photonstorm
a6a2c61240
Sprites that had a tint on them, that then had their frame changed via either Sprite.frame
or Sprite.frameName
wouldn't re-tint the new frame, and would become stuck on the old frame in Canvas mode (thaks @spayton #2453 )
2016-05-17 21:04:40 +01:00
photonstorm
4fd2524c61
Text.setStyle has a new argument update
which will optionally automatically call updateText
after setting the new style (thanks @staff0rd #2478 )
2016-05-16 12:55:27 +01:00
photonstorm
f34b567295
BitmapData.copy, and by extension any method that uses it, including BitmapData.draw, drawGroup and drawFull, now all support drawing RenderTexture objects. These can either be passed directly, or be the textures of Sprites, such as from a call to generateTexture.
2016-05-12 03:48:14 +01:00
photonstorm
1d18c70371
BitmapData.drawGroupProxy is now capable of iterating through Sprites that have children, and also now uses the world positions for drawing instead.
2016-05-11 16:38:42 +01:00
photonstorm
1adece490a
Docs update.
2016-05-04 02:02:13 +01:00
Lewis Pollard
719b4bb7f6
Alter BitmapText to use toString on text parameter in constructor
...
The BitmapText property accessor for the text property uses toString on the value passed in, meaning Numbers can be passed in as the text value with no problem. However, passing a Number into the constructor results in the following exception as it isn't implicitly converted to a string in a similar manner.
phaser.js:71890 TypeError: text.substr is not a function
at Phaser.BitmapText.updateText (http://localhost/phaser/build/phaser.js:56283:21 )
at new Phaser.BitmapText (http://localhost/phaser/build/phaser.js:56034:10 )
at Phaser.GameObjectFactory.bitmapText (http://localhost/phaser/build/phaser.js:46318:26 )
at Object.Boot.create (http://localhost/phaser/:46:34 )
at Phaser.StateManager.loadComplete (http://localhost/phaser/build/phaser.js:29240:35 )
at Phaser.Loader.finishedLoading (http://localhost/phaser/build/phaser.js:71446:25 )
at Phaser.Loader.processLoadQueue (http://localhost/phaser/build/phaser.js:71403:18 )
at Phaser.Loader.asyncComplete (http://localhost/phaser/build/phaser.js:71476:14 )
at Phaser.Loader.xmlLoadComplete (http://localhost/phaser/build/phaser.js:72413:14 )
at .<anonymous> (http://localhost/phaser/build/phaser.js:72236:34 )
This simply mimics the logic in the property accessor by running toString on the text value and using an empty string if null to allow Numbers to be passed into the constructor.
2016-04-13 15:24:29 +01:00
photonstorm
b9f62e77e6
You can now pass a TilemapLayer as a Texture to a TileSprite. A limitation of this is that if you pass it to a TileSprite it will make a fill pattern from the TilemapLayer at that instant it's passed, and it won't keep track of the layer in future should it update (thanks @jdnichollsc #1989 )
2016-04-07 03:45:21 +01:00
photonstorm
fc7b5c79e3
Graphics objects can now have a Physics Body directly attached to them, where-as before it would throw an error due to a lack of anchor property (thanks @NLilley #2400 )
2016-04-07 00:14:41 +01:00
photonstorm
0945083a4b
Removed further mentions of RenderTexture re: TileSprite.
2016-04-06 23:58:34 +01:00
photonstorm
b3757ed862
jsdocs update #2384
2016-04-06 02:33:29 +01:00
Richard Davey
71056ccb69
Merge pull request #2371 from stoneman1/dev
...
Fixed video for future
2016-04-06 01:08:22 +01:00
photonstorm
4d69b13977
Passing a BitmapData to a TileSprite as a texture would fail if the BitmapData had not been previously added to the cache. It now uses the new frameData property (thanks @mzamateo @lucap86 #2380 )
2016-04-06 00:44:55 +01:00
photonstorm
c33b53fa95
BitmapData has a new property frameData
which is a Phaser.FrameData container instance. It contains a single Frame by default, matching the dimensions of the entire BitmapData, but can be populated with additional frames should you wish to create animations from dynamic BitmapData textures.
2016-04-06 00:43:21 +01:00
photonstorm
f9949166be
Text that used fonts which had numbers in their names wouldn't be correctly rendered unless you explicitly set the font property after creation. You can now pass font names with numbers in them as the font style object correctly (thanks @And-0 #2390 )
2016-04-04 23:20:04 +01:00
photonstorm
bc4b828b51
BitmapData.copy, and by extension draw, drawFull, drawGroup, etc, would incorrectly handle drawing a tinted Sprite if it was using a frame from a texture atlas (thanks @PhaserDebugger #2405 )
2016-04-04 22:53:13 +01:00
photonstorm
f40cfbe2ae
2015 - 2016.
2016-04-04 22:16:16 +01:00
photonstorm
12f3bd6cc5
The Destroy component will now call TweenManager.removeFrom, removing any active tweens from the TweenManager upon the Game Objects destructions (thanks @PokemonAshLovesMyTurkeyAndILikeYouTwo #2408 )
...
Tween.update will now return `false` (flagging the Tween for destruction) should the Tween.target property every become falsey. This can happen if the object the Tween was tracking is destroyed, nulled or generally removed..
2016-04-04 22:06:16 +01:00
Richard Davey
8e880eddee
Merge pull request #2402 from jakewilson/dev
...
Added ability to kill a Game Object when it leaves camera bounds.
2016-04-04 21:52:30 +01:00
photonstorm
63b3b3e887
Negative lineSpacing in Text objects will no longer crop the bottom pixels off lines of text (thanks @gaelenh #2379 #2374 )
2016-04-04 21:36:37 +01:00
photonstorm
f9ff892510
Formatting.
2016-04-04 21:25:21 +01:00
slash
fbdf8073ad
Add "maxLines" style attribute to Text object, maximum number of lines
...
to be shown for wrapped text or 0 for no limit. (default).
2016-04-03 10:08:35 -05:00
Jake Wilson
ae663f97aa
Added ability to kill a Game Object when it leaves camera bounds.
2016-03-28 20:34:00 -04:00
Stoneman1
ee335fe466
Fixed backwards compatibility issue.
2016-03-02 13:28:44 +02:00
Stoneman1
5bdc1c05b4
MediaStream.stop() deprecated. Using MediaStreamTrack.stop() instead.
2016-03-02 12:34:28 +02:00
photonstorm
17071b578c
BaseTexture.destroy wasn't correctly removing the texture from the BaseTextureCache if it was a cached CanvasPool entry (such as Text objects use), causing drawImage errors in Canvas mode, and just blank textures in WebGL (thanks @civet #2339 )
2016-02-18 12:59:40 +00:00
Richard Davey
b629539176
SpriteBatch incorrectly applied the PIXI SpriteBatch prototype over the top of Phaser.Group meaning that Sprites with animations wouldn't render correctly (thanks @qdrj #1951 )
2016-02-17 03:23:56 +00:00
Richard Davey
0c52b9316a
Text with lineSpacing set wouldn't apply the lineSpacing to the final line of text in the Text string, or to text with just single lines. This could lead to incorrect height calculations for further layout and unwanted padding at the bottom of Text objects (thanks @Lopdo #2137 )
2016-02-17 03:14:51 +00:00
photonstorm
5bcfa08af6
Text.useAdvancedWrap allows you to swap between the Basic and the Advanced word wrapping functions. In Advanced it will wrap long-words and condense and trim excess white space (thanks @soldoutactivist #1811 )
2016-02-04 16:00:21 +00:00
Richard Davey
a4c5fb9660
BitmapData.drawGroup can now handle drawing Emitters and BitmapText objects that are part of the Group.
2016-02-03 23:08:54 +00:00
Richard Davey
10209dc8f5
GameObject.revive used to add the health amount given to the Game Object (via heal
) instead of setting it as the new health amount. It now calls setHealth
instead, giving it the exact amount (thanks @netgfx #2231 )
...
GameObject.revive will now set the health amount to 100 instead of 1, bringing it in-line with the `maxHealth` default value.
2016-02-03 21:44:06 +00:00
Richard Davey
034428e92c
Sprite (and all Game Objects) have a new argument in their destroy method: destroyTexture
. This boolean (which is false by default) controls if the BaseTexture of the Game Object should be destroyed or not. This is extremely useful in situations where you've got a lot of dynamic assets you no longer need, such as textures created from BitmapDatas. You must set the destroyTexture
argument yourself. This can be done in a custom Game Object destroy method or as part of your state shutdown ( #2261 )
2016-02-03 11:41:37 +00:00
Richard Davey
8043d29aa6
BitmapData would always create a private _swapCanvas
which was a clone of its main canvas used for advanced movement operations. This no longer happens. The swap canvas is created only as needed, by those functions that use it (specifically moveH
and moveV
), meaning a BitmapData will now use half the amount of memory it used to, and you'll have half the amount of canvas DOM elements created (unless you make heavy use of the move functions).
2016-02-03 11:41:37 +00:00
Richard Davey
75d6bbb251
Updated defs and improved jsdocs for #2277
2016-02-02 23:37:08 +00:00
Richard Davey
d4edbe6619
Merge pull request #2277 from slashman/exposeWrappedLinesOnText
...
Alow precalculating the results of text wrapping.
2016-02-03 01:32:49 +02:00
Richard Davey
88f1ea95d2
Fixed BitmapText.cleanText so it works properly with new-lines within the text.
...
BitmapText would crash if it tried to render a character that didn't exist in the font set. Any character that doesn't exist in the font set now renders a space character instead.
BitmapText would load and parse the kerning data from the font, but would never use it when rendering. The kerning values are now applied on rendering as well (thanks @veu #2165 )
2016-02-02 22:54:01 +00:00
Richard Davey
bceca55c8f
Merge pull request #2222 from FracturedShader/patch-2
...
Update BitmapData.shiftHSL, limitValue -> clamp
2016-02-02 02:31:54 +02:00
Richard Davey
5893224f10
The Style object passed in to Phaser.Text is now cloned instead of referenced. This means you can adjust single Text instances without invaliding other Text objects using the same style object (thanks @asyncanup #2267 )
2016-02-02 00:29:46 +00:00
Richard Davey
34aff350eb
The Video game object used an anonymous bound function for both the 'ended' and 'playing' event listeners, meaning that they were never removed properly (thanks @ramalhovfc #2303 )
2016-02-02 00:18:50 +00:00
Richard Davey
1d2d707b32
Merge pull request #2168 from nlotz/dev
...
fix typos in API docs
2016-02-01 19:01:58 +02:00
Richard Davey
e551254b52
Merge pull request #2209 from FracturedShader/patch-1
...
Update BitmapData.setHSL to accept 0
2016-02-01 18:57:29 +02:00
Richard Davey
76e2dc66ee
Fixed docs ( #2216 )
2016-02-01 16:42:03 +00:00
Richard Davey
37d9b3402d
Merge pull request #2226 from milkey-mouse/fix-retrofont-smoothed
...
Change RetroFont.smoothed from string to boolean
2016-02-01 18:32:22 +02:00
photonstorm
d7b6d4e784
jshint fix (missing semi-colon)
2016-01-13 16:15:46 +00:00
photonstorm
70437a0bdd
Clean text automatically on creation.
2016-01-13 15:18:42 +00:00
photonstorm
6a868cba5e
BitmapText.cleanText is a new method that will scan the given text and either remove or replace all characters that are not present in the font data. It is called automatically by BitmapText.updateText
.
2016-01-13 15:15:51 +00:00
photonstorm
36d9c8d673
Changed from a space to '' and added 'replace' argument.
2016-01-13 15:14:14 +00:00
slash
5cc6b5962b
Add missing assignations required for wrapping calculations to work
...
correctly
2016-01-03 16:54:27 -05:00
slash
ef7c2c6275
Alow precalculating the results of text wrapping. This may be useful for
...
example if the developer wants to control pagination, in which case
he may know in advance the total number of lines the text will wrap to,
and then set it on batches.
2016-01-03 16:33:33 -05:00
Robert Plante
8f1450ecca
Update to BitmapData.setHSL to follow conventions
2015-11-23 12:46:12 -05:00
Milkey Mouse
19845eb691
Changed RetroFont.smoothed from string to boolean
2015-11-22 21:37:28 -08:00
Robert Plante
45195848bc
Update BitmapData.shiftHSL, limitValue -> clamp
...
`math.limitValue` does not exist so it was changed to `math.clamp` which provides the desired functionality.
2015-11-17 15:34:42 -05:00
Robert Plante
e236cac1e6
Update setHSL
...
Checking `if (h)` yields `false` when `h = 0`, but 0 is an acceptable value here. Had to decide between caching HSL verification and doing `typeof` 3x/pixel and opted for the temporary variables.
2015-11-17 14:15:26 -05:00
photonstorm
609b38c6e1
BitmapData.update causes a snowballing memory leak under WebGL due to a Context.getImageData call. BitmapData.clear used to call update automatically but no longer does. This resolves the issue of the Debug class causing excessive memory build-up in Chrome. Firefox and IE were unaffected (thanks @kingjerod #2208 )
2015-11-17 14:07:56 +00:00
photonstorm
1c169ef571
Video jsdoc fixes.
2015-11-02 11:51:15 +00:00
Richard Davey
799efa3079
You can use the new const Phaser.PENDING_ATLAS
as the texture key for any sprite. Doing this then sets the key to be the frame
argument (the frame is set to zero). This allows you to create sprites using load.image
during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data.
2015-10-31 01:04:14 +00:00
nlotz
da45d04a70
fix typos in API docs
2015-10-27 09:10:14 +01:00
photonstorm
efc69ff463
Buttons (or any Sprites) that don't have a texture, but have children, would incorrectly render the children under WebGL due to the baseTexture.skipRender property (thanks @puzzud #2141 )
2015-10-16 16:44:51 +01:00
photonstorm
45d92d4217
ScaleMin and ScaleMax stopped working in Phaser 2.3.0 due to an incorrect transform callback scope (thanks @brianbunch #2132 )
2015-10-13 13:32:55 +01:00
photonstorm
84373dc478
Removed use of the tilePosition
property in the Phaser.Rope class as it isn't implemented and caused calls to Rope.reset
to crash (thanks @spayton #2135 )
2015-10-13 12:20:02 +01:00
Richard Davey
e097a1227e
Merge pull request #2052 from nickryall/fix-for-text-centered-on-sprite
...
adjust wrapped text that is centered to sprite via anchor
2015-10-13 13:50:11 +03:00
photonstorm
e01a754732
Removed the FrameDebugger and moved to its own branch.
2015-10-12 11:10:37 +01:00
Richard Davey
8899eddd9a
BitmapData.clear now automatically calls BitmapData.update at the end of it.
2015-09-29 14:02:26 +01:00
Richard Davey
5a275f14a8
Removing dead code.
2015-09-28 03:26:27 +01:00
photonstorm
de5283b989
The default Button.onOverMouseOnly value has changed from false
to true
. If you used this in your touch enabled games then please be aware of this change ( #2083 )
2015-09-22 15:24:52 +01:00
Richard Davey
9f08442304
Merge pull request #2103 from pnstickne/wip-2062
...
Fixes #2062 and forward-support for pointer modes
2015-09-22 17:14:32 +03:00
Paul
31e5202eff
Fixes #2062 and forward-support for pointer modes
...
Impact:
- *none for touch devices*
- *low* / 'expected behavior' for mouse devices
Adds a PointerMode enumeration value for better simple input
discrimination in the future.
The added Button#justReleasedPreventsOver controls if a just-release event
on a pointer prevents it from being able to trigger an over event.
The default value is PointerMode.CONTACT which means this 'release guard'
applies only to touch inputs.
It should fix #2062 as Mouse (PointerMode.CURSOR) input is not caught in the default.
Also expands Button#forceOut to accept a PointerMode value such that it
can be controlled per-input mode.
This is a configurable partial revert of a possibly rogue commit in 2.1.3
and the behavior persists through 2.4.3.
2015-09-22 01:12:43 -07:00
Richard Davey
61edd1b458
FrameDebugger can now handle Text and BitmapText.
2015-09-16 03:18:15 +01:00
photonstorm
8db23545da
jsdoc updates.
2015-09-10 15:57:55 +01:00
Richard Davey
d7a42370a4
BitmapData.move, moveH and moveV have a new optional wrap
argument allowing you to control if the contents of the BitmapData are wrapped around the edges (true) or simply scrolled off (false).
2015-09-07 01:16:43 +01:00
photonstorm
8833a509eb
jsdoc fix.
2015-09-02 16:16:52 +01:00
nickryall
ca795af457
adjust wrapped text that is centered to sprite via anchor
2015-09-02 10:50:03 +12:00
Richard Davey
41906c5ac1
When the Text width was being calculated it would add the strokeThickness
value twice, causing an alignment offset (thanks @nickryall #2039 )
2015-08-31 11:33:18 +01:00
Paul
26a6338072
Change splice.call(arguments, ..) to use slice
...
- Bypasses issue of usage incorrectly omitting 2nd argument to `splice`
- More clear of intent; `slice` does not modifify `arguments`
- `slice` is faster across all desktop browsers, by varying degrees
- Probably due to parameter-aliasing and de-opts when modified.
- Both `slice` and `splice` create a new Array object
2015-08-26 23:50:16 -07:00
Ben Sparks
b7efb93698
utilize the heal method instead of just adding to health when reviving, so that maxHealth is respected
2015-08-25 14:42:02 -07:00
photonstorm
4fa1ffb4cf
JSDocs update.
2015-08-20 12:47:59 +01:00
Richard Davey
994a7dae73
jsdoc fix #2013
2015-08-19 22:19:55 +01:00
photonstorm
103c37cd42
BitmapData.drawFull draws the given Game Object or Group to a BitmapData and then recursively iterates through all of its children, including children of Game Objects and Groups. It can draw Text, BitmapText, Sprites, Images, Emitters and Graphics objects. It's perfectly valid to pass in game.world
as the parent object, and it will iterate through the entire display list.
2015-08-19 14:19:26 +01:00
photonstorm
176289f514
Video.stop now removes the 'playing' event listener, which stop Videos set to loop from throwing errors after being destroyed.
2015-08-18 16:04:10 +01:00
photonstorm
b1a05a6f52
BitmapText.font failed to pull the new font from the Phaser Cache, stopping it from updating properly (thanks @AbrahamAlcaina #2001 )
2015-08-18 13:48:08 +01:00
Richard Davey
7fbeb1c062
BitmapData.line draws a line to the BitmapData in the color and thickness specified.
...
Lots of BitmapData updates to use local vars and 'op' property, cutting down code size.
2015-08-07 02:48:00 +01:00
Richard Davey
62c87052cb
Merge pull request #1985 from yahiko00/master
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Extra documentation and TypeScript definition file update
2015-08-06 14:20:26 +01:00
Yahiko Uzumaki
0416c6a9ee
Update BitmapData.js
...
Fix explanation.
2015-08-06 13:57:43 +02:00
yahiko
d412431947
Add extra information for the imageData property.
2015-08-06 13:49:51 +02:00
photonstorm
9a0b6c24a4
Text can now accept undefined
or null
as the text
argument in the constructor and will cast it as an empty string.
2015-08-06 10:28:49 +01:00
Richard Davey
7fc23c9abe
Text.setTextBounds didn't add the x and y values to the width and height offsets.
2015-08-04 23:06:07 +01:00
photonstorm
1fed360659
VideoStream.active = false is used if the browser supports it, otherwise it falls back to VideoStream.stop.
2015-08-04 15:48:43 +01:00
photonstorm
e901fb80f6
Merging in the CanvasPool changes to the core.
2015-08-03 14:46:55 +01:00
photonstorm
50516e3d34
Testing CanvasPool.
2015-08-03 14:33:12 +01:00
photonstorm
4e857f19f6
BitmapText with tints applied wouldn't update properly in Canvas mode (thanks @Pajamaman #1969 )
2015-08-03 11:51:04 +01:00
Richard Davey
9362a2b1f4
Text with tints applied wouldn't update properly in Canvas mode.
2015-07-31 19:09:49 +01:00
Richard Davey
cbc68ab4c9
Merge pull request #1950 from jdnichollsc/dev
...
Added Text.addFontStyle and Text.addFontWeight
2015-07-31 16:00:47 +01:00
photonstorm
d23e5d6eba
BitmapText.smoothed is a new boolean property that allows you to set texture smoothing on a bitmap font or not. By default smoothing is always on, but you can turn it off which helps for bitmap fonts created from pixel art style character sets.
2015-07-31 15:58:00 +01:00
photonstorm
4b22f48c75
2.4.2 release.
2015-07-29 15:01:04 +01:00
Juan David Nicholls Cardona
655013da1b
Added Text.addFontStyle and Text.addFontWeight allows you to set styles and weights font within the Text.
2015-07-28 02:05:08 -05:00
photonstorm
9a83ddcab9
Updated to latest Creature runtimes, added to GameObjectFactory.
2015-07-23 13:25:08 +01:00
photonstorm
858ad51610
Phaser 2.4 release.
2015-07-22 15:31:30 +01:00
photonstorm
ffaa7d711f
Removed BaseTextureCache requirement from BitmapData.
...
Fixed jshint.
Updated TS defs.
2015-07-22 13:23:40 +01:00
photonstorm
915a757f96
Text.updateText will now check the width and height values of the Text canvas and if either are zero it sets Text.renderable = false
to avoid throwing WebGL texture binding errors.
2015-07-22 12:43:43 +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
photonstorm
7144b10ad5
TileSprites fixed for WebGL.
2015-07-21 13:24:12 +01:00