photonstorm
0966971427
jshint fixes and tidying up for release
2014-07-10 16:21:50 +01:00
photonstorm
25e7e6ffc4
Pretty huge refactoring to cut down on duplicated code.
2014-07-10 16:07:02 +01:00
photonstorm
34efa223cb
Small conditional check in case someone has removed the animations property.
2014-07-10 16:06:47 +01:00
photonstorm
6a0b8b5e73
Fixed and working Sprite.crop - removed lots of _cache vars no longer required and added two new private vars.
2014-07-10 14:47:12 +01:00
photonstorm
78759260de
Updated Pixi.Sprite
2014-07-10 14:46:48 +01:00
photonstorm
006d40f452
Updated docs for loadFrameData and removed debug line.
2014-07-10 14:46:28 +01:00
photonstorm
4a429c3c1f
Added null
check to Rectangle.clone and size.
2014-07-10 14:46:09 +01:00
photonstorm
813de7c125
More crop work.
2014-07-10 10:46:19 +01:00
photonstorm
d11d8051b1
You can now prevent the Debug class from being created or booted by using the Game configuration setting: enableDebug
. By default it is true
, set to false
to prevent the class from being created. Please note you are responsible for checking if this class exists before calling it, but you can do that via if (game.debug) { ... }
(request #984 )
2014-07-10 10:46:18 +01:00
photonstorm
a182598c65
Using a Game configuration object you can now specify the value of the preserveDrawingBuffer
flag for the WebGL renderer. By default this is disabled for performance reasons. But if you need to be able to take screen shots of your WebGL games using toDataUrl on the game canvas then you'll need to set this to true
( #987 )
2014-07-10 10:46:18 +01:00
photonstorm
73e8a9763b
Pixi updates
2014-07-10 10:46:18 +01:00
Richard Davey
248a75014d
Merge pull request #988 from jackrugile/dev
...
Added options to disable horizontal and vertical world wrapping individually
2014-07-10 10:33:46 +01:00
jackrugile
42df8356e7
Added options to disable horizontal and vertical world wrapping individually
2014-07-10 00:05:50 -06:00
photonstorm
63fb7780b3
Fixes issue of Pixi DisplayObject width/height sending an emitter scale into Infinity.
2014-07-09 11:37:22 +01:00
photonstorm
0ff2eb2fb9
jshint fixes
2014-07-09 11:36:45 +01:00
photonstorm
494c33a9f4
Rectangle.randomX will return a random value located within the horizontal bounds of the Rectangle.
...
Rectangle.randomY will return a random value located within the vertical bounds of the Rectangle.
2014-07-09 11:34:18 +01:00
photonstorm
003403c832
Color.getWebRGB will now accept either an Object or numeric color value.
2014-07-09 11:15:24 +01:00
photonstorm
2293b64c94
Removing debug / console.log output.
2014-07-09 05:49:13 +01:00
photonstorm
ffd51479e4
Crop test
2014-07-09 05:43:15 +01:00
photonstorm
4fc26e4a26
Updated to the latest version of Pixi.
2014-07-09 05:40:50 +01:00
photonstorm
dd88f2a6e2
Fixed BitmapText parser.
2014-07-09 05:39:49 +01:00
photonstorm
a70a938505
docs fix
2014-07-09 05:38:59 +01:00
photonstorm
7b8b1bf30f
New documentation generator.
2014-07-09 05:38:19 +01:00
photonstorm
8e7623e8a9
Updates TS defs ( fix #982 )
2014-07-08 13:01:43 +01:00
photonstorm
ca8c6e16e9
README updates.
2014-07-08 12:59:36 +01:00
photonstorm
3ff8b9f999
On-going crop tests.
2014-07-08 12:59:36 +01:00
photonstorm
f1bcd1d00b
Added Phaser.Utils.mixin.
2014-07-08 12:59:36 +01:00
photonstorm
0b2bea3564
Removed hasOwnProperty check from Tween.from because it breaks on extended or inherited Game Objects.
2014-07-08 12:59:36 +01:00
photonstorm
2a106473b4
Added more detail to the Tween docs.
2014-07-08 12:59:36 +01:00
photonstorm
2d676b00b4
Working through crop issues.
2014-07-08 12:59:36 +01:00
photonstorm
77d5be1d8e
When adding a new Animation to a Sprite it would incorrectly reset the current Sprite frame to the first frame of the animation sequence, it is now left un-touched until you call play
on the animation.
2014-07-08 12:59:35 +01:00
Richard Davey
65a7e1b762
Merge pull request #978 from alvinsight/dev
...
Added game.add.plugin
2014-07-07 21:28:18 +01:00
Richard Davey
f3e61fcff9
Merge pull request #979 from clark-stevenson/dev
...
Update phaser.d.ts
2014-07-07 21:27:31 +01:00
Clark Stevenson
a644443f6e
Update TS Defs
2014-07-07 20:02:44 +01:00
Clark Stevenson
f033f19dbb
Merge branch 'dev' of https://github.com/clark-stevenson/phaser into dev
2014-07-07 19:34:31 +01:00
Alvin
7031d9ccc1
Fixed typo
2014-07-07 18:19:02 +02:00
Alvin
f6f70d35a4
Added game.add.plugin, a shotcut for game.plugins.add
2014-07-07 18:18:00 +02:00
Richard Davey
6ce183189f
Merge pull request #971 from psalaets/issue-970
...
reorder param list of Phaser.Physics.Arcade.Body.render
2014-07-07 10:29:51 +01:00
Richard Davey
d0b756b0db
Merge pull request #973 from psalaets/contributing-tweak
...
link to phaser forum at first mention
2014-07-07 10:28:46 +01:00
Richard Davey
e9886ad84d
Merge pull request #972 from psalaets/debug-rendering-ninja-aabb-and-circle
...
Debug rendering for Ninja aabb and circle
2014-07-07 10:26:37 +01:00
Richard Davey
730a8eb7f9
Merge pull request #976 from b-ely/issue975
...
Adding a return to the Tween#from method
2014-07-07 10:21:30 +01:00
b-ely
e02a52b55d
Adding a return to the Tween#from method
2014-07-06 18:21:03 -05:00
Paul Salaets
d14cd0bbbb
link to phaser forum at first mention
2014-07-05 22:52:46 -04:00
Paul Salaets
cbf0a9011a
remove a little duplication
2014-07-05 21:53:32 -04:00
Paul Salaets
0c15ef6adc
move shape specific debug rendering into the shapes
2014-07-05 21:29:28 -04:00
Paul Salaets
77b86f43e3
support for debug rendering ninja AABB and circle bodies
2014-07-05 20:58:33 -04:00
Paul Salaets
79f550bc89
updating comments: default color and method name
2014-07-05 18:08:00 -04:00
Paul Salaets
0694dab909
reorder param list to be consistent with comment's ordering and other code
2014-07-05 17:50:13 -04:00
photonstorm
da822ab207
Fixing anchor issue :)
2014-07-03 17:21:06 +01:00
photonstorm
14109aeeb1
Animation.next will advance to the next frame in the animation, even if it's not currently playing. You can optionally define the number of frames to advance, but the default is 1. This is also aliased from the AnimationManager, so you can do Sprite.animations.next()
.
...
Animation.previous will rewind to the previous frame in the animation, even if it's not currently playing. You can optionally define the number of frames to rewind, but the default is 1. This is also aliased from the AnimationManager, so you can do `Sprite.animations.previous()`.
2014-07-03 16:23:36 +01:00