photonstorm
597b828d7a
StateManager.boot would call start on a State twice if it was added to the game and started before the DOM load had completed. This didn't cause an error but was duplicating function calls needlessly.
2014-09-18 05:14:44 +01:00
photonstorm
d68ed61999
If you called StateManager.start from within a states init
method which also had a preload
method it would fail to start the next State.
2014-09-18 05:11:58 +01:00
Richard Davey
cf363a56f1
Cache.removeImage has a new parameter: removeFromPixi
which is true
by default. It will remove the image from the Pixi BaseTextureCache as well as from the Phaser Cache. Set to false if you don't want the Pixi cache touched.
2014-09-16 12:20:03 +01:00
photonstorm
fc6b7dd36c
StateManager.unlink will null all State-level Phaser properties, such as game
, add
, etc. Useful if you never need to return to the State again.
2014-09-15 13:19:01 +01:00
photonstorm
60acef2f97
If Game Objects change their frame, such as with an animated Sprite, and the change goes from a previously trimmed frame to a non-trimmed (full size) one, then the previous trim values were still left active, causing it to glitch (thanks stupot)
2014-09-11 20:56:01 +01:00
photonstorm
e5cac96302
Preparing for 2.1.2
2014-09-11 12:02:20 +01:00
photonstorm
5b922be56e
Version 2.1.1. of Phaser is an emergency point release. It addresses a potential race condition that could happen in States that tried to change state from the create
method but had an empty preloader or pre-cached assets.
2014-09-11 10:38:40 +01:00
photonstorm
a1a0861070
readme update + screen shot
2014-09-11 10:38:38 +01:00
photonstorm
b801630d78
Preparing for 2.1.1 development.
2014-09-09 16:50:23 +01:00
photonstorm
33d9b19e29
The Debug canvas is now cleared on State swap.
2014-09-09 15:28:58 +01:00
photonstorm
133ffd5fd1
2.1.0 docs updates.
2014-09-09 14:47:30 +01:00
photonstorm
1f089d74c5
Phaser.Easing.Default is a new property that is used when a specific type of ease isn't given. It defaults to Linear.None but can be overridden to anything (thanks @alvinsight)
2014-09-09 14:01:49 +01:00
photonstorm
c40c140631
Camera.roundPx is a new boolean. If set to true
it will call view.floor
as part of its update loop, keeping its boundary to integer values. Set to false
to disable this from happening ( #1141 )
2014-09-09 12:47:27 +01:00
photonstorm
79d873f47b
If you are using CocoonJS, please set your game render type to CANVAS and not WEBGL or AUTO. You should also disable any of the ScaleManager screen resizing or margin setting code. By default in this mode CocoonJS will now set 'screencanvas=true' which helps with performance significantly.
2014-09-08 22:34:53 +01:00
photonstorm
282db76351
Readme update.
2014-09-08 22:34:53 +01:00
photonstorm
df16970bcc
Readme update.
2014-09-08 22:34:53 +01:00
photonstorm
59f7c53019
P2.Body.addCapsule didn't use to pass the radius value through pxm, but now does so you have to specify it in pixels, not meters.
2014-09-08 22:34:53 +01:00
photonstorm
4903e47a98
Rectangle.topRight returns a Point object that represents the top-right coordinate of the Rectangle.
2014-09-05 15:45:47 +01:00
photonstorm
0af4ec4da2
The StateManager will now check if a State has a method called resize
. If it does, and if the game is running in the RESIZE Scale Mode then this method will be called whenever the game resizes. It will be passed two parameters: width
and height
that will match the games new dimensions. Resizing can happen as a result of either the parent container changing shape, or the browser window resizing.
2014-09-05 06:22:10 +01:00
photonstorm
f2a8a927f9
Group.addMultiple allows you to pass an array of game objects and they'll all be added to the Group in turn.
2014-09-05 06:01:25 +01:00
photonstorm
cb14fd1c01
Rectangle.centerOn(x,y) allows you to quickly center a Rectangle on the given coordinates.
2014-09-05 04:13:21 +01:00
photonstorm
d5ffe1f971
Phaser.Mouse will now add a listener to the window
to detect mouseup
events. This is used to detect if the player releases the mouse while outside of the game canvas. Previously Pointer objects incorrectly thought they were still pressed when you returned the mouse over the canvas ( #1167 )
2014-09-04 23:29:43 +01:00
Richard Davey
7ee1564f2e
Signal.removeAll would ignore the context parameter and remove all bindings regardless (thanks @alect #1168 )
2014-09-04 22:24:47 +01:00
Richard Davey
55400ce988
World.createDistanceConstraint signature changed to include new local anchors (thanks @rhmoller #1169 )
2014-09-04 22:22:10 +01:00
photonstorm
9aaa8d80ca
jsdocs, fixes to load, draw, copy and addToWorld.
2014-09-04 05:05:30 +01:00
photonstorm
7d9a4f4100
Phaser.Text wouldn't render the text to its local canvas if you passed the text on the constructor and didn't add it to the display list. If a string is given it now updates the local canvas on creation.
2014-09-04 02:18:12 +01:00
Richard Davey
0d486aa949
Updated the road map.
2014-09-03 23:01:24 +01:00
Richard Davey
168ce82fe8
Rectangle.bottom setter swapped the order of the calculation (thanks @JakeCoxon #1165 )
2014-09-03 22:42:24 +01:00
Richard Davey
fe0c03d5d7
Phaser.Text.destroy will now destroy the base texture by default ( #1162 )
2014-09-03 22:34:10 +01:00
Richard Davey
42f19f4978
Phaser.Canvas.setImageRenderingCrisp now sets image-rendering: pixelated, perfect for pixel art and which is now supported in Chrome 38.
2014-09-03 22:16:03 +01:00
photonstorm
15e6edc56b
BitmapData.copy no longer creates any temporary variables. It also accurately copies over Sprite/Image values before drawing them.
...
Creation now defaults to a texture size of 256x256.
2014-09-03 12:53:07 +01:00
photonstorm
1f84024a3e
Cache.getImage now returns null if no image was found.
2014-09-03 11:11:48 +01:00
photonstorm
8bc5ba8d7d
Tween.generateData would skip the end values in the data array. They are now included as the object in the final array element.
2014-09-02 15:45:52 +01:00
photonstorm
865c6878bf
P2.World.getSprings used to return an empty array, but now returns all the Springs in the world ( #1134 )
2014-09-02 15:06:43 +01:00
photonstorm
d26f937f1c
RetroFont has a new property called frameData which contains the Frame objects for each of the letters in the font, which can be used by Sprites.
2014-09-02 00:41:53 +01:00
Richard Davey
152335ff46
docs update.
2014-09-01 21:33:29 +01:00
Carlos Martinez
a869939bc3
Merge branch 'master' of https://github.com/photonstorm/phaser into dev
2014-09-01 14:20:15 +01:00
photonstorm
070e33f1e7
ArcadePhysics.overlap has been updated so that the Body.overlapX/Y properties are set to the amount the two bodies overlapped by. Previously they were zero and only populated during the separation phase, but now the data is available for just overlap checks as well. You can then use these values in your ovrelap callback as required - note that they are changed for every check, so a Sprite overlap tested against 10 other sprites will have the overlapX/Y values updated 10 times in a single collision pass, so you can only safely use the values in the callback ( #641 )
2014-09-01 03:54:55 +01:00
photonstorm
7fc37751b2
ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state.
2014-09-01 03:30:02 +01:00
photonstorm
8fec5169f0
Added Sound._muteVolume which stops Firefox and IE9 crashing if you try to unmute a sound that hasn't yet been muted, which can also happen as a result of a game visibility change (thanks @osmanzeki #1108 #1123 )
2014-09-01 03:13:05 +01:00
photonstorm
80d1df4705
ScaleManager.setMinMax(minWidth, minHeight, maxWidth, maxHeight) is a handy function to allow you to set all the min/max dimensions in one call.
2014-09-01 03:07:17 +01:00
photonstorm
fe9dbd15e5
The World bounds can now be set to any size, including smaller than the game dimensions. Before it was locked to a minimum size of the game canvas, but it can now be anything.
2014-09-01 02:41:07 +01:00
photonstorm
1a60d641b1
Canvas.removeFromDOM(canvas) will remove a canvas element from the DOM.
...
Game.destroy now removes the games canvas element from the DOM.
2014-09-01 02:38:21 +01:00
photonstorm
97d771c4e8
ScaleManager has a new scaleMode called RESIZE
which will tell Phaser to track the size of the parent container (either a dom element or the browser window if none given) and set the canvas size to match it. If the parent changes size the canvas will resize as well, keeping a 1:1 pixel ratio. There is also a new ScaleManager.setResizeCallback method which will let you define your own function to handle resize events from the game, such as re-positioning sprites for a fluid responsive layout ( #642 )
...
The width and height given to the Phaser.Game constructor can now be numbers or strings in which case the value is treated as a percentage. For example a value of "100%" for the width and height will tell Phaser to size the game to match the parent container dimensions exactly (or the browser window if no parent is given). Equally a size of "50%" would tell it to be half the size of the parent. The values are retained even through resize events, allowing it to maintain a percentage size based on the parent even as it updates.
2014-09-01 01:52:04 +01:00
photonstorm
5fb8c7eb85
ScaleManager window.resize handler would constantly dispatch enterPortrait and enterLandscape events on window resizing, regardless if it actually entered that orientation or not.
...
Stage.offset has been moved to ScaleManager.offset
Stage.bounds has been removed, you can access it via Stage.getBounds.
Stage.checkOffsetInterval has been moved to ScaleManager.trackParentInterval
ScaleManager.hasResized signal has been removed. Use ScaleManager.setResizeCallback instead.
2014-09-01 01:02:48 +01:00
photonstorm
e3f11d5aba
change log update.
2014-08-31 00:21:47 +01:00
photonstorm
92386221e4
Tile.setCollision now adjusts the tiles interesting faces list as well, this allows you to create one-way jump tiles without using custom callbacks on a specific tile basis (thanks @RafaelOliveira #886 )
2014-08-29 18:03:32 +01:00
photonstorm
5546e5903c
Tiled polylines are now imported into the map objects property as well as map collision ( #1117 )
2014-08-29 16:56:30 +01:00
photonstorm
0284d0b98c
If Time.elapsed was > Time.timeCap it would reset the elapsed value to be 1 / 60. It's now set to Time.timeCap and Time.timeCap defaults to 1 / 60 * 1000
as it's a ms value (thanks @casensiom #899 )
2014-08-29 16:37:57 +01:00
photonstorm
10e7d8ff7e
TilemapParser.getEmptyData now correct adds an empty bodies array into layers. This fixes an issue where p2 couldn't convert a csv map into collision tiles (thanks @sru #845 )
2014-08-29 16:30:29 +01:00