photonstorm
57ff6f4176
Fixed applyInverse point cache bug.
2015-02-17 05:14:09 +00:00
photonstorm
1229c791b3
Added Body.dirty flag (reserved for future use)
2015-02-17 05:13:54 +00:00
photonstorm
0588f95f4c
Body.phase renamed to Body.dirty.
2015-02-17 05:13:36 +00:00
photonstorm
86f05160b7
Removed array length vars and added strict equalities.
2015-02-17 05:13:12 +00:00
photonstorm
8483eac6aa
Removing all use of _cache from all Game Objects.
2015-02-16 17:22:51 +00:00
photonstorm
9670c8aa86
InputHandler.enableDrag with a boundsRect set now takes into account the Sprites anchor when limiting the drag (thanks @unindented #1593 )
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InputHandler.enableDrag with a boundsSprite set now takes into account both the Sprites anchor and the boundsSprite anchor when limiting the drag.
2015-02-16 15:49:46 +00:00
photonstorm
8c23bca62d
Sprite.left, Sprite.right, Sprite.top, Sprite.bottom are new properties that contain the totals of the Sprite position and dimensions, adjusted for the anchor.
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Sprite.offsetX and Sprite.offsetY contain the offsets from the Sprite.x/y coordinates to the top-left of the Sprite, taking anchor into consideration.
2015-02-16 15:47:55 +00:00
photonstorm
01a23b7d91
Tween.to now correctly accepts arrays are destination values, which makes the Tween interpolate through each value specified in the array using the defined Tween.interpolation method (see new example, thanks @FridayMarch26th #1619 )
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Tween.interpolationFunction was using the incorrect context to invoke the function. This is now defined in `TweenData.interpolationFunctionContext` and defaults to `Phaser.Math`. If you provide your own interpolation function then please adjust the context accordingly (thanks @FridayMarch26th #1618 )
2015-02-16 12:23:54 +00:00
zeh fernando
dc68c6aa8a
Updated to Pixi 2.2.5
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Updated definitions to be compatible with Pixi 2.2.5
2015-02-15 18:52:11 -05:00
photonstorm
ae198e9364
InputHandler was using the wrong property in checkBoundsSprite
when fixedToCamera (thanks @yig #1613 )
2015-02-14 19:10:06 +00:00
photonstorm
e9a77d95eb
Deviations, oh the horror!
2015-02-12 09:44:53 +00:00
Richard Davey
a672e4adca
Merge pull request #1614 from clark-stevenson/dev
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Updated to 11 Feb 22:30. Make greater use of Union Types.
2015-02-12 09:40:51 +00:00
Richard Davey
b7eeb977d3
Merge pull request #1617 from Bilge/patch-4
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lineColor property is actually numeric.
2015-02-12 09:40:28 +00:00
Bilge
58e7eed05a
LineColor property is actually numeric.
2015-02-12 00:49:16 +00:00
photonstorm
f60b2b7635
World.setBounds if called after you had already started P2 Physics would incorrectly create a new collision group for the wall objects. P2.World now remembers the settings you provide for each wall and the collision group, and re-applies these settings should the world dimensions ever change (thanks @nextht #1455 )
2015-02-11 22:33:29 +00:00
Clark Stevenson
2e9728e99f
Updated to 11 Feb 22:30. Make greater use of Union Types.
2015-02-11 22:24:47 +00:00
photonstorm
b692d3b456
PIXI.TextureSilentFail is a boolean that defaults to false
. If true
then PIXI.Texture.setFrame
will no longer throw an error if the texture dimensions are incorrect. Instead Texture.valid
will be set to false
( #1556 )
2015-02-11 22:10:53 +00:00
photonstorm
daf8440247
Tile.properties is now unique to that specific Tile, and not a reference to the Tileset index bound properties object. Tile.properties can now be modified freely without impacting other tiles sharing the same id ( #1254 )
2015-02-11 21:40:37 +00:00
photonstorm
8892f46a83
PIXI.WebGLRenderer.destroy has been fixed to decrement the glContextId
and remove it from the PIXI.instances global. Game.destroy
now hooks into this. This now means that you can now delete and create your Phaser game over and over without it crashing WebGL after the 4th attempt ( #1260 )
2015-02-11 21:02:15 +00:00
photonstorm
b68c3071a6
Phaser.Ellipse.contains is now working again (thanks @spayton)
2015-02-11 18:51:35 +00:00
photonstorm
0e7820bde5
Group.forEach (and many other Group methods) now uses the children.length
value directly instead of caching it, which both helps performance and stops the loop from breaking should you remove a Group child in the invoked callback.
2015-02-11 17:19:56 +00:00
photonstorm
5967f01a49
jshint fix.
2015-02-11 16:57:24 +00:00
photonstorm
c243222889
Docs update #1231
2015-02-11 16:41:56 +00:00
photonstorm
599bcf5f97
Loader.audiosprite has a new jsonData
parameter. It allows you to pass a pre-existing JSON object (or a string which will be parsed as JSON) to use as the audiosprite data, instead of specifying a URL to a JSON file on the server (thanks @jounii #1447 )
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Loader.audiosprite has a new `autoDecode` parameter. If `true` the audio file will be decoded immediately upon load.
2015-02-11 16:16:58 +00:00
photonstorm
aa2df803b7
Pointer.stop would call event.preventDefault
if Pointer._stateReset
was true
, which is always true
after a State has changed and before Pointer.start has been called. However this broken interacting with DOM elements in the case where the State changes and you immediately try to use the DOM element without first having clicked on the Phaser game. An additional guard was added so preventDefault
will now only be called if both _stateReste
and Pointer.withinGame
are true (thanks @satan6 #1509 )
2015-02-11 16:03:24 +00:00
photonstorm
42c75c0ad2
Updated jsdocs to mention roundPixels ( #1377 )
2015-02-11 15:32:52 +00:00
photonstorm
9c71afb929
New 2.3 build files.
2015-02-11 15:20:59 +00:00
photonstorm
afd4108f04
Readme update.
2015-02-11 15:11:33 +00:00
Richard Davey
b560af992f
Merge pull request #1375 from pnstickne/wip-text-consistency
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Text - font components can be specified as part of "style"
2015-02-11 15:06:48 +00:00
photonstorm
6b8622a336
Timer.update was calling the TimerEvent callback even if TimerEvent.pendingDelete
was already set to true
, causing timer events to stack-up in cases where a new TimerEvent was generated in the callback (thanks @clowerweb #838 )
2015-02-11 14:43:23 +00:00
photonstorm
74bee324a5
Sound.fadeIn now supports fading from a marker, as well as the entire audio clip, so now works with audio sprites (thanks @vorrin #1413 )
2015-02-11 13:52:16 +00:00
photonstorm
6506e8d7e6
JSdocs update ( fix #1520 )
2015-02-11 13:47:58 +00:00
photonstorm
ff76cf75ad
jsdoc fixes.
2015-02-11 05:19:09 +00:00
photonstorm
29fd37aed7
Formatting update.
2015-02-11 05:19:00 +00:00
photonstorm
ea86bc85b4
jsdoc typo / spelling fixes.
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Also all audio decoding is now passed to the SoundManager to handle, rather than duplicate the effort in the Loader.
2015-02-11 05:18:52 +00:00
photonstorm
dfee82834d
Sound.loop even when set for WebAudio wouldn't use the AudioContext loop property because Sound.start was being invoked with an offset and duration. Now if loop
is true and no marker is being used it will use the native Web Audio loop support ( #1431 )
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SoundManager.setDecodedCallback lets you specify a list of Sound files, or keys, and a callback. Once all of the Sound files have finished decoding the callback will be invoked. The amount of time spent decoding depends on the codec used and file size. If all of the files given have already decoded the callback is triggered immediately.
Sound.loopFull is a new method that will start playback of the Sound and set it to loop in its entirety.
2015-02-11 05:17:53 +00:00
photonstorm
18ff04810f
ArcadePhysics.distanceToPointer now calculates the distance in world space values.
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ArcadePhysics.moveToPointer no longer goes crazy if the maxTime parameter is given and the Sprite is positioned in a larger game world (thanks @AnderbergE #1472 )
2015-02-10 22:16:35 +00:00
photonstorm
7a066a3a8c
World.setBounds will now adjust the World.x/y values to match those given ( #1555 )
2015-02-10 21:40:53 +00:00
photonstorm
cc7096b045
jsdoc fix #1543
2015-02-10 21:22:36 +00:00
photonstorm
0054dc996b
The Loader now directly calls StateManager.loadComplete rather than the StateManager listening for the loadComplete event, because Loader.reset unbinds this event (and it's easy to accidentally remove it too)
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Loader.onLoadComplete is dispatched *before* the Loader is reset. If you have a `create` method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually.
2015-02-10 17:04:04 +00:00
photonstorm
dfc8ff32d2
You can now tint animated Sprites in Canvas mode. Or change the texture atlas frame of a tinted Sprite or Image. Please note that this is pretty expensive (depending in the browser), as the tint is re-applied every time the *frame changes*. The Pixi tint cache has also been removed to allow for subtle tint color shifts and to avoid blowing up memory. So use this feature sparingly! But at least it does now work ( #1070 )
2015-02-10 14:53:55 +00:00
photonstorm
823997744b
Docs update.
2015-02-10 14:53:55 +00:00
Richard Davey
960383818b
Merge pull request #1609 from mikaturunen/dev
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Read ObjectLayer Objects .type property for Tiles
2015-02-10 13:50:36 +00:00
photonstorm
6c9f8a1979
Typo fixes and removed old phaser versions and replaced with cdn.js link.
2015-02-10 13:32:03 +00:00
photonstorm
816a80f39a
If Body.customSeparateX
or customSeparateY
is true
then the Body will no longer be automatically separated from a **Tilemap** collision or exchange any velocity. The amount of pixels that the Body has intersected the tile is available in Body.overlapX
and overlapY
, so you can use these values to perform your own separation in your collision callback ( #992 )
2015-02-10 12:58:12 +00:00
Mika Turunen
be3edd8437
Now the backwards compatibility is not broken
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As implementation is leaning on 0.11.0 feature of Tiled, I made sure the earlier Tiled files that might be used are not going to break from this. Defaulting to empty string if the .type property is not defined by Tiled (for Tiled < 0.11.0), otherwise we use the provided value.
2015-02-10 14:54:14 +02:00
photonstorm
4489a12fd8
Sprite.loadTexture and Image.loadTexture now no longer call updateTexture
if the texture given is a RenderTexture. This fixes issues with RetroFonts in IE11 WebGL as well as other RenderTexture related IE11 problems ( #1310 #1381 #1523 )
2015-02-10 12:27:55 +00:00
photonstorm
c154b8c785
Loader.resetLocked is a boolean that allows you to control what happens when the loader is reset, *which happens automatically on a State change*. If you set resetLocked
to true
it allows you to populate the loader queue in one State, then swap to another State without having the queue erased, and start the load going from there. After the load has completed you could then disable the lock again as needed.
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Loader.reset has a new optional 2nd parameter `clearEvents` which if set to `true` (the default is false) will reset all event listeners bound to the Loader.
2015-02-10 11:58:17 +00:00
Mika Turunen
8a197b6023
Read ObjectLayer Objects .type property for Tiles
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Why isn't the .type already read from the objects details as it's there? Latest release version of Tiled 0.11.0 has this field for Objects and it's quite extensively used by other frameworks.
Well, I need this and I suppose there are other people too who might be interested in having this in here too. Currently I go around this by creating a custom property of "type" and setting my value on it but that's just extremely silly.
2015-02-10 11:05:28 +02:00
photonstorm
ec732e497f
Docs update.
2015-02-09 22:19:05 +00:00