 +02:00
Clark Stevenson
643a46a57f
Update phaser.d.ts
2014-07-16 14:51:57 +01:00
Luc Bloom
ccd4b502d7
Fram data guards
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Sometimes, this._frameData is null. Guard agains it.
Sometimes, we transfer to an animation that contains lesser frames.
Guard against it.
2014-07-16 12:00:30 +02:00
photonstorm
fc047c5870
Phaser 2.0.7 test release.
2014-07-16 01:58:24 +01:00
photonstorm
f6935c01f8
Sprite.loadTexture will store the smoothed
property of the Sprite and re-apply it once the new texture is loaded.
2014-07-16 00:56:26 +01:00
photonstorm
90eec97707
Animation.updateFrameData allows you to load a new FrameData object into an existing animation, even if currently running (based on #1029 )
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AnimationManager.loadFrameData will now update all existing Animations to use the newly loaded FrameData (based on #1029 )
2014-07-16 00:55:12 +01:00
photonstorm
aaf82f9d3a
Sprite.loadTexture has a new optional stopAnimation
boolean parameter which will halt the currently running animation (if any) after changing the texture (based on #1029 ).
2014-07-16 00:29:43 +01:00
photonstorm
d72e199291
Physics.bounds now correctly matches World.bounds on system start (thanks @Dumtard #1028 )
2014-07-16 00:14:47 +01:00
photonstorm
afeeeecbe0
Keyboard.processKeyPress now checks if the Keyboard Input handler is disabled or not before processing the key callbacks.
2014-07-16 00:12:59 +01:00
photonstorm
d10dea27b0
Pixi updated worldTransform from an Array to an Object and Phaser Image, BitmapText, Text and Graphics were still using array access to populate the world property, giving it incorrect results (thanks @alvinsight)
2014-07-15 22:44:02 +01:00
Richard Davey
011c0380b7
Merge pull request #1027 from codevinsky/editor-config
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added: .editorconfig file to help with jshint issues
2014-07-15 17:14:43 +01:00
jdowell
74ee0548c4
Added: grunt-notify for jshint errors
2014-07-15 10:21:56 -05:00
Richard Davey
afb379f2dd
Merge pull request #1024 from lucbloom/if-onShutDownCallback
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Add a check around this optional function
2014-07-15 16:21:35 +01:00
Richard Davey
615d1b6526
Merge pull request #1026 from lucbloom/spritesheet-report-key
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Report key when failing
2014-07-15 16:13:39 +01:00
Luc Bloom
7498e6aa6e
Report key when failing
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While loading sprite sheet.
2014-07-15 16:47:49 +02:00
jdowell
364cbe5044
added: .editorconfig file
2014-07-15 09:35:25 -05:00
Richard Davey
053f862b6b
Merge pull request #1023 from lucbloom/sprite-textureChange-obsolete
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Removed obsolete code in setTexture
2014-07-15 15:14:36 +01:00
photonstorm
538425193a
World.wrap when using the bounds of the object wouldn't adjust the bounds correctly, meaning wrapping outside the camera failed (thanks @jackrugile #1020 )
2014-07-15 14:22:24 +01:00
Richard Davey
f77b4d4e8f
Merge pull request #1014 from Dumtard/dev
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Group create was not creating with p2 debug flag
2014-07-15 12:39:53 +01:00
Luc Bloom
5328069329
Removed obsolete code in setTexture
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This code has no side-effects besides assigning “textureChange”, which
is used nor reset anywhere else.
2014-07-15 13:28:31 +02:00
Luc Bloom
f1cb146c10
Add a check around an optional function
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My game crashes here if I update phaser.js to a new version. It happens
when my game switches to another State object.
2014-07-15 13:02:44 +02:00
photonstorm
64000dfcb6
Fixed small boolean check error.
2014-07-15 11:49:05 +01:00
photonstorm
f78a527ad5
Prevented objects with pixel perfect checks from over-riding other higher priority ID items ( #983 )
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Rebuilt the way items are polled for Pointer events (drag, click, move). Now faster and more efficient, especially when some items in the stack require pixel perfect checks.
2014-07-15 11:20:57 +01:00
Richard Davey
eba502de45
Merge pull request #1018 from devinb83/dev-quadtree
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QuadTree leveling Bug
2014-07-14 21:58:06 +01:00
devinb83
4a632ed3a0
codePaused should be set if manually called
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If pause is called manually, codePaused should be set regardless of whether the game is currently paused or not. This would fix issues where a developer might not want the game to automatically resume when the screen regains focus.
2014-07-14 12:57:37 -07:00
devinb83
2be45e93ae
QuadTree leveling Bug
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Rather than level++ which changes the current node's level, the subnodes should get the current node's level + 1
2014-07-14 12:55:26 -07:00
Charles Black
7107d73188
group create with p2 debug
2014-07-14 14:05:44 -04:00
jdowell
aad74ff4d5
added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phaser.Group.checkAll
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Added deep-property getting and setting via strings:
Phaser.Util.getProperty(someObj, 'foo.bar.baz');
Phaser.Util.setProperty(someObj, 'foo.bar.baz', 'lol');
Added a "checkAll" method to Phaser.Group that returns true/false if all of the children's given properties match the value passed in.
this.someGroup.checkAll('foo.bar.baz', 'lol'); // will return true if child[n].foo.bar.baz === 'lol'
Comes with standard 'force' ability.
2014-07-14 12:33:13 -05:00