Richard Davey
0c48c2d6a8
* Added P2.Body.thrustLeft which will move the Body to the left by the speed given (thanks James Pryor)
...
* Added P2.Body.thrustRight which will move the Body to the right by the speed given (thanks James Pryor)
2016-03-01 22:31:58 +00:00
photonstorm
ede6806e41
The default state of the internal property _boundDispatch
in Phaser.Signal is now false
, which allows for use of boundDispatches (thanks @alvinlao #2346 )
2016-02-26 13:40:35 +00:00
photonstorm
08ce659447
Sound.position can no longer become negative, meaning calls to AudioContextNode.start with negative position offsets will no longer throw errors (thanks @Weedshaker #2351 )
2016-02-26 13:36:19 +00:00
photonstorm
15d952171c
SoundManager.destroy doesn't close the context if it's being stored in PhaserGlobal (thanks @brianbunch #2356 )
2016-02-26 13:31:45 +00:00
photonstorm
cc3a07bada
SoundManager.close now validates that context.close is a valid function before calling it (thanks @brianbunch #2355 )
2016-02-26 13:29:35 +00:00
photonstorm
1b5e3853dc
README update.
2016-02-26 13:23:24 +00:00
photonstorm
ba5981a03f
Removed a console.log from the TilingSprite generator.
2016-02-19 14:46:55 +00:00
photonstorm
ad6f0557f7
Preparing for 2.4.7 development.
2016-02-18 15:06:43 +00:00
photonstorm
47123c192d
2.4.6 Build files + docs + TS Docs.
2016-02-18 14:41:53 +00:00
photonstorm
0b5a4391f1
StateManager.destroy now sets clearCache
and clearWorld
internally before clearing the current state, as otherwise they would have been left untouched, such as from Game.destroy (thanks @i-dimitrov #2138 )
2016-02-18 13:10:54 +00:00
photonstorm
9acf7c223e
Docs and TS updates.
2016-02-18 13:05:00 +00:00
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
photonstorm
46cc05a377
Groups now check for child.parent
before calling removeFromHash
(thanks @spayton #2323 #2338 )
2016-02-18 12:29:01 +00:00
Richard Davey
8aefd0fe9b
Preparing for 2.4.6 development.
2016-02-17 16:28:27 +00:00
photonstorm
e25d944d67
Small typo fix.
2016-02-17 13:42:14 +00:00
photonstorm
34c484367c
Phaser 2.4.5 Build files.
2016-02-17 13:27:09 +00:00
Richard Davey
e6c508edcd
Color.updateColor would pass color.a
to the getColor32
method without first putting the value into the range 0 - 255 (thanks @mainpsyhos #2327 )
2016-02-17 03:50:06 +00:00
Richard Davey
f6d273c4fc
DisplayObject._generateCachedSprite (which is called from updateCache
or when cacheAsBitmap
is enabled) would bitwise | 1 the bounds width and height. This would often lead to incorrect rounding (heights of 4 would become 5, while heights of 5 would remain 5). This has now been removed and the width and height are passed through Mail.ceil and then checked to make sure they aren't less than 1 pixel in either direction (thanks @alesdotio #2078 )
2016-02-17 03:40:04 +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
Richard Davey
15411f1e56
Tween.onLoop would be fired when a Tween repeated and Tween.onRepeat would be fired when a Tween looped. These are now reversed to fire correctly (thanks @vladkens #2024 )
2016-02-17 02:57:45 +00:00
Richard Davey
071d9cffd0
Graphics.generateTexture has a new argument padding
which allows you to add extra spacing onto the generated texture. This is useful for small Graphics objects where you find a few pixels getting sliced off the edges due to rounding issues ( #1933 )
2016-02-17 02:31:29 +00:00
Richard Davey
74fd042749
If the Mouse was over a Sprite and you then clicked it, it would dispatch another Over event. This is now surpressed if the Over event has already been dispatched previously (thanks @McFarts #2133 )
...
InputHandler.pointerOver could fail to return anything in some instances, now always returns a boolean.
2016-02-17 02:07:07 +00:00
Richard Davey
83a35e41d6
ctrl + click is now only considered a right-click if event.buttons = 1, this should allow you to use ctrl as a key modifier on Windows (and any device with a multi-button mouse attached) and still use ctrl + click on OS X / trackpads for a right-click (thanks @yuvalsv #2167 )
2016-02-17 01:46:55 +00:00
Richard Davey
1932515f56
Fixed a really nasty bug in Chrome OS X where a ctrl + click (i.e. simulated right-click) on a trackpad would lock up the Pointer leftButton, causing future clicks to fail. This is now handled by way of a mouseout listener on the window object, sadly the only way to force a mouseup in Chrome (thanks @KyleU #2286 )
2016-02-17 01:26:35 +00:00
Richard Davey
989e443aca
Docs update.
2016-02-09 14:01:10 +00:00
Richard Davey
92479eb03f
* Device.safariVersion now holds the major version of the Safari browser.
...
* Device.edge is a boolean that is set if running under the Microsoft Edge browser.
* Device.dolby is a boolean that is set if the browser can play EC-3 Dolby Digital Plus files
* The Loader and SoundManager can now play Dolby Digital Plus files on supported devices.
2016-02-09 13:17:14 +00:00
Richard Davey
30b563085b
The z
property assigned to children of a Group now starts from zero instead of 1, this is an internal change mostly but if you relied on the z
property for some reason then please be aware of this (thanks pantoninho)
2016-02-09 11:31:46 +00:00
Richard Davey
3d459103b4
Merge branch 'pr/2331' into dev
...
# Conflicts:
# README.md
2016-02-09 11:15:31 +00:00
Richard Davey
2e1b5a8f66
Updated readme.
2016-02-07 13:31:01 +00:00
Richard Davey
5801f1aa15
jshint fixes.
2016-02-04 23:39:58 +00:00
Richard Davey
818c64291a
SinglePad.onDownCallback has been moved to the end of the method, so that DeviceButton.start is now called before the callback fires, meaning if you check the status of the button in the onDownCallback it will now be fully activated (thanks @suicidepills #2159 )
2016-02-04 22:46:18 +00:00
photonstorm
829b1e7ad1
Events.onDragUpdate has a new 6th property fromStart
which is a boolean. You can determine if the event was the result of the start of a drag movement or not by polling it ( #2155 )
2016-02-04 17:00:30 +00:00
photonstorm
882c8b8d40
InputHandler.consumePointerEvent has been removed, as it was never used internally anyway, so was misleading (thanks @GregoryAveryWeir #2227 )
2016-02-04 16:46:35 +00:00
photonstorm
9787474c6e
Camera.checkBounds now takes the scale of the Camera into account (thanks @ForGorNorPor #2263 )
2016-02-04 16:26:18 +00:00
photonstorm
a7c360425f
Tidying up code and docs.
2016-02-04 16:23:40 +00:00
photonstorm
4574f310c3
Docs update.
2016-02-04 16:21:27 +00:00
photonstorm
af4c938299
Docs update ( #1967 )
2016-02-04 16:05:45 +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
photonstorm
afc96352de
PIXI.WebGLGraphics.stencilBufferLimit is a new integer that allows you to define how many points exist in a Graphics object before Pixi swaps to using the Stencil Buffer to render it. The default is now 64 (originally 6). This fixes issues with things like Quadratic curves not rendering as masks in WebGL.
2016-02-04 14:52:35 +00:00
photonstorm
c3c2dd6067
Graphics.arc has a new argument segments
that allows you to control how many segments are created when the arc is drawn. The default is 40. Use a higher number for more fidelity, i.e. if you find that reversed arcs are not joining up fully ( #2064 )
2016-02-04 13:49:55 +00:00
photonstorm
8076f64656
We have replaced the PolyK Triangulation calls within Pixi with EarCut 2.0.8. This allows for faster polygon triangulation, and also deals with more complex polygons that PolyK would crash on.
2016-02-04 13:23:01 +00:00
Richard Davey
33604901c4
TilingSprite would ignore the renderable
property, and render it regardless. Now it skips render if renderable
is false (thanks @Green92 #2214 )
2016-02-04 00:09:30 +00:00
Richard Davey
4e7fad353e
Loader.audiosprite is renamed to Loader.audioSprite (the old one still works for legacy reasons) (thanks @epaezrubio #2145 )
2016-02-03 23:53:50 +00:00
Richard Davey
0610ddd15f
SoundManager.setTouchLock is no longer set if SoundManager.noAudio is true, or if the PhaserGlobal setting disableAudio
is true (thanks @bcjordan #2206 )
2016-02-03 23:23:36 +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
3b686f906f
Moved the Sound.disconnect after the Sound.stop call in Web Audio ( #2280 )
2016-02-03 22:22:22 +00:00
Richard Davey
a0eb44ec09
Group.add and Group.addAt would forget to remove the child from the hash of its previous Group if it had a physics body enabled, causing unbounded hash increase (thanks @strawlion @McIntozh #2232 )
2016-02-03 21:51:01 +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
a1c3050bf7
Tilemap.getObjectIndex has been removed as it didn't work correctly in most cases, and it's easier to just scan the Tilemap.objects object directly anyway ( #2242 )
2016-02-03 21:35:35 +00:00
Richard Davey
3bc8dcd154
The width and height values passed to the Game constructor are now passed through Math.floor first. This ensures you can never create a game width non-integer dimensions, which has all kinds of implications - from browser performance to breaking things like TileSprite rendering ( #2262 )
2016-02-03 19:11:26 +00:00
Richard Davey
2d2101adcb
Both transparent
and antialias
were ignored if set to false
in a Game configuration object, as the parseConfig
method didn't check for falsey values (thanks @amadeus #2302 )
2016-02-03 12:28:12 +00:00
Richard Davey
e04504f481
Tweens with 'yoyo' set on them couldn't be re-used again because the start and end properties were left in a reversed state. When a yoyo tween ends it now restores the reversed values (thanks @SBCGames #2307 )
2016-02-03 12:24:22 +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
75d6bbb251
Updated defs and improved jsdocs for #2277
2016-02-02 23:37:08 +00:00
Richard Davey
741cf1e0ed
Huge TypeScript defs update (thanks to @clark-stevenson - this is all of the changes from #2156 merged into the current build)
2016-02-02 23:30:03 +00:00
Richard Davey
5e7f864c04
Docs update.
2016-02-02 22:58:52 +00:00
photonstorm
8cf96a2f78
Docs fix #2271
2016-02-02 16:28:33 +00:00
photonstorm
ddbc72cbf4
Docs update #2265
2016-02-02 16:26:20 +00:00
photonstorm
044a91d2a4
Docs update.
2016-02-02 16:19:10 +00:00
Richard Davey
5703178ee4
Removed reference to Lynda 'free' courses ( #2266 )
2016-02-02 01:24:16 +00:00
Richard Davey
068252fc50
Docs update.
2016-02-02 01:08:50 +00:00
Richard Davey
2a1bf389b5
Added a typescript section to the bower and npm configs to support tsd link
(thanks @mjohnsonengr #2189 #2180 )
2016-02-02 00:49:07 +00:00
Richard Davey
7c43f28161
Docs update.
2016-02-02 00:49:07 +00:00
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
2bf3ede746
Docs update.
2016-02-01 17:23:44 +00:00
Richard Davey
eaf582ba4f
Readme update.
2016-02-01 17:06:17 +00:00
Richard Davey
1087db6c2b
Docs update.
2016-02-01 16:53:29 +00:00
Richard Davey
c21c317d9f
Docs update.
2016-02-01 16:47:46 +00:00
Richard Davey
76e2dc66ee
Fixed docs ( #2216 )
2016-02-01 16:42:03 +00:00
Richard Davey
a74edd1ee9
Docs and defs.
2016-02-01 16:38:06 +00:00
Richard Davey
3350c537c7
Defs update and README update.
2016-02-01 16:30:41 +00:00
Richard Davey
0ecd1c6170
Emitter methods at
, explode
, flow
, kill
, revive
, setAlpha
, setRotation
, setScale
, setSize
, setXSpeed
, setYSpeed
and start
now return the Emitter instance for better method chaining (thanks @samme #2308 )
2016-02-01 16:30:41 +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
172f972d8c
Pausing a Sound that used a Marker for playback would fire the onMarkerComplete
signal by mistake as well as stop the fadeTween. This Signal is now only dispatched if Sound.stop is called and the Sound isn't paused (thanks Corin)
2015-12-02 12:41:20 +00:00
Timo Sand
1083fff4ca
Fixes to webpack example
2015-11-23 21:06:43 +02:00
Timo Sand
0762350d23
DOCS Adds documentation on Webpack usage
2015-11-22 18:06:40 +02:00
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
8b0224e7b4
TilemapParser accidentally redeclared i
when parsing the ImageCollections which would cause an infinite loop (thanks DanHett)
2015-11-12 13:39:42 +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
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
8a4a1528e4
Preparing for 2.4.5 dev.
2015-10-15 12:22:01 +01:00
photonstorm
c9c85330ab
2.4.4 Release.
2015-10-15 12:06:38 +01:00
photonstorm
99751a5e8e
BaseTexture.skipRender is a new boolean that can be set to skip the rendering phase in the WebGL Sprite Batch. You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal __default
texture) that has children that you do want to render, without causing a batch flush in the process.
2015-10-15 11:39:59 +01:00
photonstorm
d1233ad229
Phaser 2.4.4 RC1.
2015-10-13 14:10:55 +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
bd53b61ffd
Sprite.getBounds would report an inaccurate value if the sprite was negatively scaled (causing things like generateTexture to be cut off) (thanks @DavidAPC #2108 )
2015-10-13 13:02:49 +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
photonstorm
8e4dc1f078
ScaleManager.getParentBounds now checks if parentNode
has an offsetParent
before calling getBoundingClientRect
on it (thanks @McFarts #2134 )
2015-10-13 12:04:57 +01:00
photonstorm
b91de47d8d
Readme and JSDocs updates.
2015-10-13 12:01:08 +01:00
photonstorm
84624bd8f5
Readme update.
2015-10-07 12:00:53 +01:00
photonstorm
bf0bd9657e
Updated readme and build scripts.
2015-09-30 11:20:14 +01:00
Richard Davey
0064d969ce
Also excluded PIXI.PolyK from the build if Graphics not included (as only WebGL Graphics used it)
2015-09-29 16:27:10 +01:00
Richard Davey
084c453fcc
Added the PIXI.WebGLGraphics and PIXI.CanvasGraphics files to the Graphics custom build option. They weren't used anyway and this removes an extra 35.5KB from the build size.
2015-09-29 16:15:07 +01:00
Richard Davey
200a2a37bf
New stubs added to Grunt tasks.
2015-09-29 16:06:59 +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
cbf9b3f71f
WebGLRenderer.mapBlendModes optimised to cut down on file size.
2015-09-26 00:58:02 +01:00
Richard Davey
d0930bc161
Keyboard.addCallbacks didn't check to see if the arguments were null
, only if they were undefined
making the jsdocs misleading.
2015-09-23 23:18:36 +01:00
photonstorm
832034af94
Typo fix.
2015-09-23 14:04:04 +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
photonstorm
0dee1157fc
PIXI.WebGLRenderer.updateTexture now returns a boolean depending on if the texture was successfully bound to the gl context or not.
...
PIXI.WebGLSpriteBatch.renderBatch would still try and render a texture even if `updateTexture` failed to bind it. It now checks the return value from `updateTexture` and ignores failed binds.
2015-09-22 15:20:23 +01:00
photonstorm
2633f8ce6d
InputHandler.validForInput now checks if the game object has input.enabled
set to false
and doesn't validate it for input if that's the case.
2015-09-22 15:20:23 +01:00
photonstorm
f64fc42f3e
The SoundManager now detects if the browser is running under iOS9 and uses a touchend callback to unlock the audio subsystem. Previous versions of iOS (and Android) still use touchstart. This fixes Apple's screw-up with regard to changing the way Web Audio should be triggered in Mobile Safari. Thanks Apple (thanks @MyCatCarlos for the heads-up #2095 )
2015-09-22 11:46:58 +01:00
Richard Davey
d86d01bd25
Camera.setBoundsToWorld only adjusts the bounds if it exists (thanks @prudolfs #2099 )
2015-09-20 21:07:28 +01:00
Richard Davey
96de58cc5f
Added lots more info to the jsdocs and tidied up the code for #2056
2015-09-19 11:50:26 +01:00
photonstorm
4c5dfc4847
Optimised getSmoothingEnabled, setSmoothingEnabled and setImageRenderingCrisp.
2015-09-15 14:18:00 +01:00
photonstorm
b9fcb7f179
Optimised size of PIXI.CanvasRenderer.mapBlendModes and started removal of options object.
2015-09-15 13:54:17 +01:00
photonstorm
a8e972b25a
Under setTimeOut (or when forceSetTimeOut
was true) the Time was incorrectly setting Time.timeExpected
causing game updates to lag (thanks @satan6 #2087 )
2015-09-14 16:31:16 +01:00
photonstorm
8915a570d9
Readme update.
2015-09-14 11:21:48 +01:00
photonstorm
e9cefbfccf
Added base64 polyfill for new Tiled export support.
2015-09-14 11:21:48 +01:00
Richard Davey
83eaf3a574
Added Node.js v4 stable to Travis config (thanks @phillipalexander #2070 )
2015-09-09 22:12:27 +01:00
Richard Davey
6c9e43ad36
DeviceButton was setting a duration
property on itself, which went against the read only getter of duration (thanks @winstonwolff)
2015-09-09 21:58:50 +01:00
photonstorm
90a500ec1e
Game.update could call updateLogic
multiple times in a single frame when catching up with slow device frame rates. This would cause Tweens to advance at twice the speed they should have done (thanks @mkristo)
...
Time.desiredFpsMult is a pre-calculated multiplier used in Game.update.
Time.refresh updates the `Time.time` and `Time.elapsedMS` values and is called automatically by Game.update.
2015-09-09 12:09:18 +01:00
Richard Davey
ee0094f172
Docs update.
2015-09-08 23:00:15 +01:00
photonstorm
7487c15f0e
Doc updates.
2015-09-08 15:56:28 +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
Richard Davey
38eca4d5b9
Filter.addToWorld allows you to quickly create a Phaser.Image object at the given position and size, with the Filter ready applied to it. This can eliminate lots of duplicate code.
2015-09-03 00:46:47 +01:00
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
Richard Davey
af194d447c
jsdoc fix #2049
2015-08-31 10:57:54 +01:00
photonstorm
32b0c98f7a
Group.resetChild is a new method that allows you to call both child.reset
and/or child.loadTexture
on the given child object. This is used internally by getFirstDead
and similar, but is made public so you can use it as a group iteration callback. Note that the child must have public reset
and loadTexture
methods to be valid for the call.
...
Group.getFirstDead, Group.getFirstAlive and Group.getFirstExists all have new optional arguments: `createIfNull`, `x`, `y`, `key` and `frame`. If the method you call cannot find a matching child (i.e. getFirstDead cannot find any dead children) then the optional `createIfNull` allows you to instantly create a new child in the group using the position and texture arguments to do so. This allows you to always get a child back from the Group and remove the need to do null checks and Group inserts from your game code. The same arguments can also be used in a different way: if `createIfNull` is false AND you provide the extra arguments AND a child is found then it will be passed to the new `Group.resetChild` method. This allows you to retrieve a child from the Group and have it reset and instantly ready for use in your game without any extra code.
2015-08-28 12:23:48 +01:00
Richard Davey
14dd1eabbf
Updated readme.
2015-08-28 09:14:09 +01:00
photonstorm
f0d7da1c56
Removed RND.float as it's a reserved word :(
...
Fixed jshint errors.
2015-08-27 19:28:01 +01:00
photonstorm
ddcc46124c
RandomDataGenerator.float is a new alias for the method 'realInRange' and takes the same arguments.
2015-08-27 14:57:23 +01:00
photonstorm
9798864cc6
Emitter.emitParticle now has 4 new optional arguments: x
, y
, key
and frame
. These allow you to override whatever the Emitter default values may be and emit the particle from the given coordinates and with a new texture.
2015-08-27 14:48:52 +01:00
Richard Davey
a1bd35fc35
Tidied up formatting and improved jsdocs.
2015-08-26 19:13:46 +01:00
photonstorm
1e88bdda70
Loader.bitmapFont wouldn't automatically set the atlasURL
value if just the key was given.
2015-08-25 13:46:28 +01:00
photonstorm
482d3c9882
Preparing for 2.4.4 dev.
2015-08-24 16:01:58 +01:00
photonstorm
db641ca82e
Updated date in the readme.
2015-08-24 15:56:06 +01:00
photonstorm
94223c66b7
Updated blend mode multiply check ( #1994 )
2015-08-24 13:53:46 +01:00
photonstorm
cc7b632a37
Phaser.TilemapParser.INSERT_NULL is a new boolean that controls what happens when the parser encounters an empty tile: When scanning the Tiled map data the TilemapParser can either insert a null value (true) or a Phaser.Tile
instance with an index of -1 (false, the default). Depending on your game type depends how this should be configured. If you've a large sparsely populated map and the tile data doesn't need to change then setting this value to true
will help with memory consumption. However if your map is small, or you need to update the tiles (perhaps the map dynamically changes during the game) then leave the default value set (thanks #1982 )
2015-08-24 12:36:23 +01:00
photonstorm
0cce3f8287
Enabling a filter on a display object that had a blend mode set would cause the object to become invisible. The two cannot be combined, so when you set a filter on a display object it now automatically resets the blend mode to NORMAL
. The same does not happen in reverse however, so if you've got a filter set and then change the blend mode it will still break. Be careful to capture this yourself (thanks @wayfu #1994 )
2015-08-24 12:26:02 +01:00
photonstorm
09f5742410
Tilemap.shuffle was calling the deprecated Phaser.Utils.shuffle, which has now moved to Phaser.ArrayUtils.shuffle.
2015-08-24 12:02:43 +01:00
photonstorm
bcedd921b7
Cache.addSpriteSheet didn't include default values for the frameMax
, margin
and spacing
arguments (thanks @vladkens #2017 #2018 )
2015-08-24 11:43:34 +01:00
photonstorm
845a14ff55
TilingSprite._renderCanvas wasn't correctly allowing for pixel rounding (thanks @ximop #2022
2015-08-24 11:38:59 +01:00
photonstorm
5ffb5b558d
Tilemap.createFromObjects has been strengthened so that will only create Sprites for matching gids/ids/names. It also only sets the Sprite width and height values if they are present in the Tiled data (thanks @pparke #2012 )
2015-08-20 13:22:06 +01:00
photonstorm
22f7aacfcb
Added frameBased to the TweenManager and made Tween.frameBased reference that setting, allowing you to set it once ( #2015 )
2015-08-20 12:59:06 +01:00
photonstorm
99fbf35236
* Pointer.withinGame is no longer automatically set to 'false' in the Pointer.stop method - it will check if the Pointer actually is within the stage bounds and only set withinGame
to false if it's outside the bounds.
...
* MSPointer now has an `onPointerUpGlobal` handler for when the pointer is released outside of the canvas, but still within the browser window. This means that in IE11 a Sprites `onInputUp` event will now trigger even when outside the canvas (thanks @bvargish #2000 )
* MSPointer now has handles for the pointer being over and outside of the canvas element, which sets the Pointer.withinGame booleans accordingly. It also triggers the Mouse.mouseOutCallback and Mouse.mouseOverCallback callbacks respectively.
* The MSPointer event listeners have been renamed to all lower-case, i.e. 'pointerDown' is now 'pointerdown'.
2015-08-20 12:47:50 +01:00
photonstorm
55a7699381
Setting a P2.Body from Static or Kinematic to Dynamic will now automatically adjust the Body.mass to be 1 (thanks @wayfu #2005 )
2015-08-20 11:19:30 +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
photonstorm
ac77bb8e46
Fixed download links.
2015-08-18 12:40:24 +01:00
Richard Davey
19584b78a3
Readme update.
2015-08-07 02:56:44 +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
7588e123c7
Line.centerOn will position the Line so that its midpoint lays on the coordinates given.
2015-08-07 01:40:37 +01:00
Richard Davey
614b84e2ea
* Line.rotateAround allows you to rotate a Line around the given coordinates (in world space)
...
* Point.rotate uses a faster and simpler rotation function when no distance argument is specified.
* Line.rotate used a calculation method which resulted in the line growing (or shrinking) in length over time, the more it was rotated. The new method never changes the lines length.
2015-08-07 01:35:31 +01:00
Richard Davey
13e97532b8
Docs update.
2015-08-06 23:36:50 +01:00
photonstorm
8e7b717a50
Line.midPoint will return a Point object where the x and y values correspond to the center (or midpoint) of the Line segment.
2015-08-06 17:10:39 +01:00