Richard Davey
cd8bb5a216
Removed keyCode modifier ( #2542 )
2016-06-09 22:03:09 +01:00
photonstorm
88f47e2497
Keyboard now uses a new internal method getKeyCode
to normalize the key code value based on browser support. It first checks for event.key
, then event.keyIdentifier
and finally event.keyCode
(thanks @SVasilev #2542 )
2016-06-09 16:37:32 +01:00
photonstorm
a65f9c7e4b
Group.onChildInputDown is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an onInputDown
signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
...
Group.onChildInputUp is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputUp` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
Group.onChildInputOver is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOver` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
Group.onChildInputOut is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOut` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
2016-06-09 16:19:11 +01:00
photonstorm
99aeae5e4d
Docs update.
2016-06-09 14:58:41 +01:00
photonstorm
e8e7e27184
The DisplayObject.renderOrderID
used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a renderOrderID
of 9, where-as the top-most sprite, rendering above all others, would have a renderOrderID
of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and renderOrderID
s are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is.
...
`InputHandler.validForInput` and `Pointer.processInteractiveObjects` have been updated to reflect the new `renderOrderID` sequence (see above).
2016-06-09 12:32:37 +01:00
photonstorm
e5c4f7729d
Docs update.
2016-06-09 11:37:01 +01:00
Richard Davey
1956d3584e
InputHandler.dragStopBlocksInputUp is a boolean that allows you to control what happens with the input events. If false
(the default) then both the onInputUp
and onDragStop
events will get dispatched when a Sprite stops being dragged. If true
then only the onDragStop
event is dispatched, and the onInputUp
is skipped.
2016-06-07 02:21:12 +01:00
Richard Davey
df92c45420
There are two new Phaser consts available, for help with orientation of games or Game Objects. They are Phaser.HORIZONTAL
, Phaser.VERTICAL
, Phaser.LANDSCAPE
and Phaser.PORTRAIT
.
2016-06-07 01:45:33 +01:00
Richard Davey
66b846cbdb
InputHandler.dragDistanceThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a distance, in pixels, that the pointer must have moved before the drag will begin.
...
InputHandler.dragTimeThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a time, in ms that the pointer must have been held down for, before the drag will begin.
InputHandler.downPoint is a new Point object that contains the coordinates of the Pointer when it was first pressed down on the Sprite.
2016-06-07 01:28:06 +01:00
photonstorm
5492ed0d64
Docs update.
2016-06-06 11:15:38 +01:00
Richard Davey
de3d749385
Farthest swapped for the more common Furthest.
2016-06-05 23:01:00 +01:00
Richard Davey
56759f46fd
Docs update.
2016-06-05 21:23:13 +01:00
photonstorm
61f064dfe9
Docs update.
2016-06-03 16:45:47 +01:00
photonstorm
93b1f3eba1
Math.between will return a value between the given min
and max
values.
2016-06-03 16:18:35 +01:00
photonstorm
ee6f277b31
PluginManager.remove has a new argument destroy
(defaults to true
) which will let you optionally called the destroy
method of the Plugin being removed.
2016-06-03 15:52:17 +01:00
photonstorm
0da7cf5ffd
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
.
2016-06-03 15:19:18 +01:00
photonstorm
96711f4db9
Added the Weapon Plugin and worked lots on its docs.
2016-06-03 15:09:43 +01:00
photonstorm
9ae43757b9
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 )
2016-06-03 13:11:03 +01:00
photonstorm
84c60d4e87
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 )
2016-06-03 13:00:45 +01:00
Richard Davey
097add1aa6
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.
2016-06-03 01:08:32 +01:00
Richard Davey
1d5ff625b2
Docs update.
2016-06-02 22:45:35 +01:00
photonstorm
68c29470cf
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 )
2016-06-02 16:38:21 +01:00
photonstorm
87529ee39e
Docs update.
2016-06-02 15:46:16 +01:00
photonstorm
63a1336bd5
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 )
2016-06-02 15:29:51 +01:00
photonstorm
21b5492e98
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 )
2016-06-02 15:26:11 +01:00
photonstorm
97905e0021
Docs update.
2016-06-02 15:02:44 +01:00
photonstorm
07ef075e92
Phaser.Line.intersectsRectangle checks for intersection between a Line and a Rectangle, or any Rectangle-like object such as a Sprite or Body.
2016-05-24 02:30:00 +01:00
photonstorm
9b9e398c73
InputHandler.checkPointerDown had an incorrect single pipe character |, instead of an OR check ||, and an isDown
check, causing Button Over events to fail (thanks @pengchuan #2486 )
2016-05-23 13:03:11 +01:00
photonstorm
09dd84565e
Arcade Physics Body incorrectly positioned if the Sprite had a negative scale (see http://www.html5gamedevs.com/topic/22695-247-248-body-anchoring-any-migration-tips/ ) (thanks @SBCGames @icameron @Nuuf @EvolViper #2488 #2490 )
2016-05-23 12:46:01 +01:00
photonstorm
7844ad927c
Preparing for 2.4.9 dev.
2016-05-23 12:32:37 +01:00
photonstorm
d1234d1685
Preparing for 2.5.0 dev.
2016-05-19 13:45:51 +01:00
photonstorm
9f28d0659d
Phaser 2.4.8 release.
2016-05-19 12:36:51 +01:00
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
d161a7f6bc
Sounds played using the Audio tag, set to loop, would get caught in an endless pause-play loop cycle (thanks @rroylance #2473 )
2016-05-17 16:43:11 +01:00
photonstorm
54683b7fb2
Sounds played using the Audio tag, that were paused and then resumed again (either directly in code, or via a game pause event) would not resume from the point at which they paused (thanks @rroylance #2473 )
2016-05-16 15:16:19 +01:00
photonstorm
02e8b1ae0a
If you set Game.renderType to Phaser.HEADLESS
it will no longer render the output to the canvas. The canvas is still created (although not added to the DOM), as it's required internally, but no rendering now takes place on it (thanks @ForgeableSum #2464 )
2016-05-16 14:53:11 +01:00
photonstorm
ac89d1aec7
Arcade Physics Body has a new property worldBounce
. This controls the elasticity of the Body specifically when colliding with the World bounds. By default this property is null
, in which case Body.bounce is used instead. Set this property to a Phaser.Point object in order to enable a World bounds specific bounce value (thanks @VitaZheltyakov #2465 )
2016-05-16 13:53:12 +01:00
photonstorm
f9994fac75
Fixed a bug in Arcade Physics Body.preUpdate which would incorrectly apply the position of an offset Body (one which has had Body.setSize used on it) when combined with a Sprite with a non-zero anchor (thanks @SBCGames #2470 )
2016-05-16 13:39:46 +01:00
photonstorm
19dce62734
Arcade Physics has had a new world
argument added to the following functions: distanceBetween
, distanceToXY
, distanceToPointer
, angleBetween
, angleToXY
and angleToPointer
. The argument (which is false by default), when enabled will calculate the angles or distances based on the Game Objects world
property, instead of its x
and y
properties. This allows it to work for objects that are placed in offset Groups, or are children of other display objects (thanks @Skeptron for the thread #2463 )
2016-05-16 13:31:57 +01:00
photonstorm
a26bd55811
TS defs fix #2475
2016-05-16 13:03:48 +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
94832677b9
Docs update.
2016-05-11 16:39:39 +01:00
photonstorm
9649f714bb
InputHandler.checkPointerDown and checkPointerOver will now test the worldTransform scale property of a Sprite. If zero it will fast return, where-as before it would incorrectly report an up event (thanks @jaapaurelio #2466 )
2016-05-11 12:25:35 +01:00
photonstorm
a2ba13e33f
Docs update.
2016-05-11 11:27:36 +01:00
photonstorm
16203a378a
PIXI.defaultRenderer is now set to null
in Game.destroy, allowing it to be reset if a new Game instance is created on the same page (thanks @xtforgame ##2474)
2016-05-11 11:27:36 +01:00
Morton Fox
e125696ccd
Update link to CONTRIBUTING.md
2016-05-07 00:43:13 -04:00
photonstorm
b008fc7216
Readme update.
2016-04-28 00:18:08 +01:00
photonstorm
16378713b4
JSDocs update ( #249 )
2016-04-27 12:57:41 +01:00
photonstorm
f494c867c7
Fixed an issue in the Arcade Physics overlap method where it would only detect overlaps up to the max bias threshold and no further (thanks @rgk #2441 )
...
The Arcade Physics overlap method would return false if two bodies were overlapping but neither had any velocity (i.e. they were embedded into each other)
2016-04-25 11:38:51 +01:00