photonstorm
11fdd62436
World.destroy incorrectly clashed with the Group.destroy method it over-rode, renamed to World.shutdown and updated StateManager accordingly.
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World.shutdown now removes all children iteratively, calling destroy on each one, ultimately performing a soft reset of the World.
Objects with a scale.x or y of 0 are no longer considered valid for input (fix #602 )
InputHandler will set the browser pointer back to default if destroyed while over (fix #602 )
Group.destroy has a new parameter: `soft`. A soft destruction won't remove the Group from its parent or null game references. Default is `false`.
InputHandler.validForInput is a new method that checks if the handler and its owner should be considered for Pointer input handling or not.
Group.replace will now return the old child, the one that was replaced in the Group.
2014-03-19 00:54:49 +00:00
photonstorm
58887d9bc6
Moved all of the Tilemap to P2 body methods into P2 itself (makes more sense this way) and tidied them up.
2014-03-11 15:02:59 +00:00
photonstorm
3b2573de9a
Objects that are 'fixedToCamera' are now still correctly placed even if the camera is scaled ( #512 )
2014-03-06 17:12:12 +00:00
photonstorm
664d5b3e2c
Fixed issue where Image, Sprite, etc wouldn't call preUpdate or postUpdate of its children.
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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
53c10ca31f
The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now.
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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
e5812710cc
Added Spring class. Fixed reason why World wasn't pre and post updating (Stage didn't have an exists property).
2014-02-15 02:19:37 +00:00
photonstorm
e5e643b103
fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
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fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
Also fixed the issue with World.preUpdate/postUpdate not being called and various small documentation issues.
2014-02-15 01:27:42 +00:00
photonstorm
1b5837d71d
World preUpdate, update and postUpdate have all been moved to Stage. So all children are updated regardless where on the display list they live. Fixes #419
2014-02-14 17:29:31 +00:00
photonstorm
3e99391cbf
Updated all Game Objects so they all have preUpdate, update and postUpdate functions (even if empty). Updated World so when it iterates through them all it no longer checks if those functions are present before calling them. Was wasting a lot of time doing that before.
2014-02-14 01:09:52 +00:00
photonstorm
f6113ac6c4
Physics World events added.
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Group has new 'addToWorld' parameter, which fulfills the same function as the old useStage.
Stage now extends PIXI.Stage rather than owns one.
2014-02-12 19:45:09 +00:00
photonstorm
bca64c2adb
Huge update to Phaser.Text. Much more lean, but loads of great new options added including drop shadows, gradient fills, fonts with spaces in the name, etc.
2014-02-09 13:36:02 +00:00
photonstorm
e8b432f518
Fixed bug where changing State would cause the camera to not reset if it was following an object.
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World.reset now calls Camera.reset which sends the camera back to 0,0 and un-follows any object it may have been tracking.
2014-02-08 13:45:18 +00:00
photonstorm
bc3a3fd43d
You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks.
2014-02-07 17:14:10 +00:00
photonstorm
4cfce8b4d2
Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting.
2014-02-06 02:31:36 +00:00
photonstorm
0896c2fac7
Updating copyright year and README.
2014-02-05 16:54:59 +00:00
photonstorm
68b7d22e0d
Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets.
2014-01-31 03:32:12 +00:00
photonstorm
6e4e99f436
Added Game Update loop step debugging - has proved utterly invaluable! Resolved camera jitter issues, gravity / downward force on tile/boundary issues and most tilemap collision issues.
2014-01-31 02:06:45 +00:00
photonstorm
651858372c
Added Game core loop stepping support. Super-useful for debugging, and helped me track down the issue with jittery physics collision. Double-win!
2014-01-29 17:10:13 +00:00
photonstorm
90c09374af
Velocity integration tidied up. Now moving to sync Body with Sprite center point.
2014-01-28 01:29:35 +00:00
Cameron Foale
3e1207e1a3
Split world update into preUpdate and update.
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This allows moving the state.update() call to before world.update(),
meaning results of collisions checked in the state are available to
objects in their own update().
2013-12-09 15:46:02 +11:00
photonstorm
886618c056
Tilemap collision fixed, regardless of rotation, number of overlapping tiles and speed (to a point anyway). Maps also don't crash if they are smaller than the render area. Layers can be positioned successfully anywhere in camera but collision isn't yet offset for this.
2013-12-06 04:34:27 +00:00
photonstorm
42c0bed502
Fixed World.scale and Group.scale.
2013-12-03 02:13:57 +00:00
Josh Shepard (jcs)
2b99cb4be4
move TilemapLayer positioning/rendering to postUpdate to be in line with ‘normal’ Sprites.
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reverts e91d40b9fc
- fix was incorrect & regressed fixedToCamera Sprites’ & TilemapLayer positioning.
Fixes #237
2013-11-30 17:40:24 -08:00
Josh Shepard (jcs)
e91d40b9fc
fix for ’jitter’ in scrolling where tilemaps & sprites are one frame off from each other
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Fixes #214
2013-11-27 16:25:20 -08:00
photonstorm
13a2cc2feb
Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.
2013-11-25 03:13:04 +00:00
photonstorm
b286093093
Opps forgot to fix a rogue filter which caused the lib to crash.
2013-11-21 05:31:23 +00:00
Cameron Foale
9b6bfa5f37
Fix a silly mistake in skip preupdate/update for PIXI objects
2013-11-20 09:45:27 +11:00
Cameron Foale
7ef5ab8c98
Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist
2013-11-19 16:29:02 +11:00
photonstorm
2e576fa9a7
Input Handler updates, orientation screen and World visibility
2013-11-04 20:44:32 +00:00
photonstorm
29acf7fb4b
Enemy tanks, now firing.
2013-10-09 07:11:36 +01:00
photonstorm
83a00862be
Lots of new examples and updates.
2013-10-09 04:31:08 +01:00
photonstorm
c307f79102
Added Sprite.fixedToCamera, fixed Angular Velocity and Acceleration, fixed jittery Camera, added skipQuadTree flag and created lots more examples.
2013-10-08 00:58:20 +01:00
Richard Davey
c00bf96603
World and Camera updates nearly complete.
2013-10-04 16:51:24 +01:00
Richard Davey
e8bed83ac3
Making some major changes to Camera and World.
2013-10-04 14:41:15 +01:00
Richard Davey
54f073e5cb
Testing some new Camera tricks.
2013-10-03 23:20:24 +01:00
Richard Davey
852e82d0ca
More docs.
2013-10-02 12:11:22 +01:00
Richard Davey
ca113b85aa
More docs coming on.
2013-10-01 16:39:39 +01:00
Richard Davey
305b12d76b
Adding docs.
2013-10-01 15:01:46 +01:00
Richard Davey
bc02a1a05e
Fixing collision issues
2013-09-23 01:06:09 +01:00
Webeled
26a595cd44
JSDocs update ;)
2013-09-19 16:34:48 +02:00
Webeled
78a062dfb6
Updated my files and the documentation checklist
2013-09-19 13:17:49 +02:00
Webeled
bb9761aaf4
It loops but still problems on the constructor
2013-09-16 17:40:56 +02:00
Webeled
fc584cf6bc
Examples (audio, button,camera), and docs
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Created some examples (audio, button,camera), and documented the source
code along the way
2013-09-16 16:37:30 +02:00
Richard Davey
7c6e6df91a
State swap example done and working.
2013-09-13 05:44:04 +01:00
Richard Davey
3d22d0e169
Fixed a bug in the tilemap rendering so the tile offsets were wrong. Now renders perfectly :) Also fixed issue that would cause the World to resize smaller than the game size (not allowed for rendering reasons).
2013-09-12 02:18:23 +01:00
Richard Davey
f260108433
Tidying up source code for release. Also refactored World to use a Group instance, rather tha duplicate functions.
2013-09-11 13:21:07 +01:00
Richard Davey
f885f7b023
Added CSS3Filters plugin. Also modified Sprite to contain preUpdate call, so that update can be over-ridden by custom Classes + added an example for this.
2013-09-11 00:35:21 +01:00
Richard Davey
e41e35fd09
Fixed an error that stopped 2 tweens from being able to run on the same object. Also refactored a lot of the classes to remove prototype properties and move them to local instance properties.
2013-09-10 20:40:34 +01:00
Richard Davey
a486bf6b4a
Phaser now running on iOS. Also fixed a legacy bug where a pending sound wouldn't play once it was touch unlocked. Also fixed Input not working on WebGL contexts. Added WebGL texture updates to the Group/World swap functions.
2013-09-10 16:46:39 +01:00
Richard Davey
15fe5ed6c8
Fixed the Bring to Top bug and also fixed Group/World.swap when the child was a tail node. Also improved Group.dump significantly. Fixed Phaser.Utils namespace clash too.
2013-09-10 12:46:14 +01:00