Commit graph

1092 commits

Author SHA1 Message Date
photonstorm
5a6ae5f696 Tilemap.putTile now correctly re-calculates the collision data based on the new collideIndexes array (fixes #371)
Tilemap.putTile can now insert a tile into a null/blank area of the map (before it could only replace existing tiles)
2014-03-04 03:08:35 +00:00
Richard Davey
b5df53b4f6 Merge pull request #507 from clark-stevenson/patch-1
PIXI + Phaser Definitions
2014-03-04 02:05:45 +00:00
photonstorm
f9cad58082 Labs code updates. 2014-03-04 01:40:02 +00:00
photonstorm
a30c2c87a9 New build files. 2014-03-04 01:29:04 +00:00
photonstorm
8c2502d37d Group.xy(index, x, y) allows you to set the x and y coordinates of a Group child at the given index.
Group.reverse() reverses the display order of all children in the Group.
New labs demo.
Fixed some Easing docs issues.
2014-03-04 01:27:57 +00:00
clark-stevenson
700d8d5258 PIXI + Phaser Definitions
Thanks to @natelong for Maintaining the original PIXI definitions.

Updated to 1.5.2 PIXI. 

Needs testing. May be missing updates from the dev branch of Phaser 1.2 that occurred in the last few days.  

Warning! I made Phaser.point extend PIXI.Point. It was the only way I could get this to work. 

If class property position is PIXI.Point
And you try to overlay position with Phaser.Point

I get "X cannot extend Y type mismatch" for a whole bunch of classes. Only when I extend PIXI.Point does the errors dissapear. 

Also was not sure to include PIXI in this file or a separate one.
2014-03-03 23:46:24 +00:00
photonstorm
67ad898294 Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples)
Added new Retro Font examples.
2014-03-03 22:43:35 +00:00
photonstorm
7183322259 Renamed Phaser.BitmapFont to Phaser.RetroFont because I believe it will cause confusion otherwise. Also tidied up the asset fonts folder. 2014-03-03 17:05:28 +00:00
photonstorm
6cc09fce67 Updated Pixi to fix roundToPixel error. 2014-03-03 16:13:50 +00:00
photonstorm
833960b3c8 Animation.looped has been renamed to Animation.loop. It's a boolean you can toggle at run-time to turn on/off animation looping.
A single Animation object now has 3 new events: onStart, onLoop and onComplete.
Animation.loopCount holds the number of times the animation has looped since it last started.
Animation.stop has a new parameter: dispatchComplete. If true it'll dispatch an Animation.onComplete event.
2014-03-03 16:05:55 +00:00
photonstorm
4a370c82cf You can now load in CSV Tilemaps again and they get created properly (fixes #391)
You can now create blank Tilemaps and then populate them with data later.
2014-03-03 13:45:47 +00:00
photonstorm
960e8cace6 Updated blank tilemap example with painting tool. 2014-03-03 11:40:40 +00:00
photonstorm
502d74ee39 Keyboard.event now stores the most recent DOM keyboard event. 2014-03-03 11:18:56 +00:00
photonstorm
d8f5832fa2 Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
Loads of updates across most the Tilemap files. Not finished yet, still CSV loading to do and a multi-tileset issue to resolve, but it's a lot more flexible now.
2014-03-03 05:19:46 +00:00
photonstorm
6f513042c1 Tween no longer copies all the object properties into the _valuesStart object on creation.
Fixed shadow bug in Debug.text
Fixed tween examples.
2014-03-03 02:40:59 +00:00
photonstorm
76040d303e Added in the Gestures support contribution for testing. 2014-03-03 01:42:11 +00:00
photonstorm
61376093fd Updated all the examples to use the new Debug methods. 2014-03-03 01:19:31 +00:00
photonstorm
c4a68e3e87 The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499)
All the Debug methods have had the word 'render' removed from the start. So where you did `debug.renderSpriteInfo` before, it's now just `debug.spriteInfo`.
Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
2014-03-03 00:46:03 +00:00
photonstorm
418a161b46 Testing webgl debug overlay. 2014-03-02 20:51:44 +00:00
photonstorm
442e6bb776 Events.onInputUp would be dispatched twice if the Sprite had drag enabled, now only dispatched once (thanks Overbryd, fixes #502)
Changed webfont URI back to //
2014-03-02 11:31:26 +00:00
Richard Davey
3794a846d4 Merge pull request #504 from georgiee/fix-single-polygon
Phaser.Physics.Body#loadPolygon
2014-03-02 11:26:31 +00:00
Richard Davey
a7dbd6e626 Merge pull request #498 from alvinsight/1.2
Examples updated
2014-03-02 11:23:59 +00:00
photonstorm
0eb23d4b11 RandomDataGenerator.integerInRange(min, max) now includes both min and max within its range (#501) 2014-03-02 11:21:30 +00:00
photonstorm
52118be088 Sound.onMarkerComplete event is now dispatched when a marker stops. See Sound.onLoop for a looping marker event (thanks registered99, fixes #500) 2014-03-02 11:11:20 +00:00
photonstorm
66bdf56349 The physics world is now cleared on state swap (fixes #505) 2014-03-02 11:04:04 +00:00
photonstorm
33da238e97 Updated pixi.js 2014-03-02 10:58:51 +00:00
photonstorm
7ff4e51ab1 Time.reset does a removeAll on any Timers.
Device no longer things a Windows Phone or Windows Tablet are desktop devices (thanks wombatbuddy, fixes #506)
2014-03-02 10:56:39 +00:00
Georgios Kaleadis
a1bb3ea23b pop first element if there is only one shape 2014-03-01 12:04:30 +01:00
photonstorm
664d5b3e2c Fixed issue where Image, Sprite, etc wouldn't call preUpdate or postUpdate of its children.
Fixed issue where renderOrderID wasn't being assigned correctly, causing the Input Handler to be unable to select the "top" item on a display list (would all default to zero)
Fixed issue where Stage would assign renderOrderIDs in reverse, should be in sequence.
Fixed issue where objects where checking World for the currentRenderOrderID by mistake instead of Stage.
Basically, input handling works a lot better now for Groups and nested objects :)
2014-02-28 19:45:15 +00:00
photonstorm
8dcfef8db0 Updated to latest Pixi build (can do away with our own local patch now).
Group.sendToBottom(child) is the handy opposite of Group.bringToTop()
Group.moveUp(child) will move a child up the display list, swapping with the child above it.
Group.moveDown(child) will move a child down the display list, swapping with the child below it.
2014-02-28 18:55:07 +00:00
alvinsight
27cea5e6f0 Tidying up a bit 2014-02-28 18:40:06 +00:00
alvinsight
f17cdd9c32 Updated a lot of examples to Phaser 2.0 :) 2014-02-28 18:22:52 +00:00
photonstorm
bbc0f4a18a Updated grunt script so it can copy the build files to the right location. 2014-02-28 11:12:49 +00:00
photonstorm
8662cd2fd4 Brand new Grunt task - creates each core library as its own file and a combined phaser.js.
New build script now cleanly splits Phaser, Pixi and p2 so they are each UMD wrapped and each available in the global scope (now more requireJS friendly!).
phaser-no-libs.js allows you to use your own version of p2.js or pixi.js with Phaser. Warning: This is totally unsupported. If you hit bugs, you fix them yourself.
Fixed silly instanceof bug in game objects (sorry guys).
2014-02-28 09:30:53 +00:00
photonstorm
4562939e4e Fixed stupid error in destroy(). 2014-02-28 06:17:18 +00:00
photonstorm
e45a929b00 Body.loadPolygon now parses all shapes that may exist in a JSON data file, and re-creates them all on the Body. Assumes shapes are CCW + Convex (tested working with Lime Exportor). Almost fixes #449 but Body rotation seems to screw orientation of shapes. 2014-02-28 05:46:02 +00:00
photonstorm
8dc28f4800 Animation.speed added. You can now change the animation speed on the fly, without re-starting the animation (feature request #458) 2014-02-28 04:32:12 +00:00
photonstorm
e3d53ad6a3 Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
If the game was set to NO_SCALE and you swapped orientation, it would pause and resize, then fail to resize when you swapped back (thanks starnut, fixes #258)
2014-02-28 04:15:28 +00:00
photonstorm
09d4a35b7f Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it. 2014-02-28 03:55:06 +00:00
photonstorm
34ee2b0b20 Fixed issue with CocoonJS detection in Device.
Fixed docs issue in Tilemap.
Created landscape pointer test, confirmed working fine (issue #276)
2014-02-28 03:09:04 +00:00
photonstorm
43cd5e4b3f Fixed the Tunnel filter. Had to patch Pixi to do it :( But no other choice for now until they merge my pull request. 2014-02-27 23:28:28 +00:00
photonstorm
3568dc4ff1 Pixi GrayFilter ported over (thanks nickryall #404)
Fixed Time.totalElapsedSeconds, which gets the other filters working again too.
2014-02-27 22:35:06 +00:00
photonstorm
a8bd5db7ba Fixed smoothed value in Sprite and Image too. 2014-02-27 21:57:57 +00:00
photonstorm
5c30fd019f Stage.smoothed was returning the opposite of its actual setting (#494) 2014-02-27 21:56:47 +00:00
photonstorm
10b3dbf74a Loader.replaceInFileList wouldn't over-write the previous entry correctly, which caused the Loader.image overwrite parameter to fail (thanks basoko, fixes #493) 2014-02-27 21:41:54 +00:00
photonstorm
7e12075be1 Buttons are now cleanly destroyed if part of a Group without leaving their InputHandler running.
You can now safely destroy a Group and the 'destroyChildren' boolean will propogate fully down the display list.
Calling destroy on an already destroyed object would throw a run-time error. Now checked for and aborted.
Calling destroy while in an Input Event callback now works for either the parent Group or the calling object itself.
In Group.destroy the default for 'destroyChildren' was false. It's now `true` as this is a far more likely requirement when destroying a Group.
All GameObjects now have a 'destroyChildren' boolean as a parameter to their destroy method. It's default is true and the value propogates down its children.
2014-02-27 20:05:16 +00:00
photonstorm
53c10ca31f The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now.
The grunt task now has a new `noUmd` option which builds Phaser without the UMD wrapper.
2014-02-27 17:00:14 +00:00
photonstorm
4d284029c7 Tweens now resume correctly if the game pauses (focus loss) while they are paused.
Tweens don't double pause if they were already paused and the game pauses.
2014-02-26 23:27:22 +00:00
photonstorm
86374d4437 Phaser.Timer will no longer resume if it was previously paused and the game loses focus and then resumes (fixes #383)
Phaser.Timer.stop has a new parameter: clearEvents (default true), if true all the events in Timer will be cleared, otherwise they will remain (fixes #383)
2014-02-26 20:12:17 +00:00
photonstorm
db090601b8 The Timer will no longer create negative ticks during game boot, no matter how small the Timer delay is (fixes #366) 2014-02-26 19:52:23 +00:00