Commit graph

3845 commits

Author SHA1 Message Date
photonstorm
a190823dad jsdoc fix. 2015-03-23 08:13:59 +00:00
photonstorm
4e3d189678 Updated Pixi version. 2015-03-23 08:13:59 +00:00
photonstorm
c84f488e31 Fixed typescript def for ResizeCallback #1659 #1680 2015-03-23 08:13:58 +00:00
Richard Davey
ae72107de8 Merge pull request #1685 from pnstickne/wip-1679
Animation - guard around destroy
2015-03-23 07:53:59 +00:00
Richard Davey
a10a18277a Merge pull request #1686 from englercj/dev
Add debug drawing for p2 capsule shape
2015-03-23 07:47:30 +00:00
Chad Engler
f5af981da3 fix missing semicolon 2015-03-22 21:28:27 -07:00
Chad Engler
97410f8907 add debug drawing for p2 capsule shape 2015-03-22 19:45:18 -07:00
Paul
6225bb0e94 Animation - guard around destroy
- Allows sprites (and/or the animation) to be destroyed from within
  the onUpdate, onLoop, or onComplete events
2015-03-22 17:01:37 -07:00
photonstorm
cb9ef4f12e Text.padding specifies a padding value which is added to the line width and height when calculating the Text size. ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions (#1561 #1518) 2015-03-19 01:54:14 +00:00
photonstorm
b13acdb23b TilingSprite.destroy fixed if TilingSprite hasn't ever been rendered (#1663) 2015-03-19 01:39:39 +00:00
photonstorm
5a9b509b44 ArraySet.removeAll allows you to remove all members of an ArraySet and optionally call destroy on them as well.
GameObject.input.dragStartPoint now stores the coordinates the object was at when the drag started. This value is populated when the drag starts. It can be used to return an object to its pre-drag position, for example if it was dropped in an invalid place in-game.
2015-03-19 00:51:13 +00:00
Richard Davey
23d31ffc62 Merge pull request #1677 from breakosaur/documentation-fixes
Fixed a few documentation typos.
2015-03-18 22:53:29 +00:00
breakosaur
bb600b4319 Fixed a few documentation typos. 2015-03-18 21:07:36 +00:00
photonstorm
62b2fb51d6 Link changed (fix #1672) 2015-03-18 19:25:12 +00:00
Richard Davey
358e0a6675 Merge pull request #1674 from englercj/dev
Fix debug drawing for p2 physics bodies
2015-03-18 19:21:59 +00:00
photonstorm
0868ff696f Defs update re: #1657 2015-03-18 19:17:42 +00:00
photonstorm
f2b03c8826 Readme updated. 2015-03-18 19:14:58 +00:00
photonstorm
165e5935c2 JSDoc fixes. 2015-03-18 19:14:58 +00:00
Richard Davey
e63569634c Merge pull request #1671 from pnstickne/wip-1666
Tilemap rendering sets initial state better
2015-03-18 19:12:23 +00:00
Richard Davey
c38632a191 Merge pull request #1675 from englercj/typescript-split
Split p2 definitions into its own file
2015-03-18 19:11:26 +00:00
Chad Engler
c458b6e7af split p2 definitions into its own file 2015-03-18 11:44:11 -07:00
Chad Engler
0b3850cc0c Fix debug drawing for p2 physics bodies 2015-03-18 01:19:32 -07:00
Paul
dcc83ec793 Tilemap renderer - context save/restore
- Added context save/restore; the secondary issue when the canvas
  is copied from later, and if any alpha is applied
2015-03-16 22:05:46 -07:00
Paul
54dba67f50 Tilemap rendering sets initial state better
- #1666 - previous alpha state could bleed through.
  Now the initial alpha and composite modes are set explicitly.
2015-03-16 21:35:39 -07:00
Richard Davey
283457a4f9 Merge pull request #1668 from pnstickne/wip-1664
Corrected logic when loading a pack from data
2015-03-16 10:08:42 +00:00
Paul
cc5d1d02e5 Loader: loading from pack data
- Corrected logic where packs added via data would still try to be loaded.
  This makes the behavior correct per the documentation and v2.2
2015-03-15 20:26:37 -07:00
photonstorm
6cf982a4a0 Fixed to Destroy component if still in render loop. 2015-03-11 01:44:46 +00:00
photonstorm
ee61d95980 Tidying up the Pixi source.
Added DisplayObject.destroy to cleanly remove all references, callbacks and cached textures (fixes #1656)
2015-03-10 15:13:37 +00:00
photonstorm
0516167c3d Finally tracked down the rogue bug causing Graphics objects to not work with various components (fix #1654) 2015-03-10 14:23:49 +00:00
photonstorm
fe9a9fcd63 More Pixi updates. 2015-03-05 19:26:53 +00:00
photonstorm
f4eff6359c Added isArray check. 2015-03-05 14:02:24 +00:00
photonstorm
889c85cd81 Updated copyright year. 2015-03-05 14:02:15 +00:00
photonstorm
364f3b3cb8 Formatting. 2015-03-05 14:02:04 +00:00
photonstorm
893d36f128 jsdoc fix. 2015-03-05 14:01:52 +00:00
photonstorm
d717c5c180 Removed final traces of _interactive properties and checks. Also added preUpdate catch. 2015-03-05 14:01:43 +00:00
photonstorm
ed3afed2ff Fixed spelling mistake. 2015-03-05 14:00:57 +00:00
photonstorm
0a45223cd4 Resuming a sound needs the onended handler adding back in again. 2015-03-04 00:32:33 +00:00
photonstorm
59a72ffa80 Grunt file now properly includes stub files for Game core managers. 2015-03-04 00:32:33 +00:00
Richard Davey
cc8653ff65 Merge pull request #1652 from clark-stevenson/dev
Minor Updates
2015-03-04 00:09:42 +00:00
Clark Stevenson
c350d21b0b Minor Updates 2015-03-03 21:15:11 +00:00
Richard Davey
7eb73e99a8 Merge pull request #1648 from pnstickne/wip-components-docs
Component documentation
2015-03-01 10:46:55 +00:00
Richard Davey
5a620f93fd Merge pull request #1647 from pnstickne/wip-components-toproto
Moved component installation out of constructors
2015-03-01 10:44:56 +00:00
Paul
4de95c09b5 Component documentation
- Required changes for documentation to show up correctly
  - Uses multiple @extends, which currently [mostly] works in jsdoc
    and like closure compiler
2015-02-28 23:00:17 -08:00
Paul
ee34327c93 Components: bug fixes
- Use property check ('in') to avoid property access

- Promoted 'body' property for physics
2015-02-28 17:49:45 -08:00
Paul
0e5272b217 Merge remote-tracking branch 'upstream/dev' into wip-components-toproto
Conflicts:
	src/gameobjects/Image.js
	src/gameobjects/Rope.js
	src/gameobjects/Sprite.js
	src/gameobjects/Text.js
	src/gameobjects/TileSprite.js
	src/gameobjects/components/Core.js
2015-02-28 15:51:47 -08:00
photonstorm
2483cd5df4 Various readonly Body properties flagged as 'readonly' in the jsdocs (#1643) 2015-02-26 23:32:14 +00:00
photonstorm
53b1562eb6 jshint fix 2015-02-26 23:12:26 +00:00
Richard Davey
c819f0b508 Merge pull request #1642 from zekoff/tileset-render-fix
Fix row/col count formula.
2015-02-26 21:28:21 +00:00
Richard Davey
ef5d7a9b3b Merge pull request #1638 from clark-stevenson/dev
Weekly Review
2015-02-26 21:25:00 +00:00
photonstorm
f99f182a6f Arcade Physics is now using a spacial pre-sort for all Sprite vs. Group and Group vs. Group collisions. You can define the direction the sort will prioritise via the new sortDirection property. By default it is set to Phaser.Physics.Arcade.LEFT_RIGHT. For example if you are making a horizontally scrolling game, where the player starts on the left and moves to the right, then this sort order will allow the physics system to quickly eliminate any object to the right of the players bounds. This cuts down on the sheer volume of actual collision checks needing to be made. In a densely populated level it can improve fps rate dramatically.
There are 3 other directions available (`RIGHT_LEFT`, `TOP_BOTTOM` and `BOTTOM_TOP`) and which one you need will depend on your game type. If you were making a vertically scrolling shoot-em-up then you'd pick `BOTTOM_TOP` so it sorts all objects above and can bail out quickly.

More importantly you can switch the `sortDirection` at run-time with no loss of performance. Just make sure you do it *before* running any collision checks. So if you had a large 8-way scrolling world you could set the `sortDirection` to match the direction the player was moving in and adjust it in real-time, getting the benefits as you go. My thanks to Aaron Lahman for inspiring this update.
2015-02-26 21:24:07 +00:00