Commit graph

2190 commits

Author SHA1 Message Date
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