Commit graph

169 commits

Author SHA1 Message Date
photonstorm
bfb12d9dba Fixed code formatting. 2016-08-17 11:28:08 +01:00
James Robinson
118d2057c0 Allow animation speed greater than 0 2016-07-25 19:43:19 -07:00
Richard Davey
c4d7870a31 * PIXI.Texture.fromImage, PIXI.BaseTexture.fromImage and PIXI.Sprite.fromImage have all been removed. They should never have actually been used, as they bypass the Phaser Loader, and don't factor in CORs or any other advanced loader settings.
* The PIXI.BaseTexture.imageUrl property has been removed, as it was never actually populated.
* The PIXI.BaseTexture._UID property has been removed, as it was never actually used internally.
* All references to PIXI.BaseTextureCache have been removed (primarily from BaseTexture.destroy and Texture.destroy), as the BaseTextureCache was never used internally by Phaser, or by our custom version of Pixi.
* PIXI.TextureCache has been removed. It was only ever used by the __default and __missing images that Phaser generates on start-up. It wasn't used internally by Phaser anywhere else, and the only references Pixi has to it have all been removed. If you need it in your own game, please refactor it to avoid it, or re-create the object on the PIXI global object.
* Canvases created by `BaseTexture.fromCanvas` no longer have the `_pixiId` property attached to them, as this was never used internally by Phaser or Pixi.
* PIXI.BaseTexture.updateSourceImage is now deprecated. Please use `Sprite.loadTexture` instead.
* The property PIXI.BaseTextureCacheIdGenerator has been removed, as it is no longer used internally by Phaser or Pixi.
* PIXI.Texture.addTextureToCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.removeTextureFromCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.fromFrame and PIXI.Sprite.fromFrame have been removed. They relied on the PIXI Texture Cache, which was never actually used by Phaser, and was never used internally by Pixi either.
* The property PIXI.TextureCacheIdGenerator has been removed, as it was not used internally.
* The property PIXI.FrameCache has been removed, as it was not used internally.
2016-07-06 21:47:27 +01:00
Matthias Fuchs
0d45251e98 Fixed Animation.setFrame() for sprite index argument. 2016-06-17 22:34:11 +02:00
gotenxds
7fc34c117c Reverse and reverseOnce will now return the animation to allow linking. 2016-05-31 20:29:02 +03:00
gotenxds
b34860c89b Reverse and reverseOnce will now return the animation to allow linking. 2016-05-31 20:27:55 +03:00
gotenxds
d243da7a1b Small fix, should check for -1 not 0 2016-05-27 21:37:56 +03:00
gotenxds
ae3ebf00cd Added typescript defs; Fixed jshint. 2016-05-27 18:04:33 +03:00
gotenxds
d4636e9e81 Added a reverseOnce method. 2016-05-27 17:58:54 +03:00
gotenxds
b0c4f3bc4c Added a convenient function. 2016-05-27 17:48:06 +03:00
gotenxds
bb7cbb36f6 If animation is reversed it should start from last frame. 2016-05-27 17:43:36 +03:00
John Doe
11805b311d Added a reverse functionality to animations. 2016-05-27 02:24:23 +03:00
photonstorm
18c0b150b5 FrameData.destroy will nullify the local arrays used to contain Frame instances. 2016-04-06 00:43:09 +01:00
photonstorm
f40cfbe2ae 2015 - 2016. 2016-04-04 22:16:16 +01:00
Richard Davey
ded2f72768 Docs update #2243 2016-02-02 23:04:54 +00:00
photonstorm
ddbc72cbf4 Docs update #2265 2016-02-02 16:26:20 +00:00
Richard Davey
25dae75af1 Merge pull request #2298 from Weedshaker/patch-1
Update FrameData.js
2016-02-01 18:16:43 +02:00
samme
e9a4f6d3f7 Stop only the named animation if name is passed
Fixes #2299
2016-01-17 12:34:57 -08:00
Silvan Strübi
b30dd225c3 Update FrameData.js
"Uncaught TypeError: Cannot read property 'index' of undefined"

The above error occurred, after updating https://github.com/englercj/phaser-tiled to be compatible with Phaser version 2.4.4. The above change fixed this issue!
2016-01-14 14:41:26 +09:00
photonstorm
832034af94 Typo fix. 2015-09-23 14:04:04 +01:00
Josh McGhee
fb249b2a41 cleaning up to obey jshint 2015-09-01 01:10:56 +01:00
Josh McGhee
4a19aca212 some cleaning up and documentation polish 2015-09-01 01:03:51 +01:00
Josh McGhee
cbd7265bee cherry pick commits from master. Read: I'm not clever. 2015-09-01 00:57:54 +01:00
Richard Davey
af194d447c jsdoc fix #2049 2015-08-31 10:57:54 +01:00
photonstorm
9a83ddcab9 Updated to latest Creature runtimes, added to GameObjectFactory. 2015-07-23 13:25:08 +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
3c7293ab57 Updated AnimationParser and fixed LoadTexture calls. 2015-07-16 01:02:59 +01:00
photonstorm
f41f806b99 Fixed issue with looped animations skipping last frame (or getting stuck on a single frame in 2 frame anims) 2015-07-14 13:47:25 +01:00
photonstorm
7c9db8f632 jshint fixes. 2015-05-18 13:36:22 +01:00
photonstorm
2c775cf03d FrameData.getFrameIndexes when called with a partial array (such as creating an animation out of a set of frames) would return the indexes array padded out with 'undefined' entries, causing short animations to never fully play through. 2015-05-18 12:55:48 +01:00
photonstorm
2e6af02f86 AnimationManager.add no longer sets the currentFrame property when just adding an Animation to a Sprite. The currentFrame property is now only set when the animation begins playing. This avoids the Sprite.frame and Sprite.frameName properties from returning incorrect results after adding (but not playing) an Animation. It also allows very short animations (2 frames) to play correctly without needing to loop. 2015-05-18 12:55:48 +01:00
photonstorm
ed3e7cdf8c Frame.resize allows you to change the dimensions of a Frame object and recalculate all of its internal properties (such as bottom and distance). 2015-05-06 00:37:50 +01:00
photonstorm
d9434244a5 Removed array length vars. 2015-04-27 16:22:36 +01:00
photonstorm
aa9ea30e79 Working through fixing TilingSprites for WebGL. 2015-04-21 17:01:24 +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
3d75902a67 Removed all calls to TilingTexture because it's now handled in the setFrame component. 2015-04-21 15:55:40 +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
a4963adec3 jsdoc clarification. 2015-04-21 15:54:44 +01:00
photonstorm
8981e9603e Removed Frame.uuid and updating TileSprite to work with animated sprites. 2015-04-21 05:11:19 +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
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
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
Paul
6225bb0e94 Animation - guard around destroy
- Allows sprites (and/or the animation) to be destroyed from within
  the onUpdate, onLoop, or onComplete events
2015-03-22 17:01:37 -07:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +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
6a0a44d47e Small code update. 2015-02-17 06:00:55 +00:00
photonstorm
823997744b Docs update. 2015-02-10 14:53:55 +00:00
Richard Davey
e6b5806c26 Merge pull request #1581 from jromer94/master
fixed index out of bound error
2015-02-03 20:52:04 +00:00
Josh
755653439a fixed index out of bound error 2015-01-28 23:39:23 -05:00