Commit graph

2190 commits

Author SHA1 Message Date
Sandeep Nambiar
9977d5e204 World Wrap and P2
Changes only to documentation for clarity.
2014-08-13 04:10:37 +05:30
Richard Davey
6fd51e29b2 Merge pull request #1102 from videlais/patch-1
Device detection of Apache Cordova
2014-08-11 19:07:06 +01:00
Dan Cox
d54725212f Device detection of Apache Cordova
Simple check if "window.cordova" is defined for device detection of Phaser running (most likely) under Apache Cordova.
2014-08-11 12:33:06 -04:00
Alvin
6da5831f73 Merge pull request #1099 from kay-is/master
Method documentation was missing parameters.
2014-08-08 09:56:39 +02:00
Kay Plößer
9ac06c44ba Method documentation was missing parameters. 2014-08-07 14:47:54 +02:00
photonstorm
f887ee0df8 TypeScript definition updates to help fix for the noimplicitany option (thanks @Waog #1088) 2014-08-06 16:24:33 +01:00
Richard Davey
15378e1d09 Merge pull request #1091 from photonstorm/alvin/dev
Fixed #1078 chromeOS no belongs to desktops
2014-08-06 16:12:33 +01:00
Richard Davey
b3d08ea535 Merge pull request #1090 from Blank101/swapfix
Group.swap() fix
2014-08-06 16:10:18 +01:00
Alvin
31c1423947 Merge pull request #1057 from steelywing/patch-2
add README.md index
2014-08-06 15:39:14 +02:00
Alvin
79166bb268 Fixed #1078 chromeOS no belongs to desktops 2014-08-06 14:08:38 +02:00
Sam MacPherson
3b69c7ede1 group swap fix 2014-08-05 19:39:21 -04:00
photonstorm
36ecd81f29 Arcade Physics Body.skipQuadTree is a new boolean that if set to true when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large.
Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.
2014-08-04 13:04:11 +01:00
photonstorm
06cb37247a Updated readme. 2014-08-04 12:24:34 +01:00
Richard Davey
0c4c43be1e Merge pull request #1080 from lucbloom/detect-kindle
Added a UA string test for Kindle
2014-08-03 11:00:40 +01:00
photonstorm
aabdf6f97a Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0. 2014-08-01 17:46:51 +01:00
Luc Bloom
84cf835e83 Added a UA string test for Kindle
Also added PS Vita so the “silk” detection doesn’t confuse that one.
2014-07-31 15:40:59 +02:00
Richard Davey
48869776f2 Merge pull request #1064 from txusinho/dev
Fix for scale issues in CocoonJS using webgl renderer and screencanvas
2014-07-31 14:00:31 +01:00
Richard Davey
acceb692c3 Merge pull request #1071 from Dumtard/dev
Fix for previous PR #1028
2014-07-31 13:48:15 +01:00
photonstorm
9bbc8ecce3 Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060) 2014-07-31 13:39:26 +01:00
Charles Black
a90ab2e59b P2 bounds now collides with everything by default 2014-07-27 16:06:55 -04:00
Txus Ordorika
b952884d9d Fix for scale issues in CocoonJS using webgl renderer and screencanvas 2014-07-23 17:16:25 +02:00
Richard Davey
74b1189890 Merge pull request #1061 from clark-stevenson/dev
Fixed #1056 draw typo changed to drag
2014-07-22 13:49:44 +01:00
Clark Stevenson
ebe1f9901f Fixed #1056 draw typo changed to drag 2014-07-22 12:39:53 +01:00
Luc Bloom
0fc30e839e Removed some more checks 2014-07-22 10:42:47 +02:00
Luc Bloom
7f3b542fdd Removed the notion of Sprite Sheets vs single frame images
Instead of making a distinction between single frame images and Sprite
Sheets, I added a simple FrameData with one Frame to every image that
gets loaded. This way, a lot of the engine code can be simplified.

For instance, you can play animations on any Sprite without having to
check the “frame count” of its image anymore.

The engine doesn’t have to check for non-existing .frameData anymore.

An animation can keep on playing when an image happens to be set with 1
frame, continuing its animation when after that, another image is set
with multiple frames.

Think of it this way: an image with one frame is an animation of just
one frame.
2014-07-22 10:24:53 +02:00
Wing
eb4d635046 add README.md index 2014-07-22 14:13:32 +08:00
photonstorm
122640e01b Phaser.Loader was incorrectly getting the responseText from _xhr instead of _ajax on IE9 xDomainRequests (thanks @lardratboy #1050) 2014-07-21 11:12:58 +01:00
Richard Davey
671c8e63a0 Merge pull request #1051 from jackrugile/dev
Remove escaping backslashes from RetroFont text set documentation
2014-07-21 11:05:59 +01:00
jackrugile
05d856d4ea remove escaping backslashes from retro font text set documentation 2014-07-20 15:15:02 -06:00
Richard Davey
49f8109e83 Merge pull request #1047 from clark-stevenson/dev
Pixi Updates
2014-07-18 15:27:19 +01:00
Clark Stevenson
2526ef2edc Fixed BitmapFont tint 2014-07-18 13:31:20 +01:00
photonstorm
8e7e6f05e1 Adding .0 :) 2014-07-18 13:12:08 +01:00
photonstorm
113b69a5d1 Preparing for 2.1 development work. 2014-07-18 13:09:21 +01:00
Clark Stevenson
769822e6da Merge branch 'dev' of https://github.com/photonstorm/phaser into dev 2014-07-18 12:56:38 +01:00
photonstorm
a6bc859246 Updated change log. 2014-07-18 12:48:14 +01:00
photonstorm
1924a83b99 New docs generated. 2014-07-18 12:45:51 +01:00
photonstorm
ccc7e6734d 2.0.7 master build. 2014-07-18 12:36:01 +01:00
photonstorm
ee49575714 Preparing for master. 2014-07-18 12:35:16 +01:00
Richard Davey
d8c755a544 Merge pull request #1017 from devinb83/dev-codepaused
codePaused should be set if manually called
2014-07-18 11:57:37 +01:00
photonstorm
94978a62d8 New 2.0.7 build 2014-07-18 11:52:48 +01:00
photonstorm
24527eac3e Group.checkAll allows you to check if the same property exists across all children of the Group and is set to the given value (thanks @codevinsky #1013)
Group.checkProperty allows you to check if the property exists on the given child of the Group and is set to the value specified (thanks @codevinsky #1013)
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013)
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013)
Phaser.Utils.getProperty will get an Objects property regardless of depth (thanks @codevinsky #1013)
2014-07-18 11:52:39 +01:00
Richard Davey
3da788bd1d Merge pull request #1013 from codevinsky/group-checkall
added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phase...
2014-07-18 11:37:38 +01:00
Richard Davey
491d7c2eec Merge pull request #1036 from DarkDev-/dev
OritentationSprite fix, not using PIXI.TextureCache anymore
2014-07-18 11:32:50 +01:00
photonstorm
f9a6d1f376 Updating to Pixi 1.6.1 2014-07-18 11:22:55 +01:00
photonstorm
883c11e377 BitmapData.resize fixed to update the crop property too, resolves issues with images getting cut off with BitmapData.load. 2014-07-18 03:33:17 +01:00
photonstorm
9c1f39d284 jshint fix 2014-07-18 01:07:45 +01:00
photonstorm
49bb45c42e Tilemap.swap now accurately swaps from A to B and from B to A (thanks @noidexe #1034) 2014-07-18 00:29:24 +01:00
Richard Davey
91eb2ff842 Merge pull request #1033 from lucbloom/updateFrameData-fix
Frame data guards
2014-07-18 00:16:17 +01:00
Richard Davey
1491d0ba0f Merge pull request #1041 from Dumtard/dev
AnimationManager does not update currentFrame on play until second frame
2014-07-18 00:15:00 +01:00
Charles Black
31cc247462 AnimationManager.currentFrame update on play 2014-07-16 23:05:27 -04:00