photonstorm
4125e42a06
Sorted out setting the Stage backgroundColor. Much more concise now.
2015-09-15 13:34:07 +01:00
photonstorm
5f77c70309
jsdoc fix.
2015-09-15 13:33:42 +01:00
photonstorm
8069560aaf
No longer needed.
2015-09-15 12:53:44 +01:00
photonstorm
6784a9c1df
Optimised render loop slightly. Moved properties to game.
2015-09-15 12:53:44 +01:00
photonstorm
ff254ec33b
Added clearBeforeRender boolean.
2015-09-15 12:53:44 +01:00
photonstorm
0ee95b22d6
Fixed rogue comma.
2015-09-15 12:53:44 +01:00
photonstorm
b99c9e22ec
Removed PIXI.Stage. Phaser.Stage now handles everything it needs to do.
2015-09-15 12:53:44 +01:00
photonstorm
705cacf2ca
Sorting out the Stage background color assignment so we can drop a boolean check in the render method.
2015-09-15 12:53:43 +01:00
photonstorm
5a1a918a5d
Added FrameDebugger.
...
Tidying up the renderer constructors.
2015-09-15 12:53:43 +01:00
photonstorm
06ed961e81
Added FrameDebugger into the mix.
2015-09-15 12:53:43 +01:00
photonstorm
5ceb9914b9
Bumped verison number. Removed default render options (as they're set in Phaser.Game).
2015-09-15 12:53:43 +01:00
photonstorm
daef7d5bfc
Consolidating Pixi into Phaser. Removed options object, values all game from Game anyway so it saves space. Starting to move to jsdocs from yuidocs.
2015-09-15 12:53:43 +01:00
Lisandro Lorea
daff43fd77
Fix for tile ids between 0x7FFFFFFF and 0xFFFFFFFF
...
2147483647 tile ids should be enough for anybody, but it is now working for any valid tile id.
2015-09-15 01:36:13 -03:00
Paul
9733fb4ec2
Updated documentation to clarify 'types' of time
...
- Added 'Types of time' description and cross-links
- Also some general documentation update for Timer
- Type specialization
Ref #2088
2015-09-14 20:21:47 -07:00
Lisandro Lorea
f52ca58d7d
Correctly interpret binaryString as a sequence of uint32-le values
...
The previous implementation was ignoring the 3 most significant bytes of each value and would result on improper parsing of any map with tile ids higher than 255
2015-09-14 20:38:58 -03:00
photonstorm
a8e972b25a
Under setTimeOut (or when forceSetTimeOut
was true) the Time was incorrectly setting Time.timeExpected
causing game updates to lag (thanks @satan6 #2087 )
2015-09-14 16:31:16 +01:00
photonstorm
5c30a228bb
Fixed assignment of TEXTURE_ATLAS_JSON_PYXEL constant ( #2050 )
2015-09-14 11:23:31 +01:00
Richard Davey
1c7b33107f
Merge pull request #2050 from joshpmcghee/dev
...
Feature: Add support for loading single-layer Pyxel Edit TileMap as an Atlas
2015-09-14 13:21:21 +03:00
Richard Davey
f8ef567641
Merge pull request #2081 from pnstickne/wip-inputhandler-docs2
...
Fixes incorrect "Pointer" type documentation and parameter names in InputHandler
2015-09-14 13:15:08 +03:00
Lisandro Lorea
8528f0c700
Fixed variable naming style
2015-09-13 12:15:02 -03:00
Lisandro Lorea
308ce6b57c
Add support for TiledJSON with base64 encoding
...
Tiled 0.13.0 added support for layer data compression when exporting as LUA or JSON. This means that any .tmx stored unsing base64 encoding will start exporting layer data as a base64 encoded string rather than a native array.
Phaser would try to load the level anyway without emitting any errors, resulting in a corrupted level while playing.
This PR adds detection and support for base64 encoded levels as long as they don't use compression.
2015-09-13 12:07:57 -03:00
Paul
4474b8fde3
Fixes incorrect type and parameter names
...
- Impact: none; documentation and local variable names only
- Incorrect documentation that claimed to take a Pointer when they really
took a Pointer ID is fixed
- Also updates parameter names for consistenct/clarity
2015-09-12 17:32:40 -07:00
photonstorm
816bcaca75
Missing physicsElapsed value reset.
2015-09-10 16:05:15 +01:00
photonstorm
8db23545da
jsdoc updates.
2015-09-10 15:57:55 +01:00
Richard Davey
96dae9bf2e
Merge pull request #2055 from pmcmonagle/dev
...
Added useCapture flags to removeEventListener where approriate
2015-09-10 00:03:19 +03:00
Richard Davey
6c9e43ad36
DeviceButton was setting a duration
property on itself, which went against the read only getter of duration (thanks @winstonwolff)
2015-09-09 21:58:50 +01:00
photonstorm
90a500ec1e
Game.update could call updateLogic
multiple times in a single frame when catching up with slow device frame rates. This would cause Tweens to advance at twice the speed they should have done (thanks @mkristo)
...
Time.desiredFpsMult is a pre-calculated multiplier used in Game.update.
Time.refresh updates the `Time.time` and `Time.elapsedMS` values and is called automatically by Game.update.
2015-09-09 12:09:18 +01:00
Richard Davey
aaecf14c12
Merge pull request #2069 from Pappa/master
...
Fix for AudioBufferSourceNode listener memory leak.
2015-09-08 21:40:19 +03:00
Pappa
12d24d3677
Fix for AudioBufferSourceNode listener memory leak.
...
In Chrome, the AudioBufferSourceNode onended listeners were never being garbage collected. This frees up the listener for collection.
2015-09-08 17:56:17 +01:00
photonstorm
2de83328d9
Testing Tween timer fix.
2015-09-08 17:44:28 +01:00
photonstorm
7487c15f0e
Doc updates.
2015-09-08 15:56:28 +01:00
photonstorm
dbcff585e0
Time.desiredFps has moved to a getter / setter.
...
Time.physicsElapsed and Time.physicsElapsedMS are no longer calculated every frame, but only when the desiredFps is changed.
Time.update has been streamlined and the `updateSetTimeout` and `updateRAF` methods merged and duplicate code removed.
2015-09-08 15:56:19 +01:00
luckylooke
63f5df9c65
Feature: Allow random generator to get/set state
2015-09-07 21:47:36 +02:00
Richard Davey
d7a42370a4
BitmapData.move, moveH and moveV have a new optional wrap
argument allowing you to control if the contents of the BitmapData are wrapped around the edges (true) or simply scrolled off (false).
2015-09-07 01:16:43 +01:00
Richard Davey
8210d4faa1
Removed tween console.log for now.
2015-09-07 00:26:03 +01:00
Paul McMonagle
ad38fff083
Reordered removeEventListener calls to match addEventListener order
2015-09-04 17:11:50 -04:00
Richard Davey
1e7f8dddd9
jsdoc fix.
2015-09-03 00:46:48 +01:00
Richard Davey
38eca4d5b9
Filter.addToWorld allows you to quickly create a Phaser.Image object at the given position and size, with the Filter ready applied to it. This can eliminate lots of duplicate code.
2015-09-03 00:46:47 +01:00
Paul McMonagle
c2bf22ef7c
Added useCapture flags to removeEventListener where approriate
...
Event listeners added with true passed in as the useCapture flag are only removed when true is also passed into the removeEventListener call. Adding this flag to the stop method where appropriate fixes a memory leak in IE where events on window are never removed.
See https://msdn.microsoft.com/en-us/library/ff975250(v=vs.85).aspx
2015-09-02 14:36:49 -04:00
photonstorm
37fc327ea7
Tween elapsed debug.
2015-09-02 16:58:51 +01:00
photonstorm
8833a509eb
jsdoc fix.
2015-09-02 16:16:52 +01:00
nickryall
ca795af457
adjust wrapped text that is centered to sprite via anchor
2015-09-02 10:50:03 +12:00
Josh McGhee
fb249b2a41
cleaning up to obey jshint
2015-09-01 01:10:56 +01:00
Josh McGhee
4a19aca212
some cleaning up and documentation polish
2015-09-01 01:03:51 +01:00
Josh McGhee
cbd7265bee
cherry pick commits from master. Read: I'm not clever.
2015-09-01 00:57:54 +01:00
Richard Davey
41906c5ac1
When the Text width was being calculated it would add the strokeThickness
value twice, causing an alignment offset (thanks @nickryall #2039 )
2015-08-31 11:33:18 +01:00
Richard Davey
adcc5d3afb
Merge pull request #2047 from Garbanas/feature/p2-remove-collision-group
...
Convenience function to remove a collision group from a P2 Body
2015-08-31 13:12:13 +03:00
Richard Davey
c10c7cdf2a
Merge pull request #2044 from rblopes/dont-prefix-data-urls
...
Prevent 'data:' URLs from being prefixed
2015-08-31 13:08:22 +03:00
Richard Davey
af194d447c
jsdoc fix #2049
2015-08-31 10:57:54 +01:00
Christoph Dörfel
96441fdb27
Set correct default value for 'clearCallback' on P2.Body.removeCollisionGroup
2015-08-30 01:30:33 +02:00
Christoph Dörfel
2623ddeaf7
Convenience function to remove a collision group from a P2 Body
2015-08-30 00:19:37 +02:00
Rafael Barbosa Lopes
1485fd110a
Updated to use a matching expression instead.
...
Replaced the booleans with a matching expression. Now, URLs
beginning with the following patterns will be ignored:
- blob:
- data:
- http://
- https://
- //
As suggested by @pnstickne.
2015-08-28 17:19:24 -03:00
Rafael Barbosa Lopes
14632cdfb5
Prevent 'data:' URLs from being prefixed
...
Fixes an issue where 'data:' URLs may get prefixed by
`#baseURL` and `#path` properties making these URLs invalid.
2015-08-28 15:14:30 -03:00
photonstorm
32b0c98f7a
Group.resetChild is a new method that allows you to call both child.reset
and/or child.loadTexture
on the given child object. This is used internally by getFirstDead
and similar, but is made public so you can use it as a group iteration callback. Note that the child must have public reset
and loadTexture
methods to be valid for the call.
...
Group.getFirstDead, Group.getFirstAlive and Group.getFirstExists all have new optional arguments: `createIfNull`, `x`, `y`, `key` and `frame`. If the method you call cannot find a matching child (i.e. getFirstDead cannot find any dead children) then the optional `createIfNull` allows you to instantly create a new child in the group using the position and texture arguments to do so. This allows you to always get a child back from the Group and remove the need to do null checks and Group inserts from your game code. The same arguments can also be used in a different way: if `createIfNull` is false AND you provide the extra arguments AND a child is found then it will be passed to the new `Group.resetChild` method. This allows you to retrieve a child from the Group and have it reset and instantly ready for use in your game without any extra code.
2015-08-28 12:23:48 +01:00
photonstorm
f0d7da1c56
Removed RND.float as it's a reserved word :(
...
Fixed jshint errors.
2015-08-27 19:28:01 +01:00
photonstorm
b14510d1e7
Fixing some emitter issues with position.
2015-08-27 19:11:26 +01:00
photonstorm
9d1217ea21
Fixed the rnd calls.
2015-08-27 14:57:50 +01:00
photonstorm
ddcc46124c
RandomDataGenerator.float is a new alias for the method 'realInRange' and takes the same arguments.
2015-08-27 14:57:23 +01:00
photonstorm
9798864cc6
Emitter.emitParticle now has 4 new optional arguments: x
, y
, key
and frame
. These allow you to override whatever the Emitter default values may be and emit the particle from the given coordinates and with a new texture.
2015-08-27 14:48:52 +01:00
Paul
26a6338072
Change splice.call(arguments, ..) to use slice
...
- Bypasses issue of usage incorrectly omitting 2nd argument to `splice`
- More clear of intent; `slice` does not modifify `arguments`
- `slice` is faster across all desktop browsers, by varying degrees
- Probably due to parameter-aliasing and de-opts when modified.
- Both `slice` and `splice` create a new Array object
2015-08-26 23:50:16 -07:00
Richard Davey
bae732ca9e
Merge pull request #2027 from bsparks/dev
...
utilize the heal method
2015-08-26 23:38:40 +03:00
Richard Davey
a1bd35fc35
Tidied up formatting and improved jsdocs.
2015-08-26 19:13:46 +01:00
Richard Davey
b4a72b8747
Merge pull request #2025 from rwrountree/dev
...
Optimize the average function in math.js
2015-08-26 21:07:24 +03:00
Richard Davey
8b6d696316
jsdoc fix.
2015-08-26 03:59:18 +01:00
Ben Sparks
b7efb93698
utilize the heal method instead of just adding to health when reviving, so that maxHealth is respected
2015-08-25 14:42:02 -07:00
photonstorm
1e88bdda70
Loader.bitmapFont wouldn't automatically set the atlasURL
value if just the key was given.
2015-08-25 13:46:28 +01:00
Rusty Rountree
f017db806a
Phaser.Math.fuzzyCeil and Phaser.Math.fuzzyFloor should not return boolean values as stated in @return section of the comments
2015-08-25 04:06:06 -05:00
Rusty Rountree
92bac852c8
Optimize the average function in math.js
2015-08-25 02:16:31 -05:00
photonstorm
482d3c9882
Preparing for 2.4.4 dev.
2015-08-24 16:01:58 +01:00
photonstorm
486c15f16f
New docs.
2015-08-24 15:43:45 +01:00
photonstorm
bf862964d2
Phaser 2.4.3 Release.
2015-08-24 13:55:00 +01:00
photonstorm
94223c66b7
Updated blend mode multiply check ( #1994 )
2015-08-24 13:53:46 +01:00
photonstorm
cc7b632a37
Phaser.TilemapParser.INSERT_NULL is a new boolean that controls what happens when the parser encounters an empty tile: When scanning the Tiled map data the TilemapParser can either insert a null value (true) or a Phaser.Tile
instance with an index of -1 (false, the default). Depending on your game type depends how this should be configured. If you've a large sparsely populated map and the tile data doesn't need to change then setting this value to true
will help with memory consumption. However if your map is small, or you need to update the tiles (perhaps the map dynamically changes during the game) then leave the default value set (thanks #1982 )
2015-08-24 12:36:23 +01:00
photonstorm
0cce3f8287
Enabling a filter on a display object that had a blend mode set would cause the object to become invisible. The two cannot be combined, so when you set a filter on a display object it now automatically resets the blend mode to NORMAL
. The same does not happen in reverse however, so if you've got a filter set and then change the blend mode it will still break. Be careful to capture this yourself (thanks @wayfu #1994 )
2015-08-24 12:26:02 +01:00
photonstorm
5056eedb58
Optimised local vars to reduce file size.
...
Trying out null tile properties.
2015-08-24 12:03:32 +01:00
photonstorm
4ab5a07abf
jsdocs fix.
2015-08-24 12:03:03 +01:00
photonstorm
09f5742410
Tilemap.shuffle was calling the deprecated Phaser.Utils.shuffle, which has now moved to Phaser.ArrayUtils.shuffle.
2015-08-24 12:02:43 +01:00
photonstorm
bcedd921b7
Cache.addSpriteSheet didn't include default values for the frameMax
, margin
and spacing
arguments (thanks @vladkens #2017 #2018 )
2015-08-24 11:43:34 +01:00
photonstorm
845a14ff55
TilingSprite._renderCanvas wasn't correctly allowing for pixel rounding (thanks @ximop #2022
2015-08-24 11:38:59 +01:00
photonstorm
226b7070a8
Fixed issue with an extra 4px being added to the canvas elements because the display type wasn't set.
2015-08-24 11:32:32 +01:00
photonstorm
a5a503b02c
Phaser 2.4.3-RC1 build files.
2015-08-21 16:25:41 +01:00
photonstorm
5ffb5b558d
Tilemap.createFromObjects has been strengthened so that will only create Sprites for matching gids/ids/names. It also only sets the Sprite width and height values if they are present in the Tiled data (thanks @pparke #2012 )
2015-08-20 13:22:06 +01:00
photonstorm
22f7aacfcb
Added frameBased to the TweenManager and made Tween.frameBased reference that setting, allowing you to set it once ( #2015 )
2015-08-20 12:59:06 +01:00
photonstorm
a9354d4a3f
Added withinGame to Pointer Debug.
2015-08-20 12:48:09 +01:00
photonstorm
4fa1ffb4cf
JSDocs update.
2015-08-20 12:47:59 +01:00
photonstorm
99fbf35236
* Pointer.withinGame is no longer automatically set to 'false' in the Pointer.stop method - it will check if the Pointer actually is within the stage bounds and only set withinGame
to false if it's outside the bounds.
...
* MSPointer now has an `onPointerUpGlobal` handler for when the pointer is released outside of the canvas, but still within the browser window. This means that in IE11 a Sprites `onInputUp` event will now trigger even when outside the canvas (thanks @bvargish #2000 )
* MSPointer now has handles for the pointer being over and outside of the canvas element, which sets the Pointer.withinGame booleans accordingly. It also triggers the Mouse.mouseOutCallback and Mouse.mouseOverCallback callbacks respectively.
* The MSPointer event listeners have been renamed to all lower-case, i.e. 'pointerDown' is now 'pointerdown'.
2015-08-20 12:47:50 +01:00
photonstorm
55a7699381
Setting a P2.Body from Static or Kinematic to Dynamic will now automatically adjust the Body.mass to be 1 (thanks @wayfu #2005 )
2015-08-20 11:19:30 +01:00
Richard Davey
994a7dae73
jsdoc fix #2013
2015-08-19 22:19:55 +01:00
photonstorm
103c37cd42
BitmapData.drawFull draws the given Game Object or Group to a BitmapData and then recursively iterates through all of its children, including children of Game Objects and Groups. It can draw Text, BitmapText, Sprites, Images, Emitters and Graphics objects. It's perfectly valid to pass in game.world
as the parent object, and it will iterate through the entire display list.
2015-08-19 14:19:26 +01:00
photonstorm
176289f514
Video.stop now removes the 'playing' event listener, which stop Videos set to loop from throwing errors after being destroyed.
2015-08-18 16:04:10 +01:00
photonstorm
b1a05a6f52
BitmapText.font failed to pull the new font from the Phaser Cache, stopping it from updating properly (thanks @AbrahamAlcaina #2001 )
2015-08-18 13:48:08 +01:00
Vladislav Forsh
888f88ece8
Fixed js doc for cache.getRenderTexture
2015-08-11 20:31:31 +03:00
nickryall
57aaf23238
Fix for fullscreen retina
2015-08-09 20:32:04 +12:00
Richard Davey
7fbeb1c062
BitmapData.line draws a line to the BitmapData in the color and thickness specified.
...
Lots of BitmapData updates to use local vars and 'op' property, cutting down code size.
2015-08-07 02:48:00 +01:00
Richard Davey
fc8bff7b9e
jshint fix.
2015-08-07 01:41:59 +01:00
Richard Davey
7588e123c7
Line.centerOn will position the Line so that its midpoint lays on the coordinates given.
2015-08-07 01:40:37 +01:00
Richard Davey
614b84e2ea
* Line.rotateAround allows you to rotate a Line around the given coordinates (in world space)
...
* Point.rotate uses a faster and simpler rotation function when no distance argument is specified.
* Line.rotate used a calculation method which resulted in the line growing (or shrinking) in length over time, the more it was rotated. The new method never changes the lines length.
2015-08-07 01:35:31 +01:00
photonstorm
8e7b717a50
Line.midPoint will return a Point object where the x and y values correspond to the center (or midpoint) of the Line segment.
2015-08-06 17:10:39 +01:00
Richard Davey
62c87052cb
Merge pull request #1985 from yahiko00/master
...
Extra documentation and TypeScript definition file update
2015-08-06 14:20:26 +01:00
Yahiko Uzumaki
0416c6a9ee
Update BitmapData.js
...
Fix explanation.
2015-08-06 13:57:43 +02:00
yahiko
d412431947
Add extra information for the imageData property.
2015-08-06 13:49:51 +02:00
Brice Thomas
ef536d276a
doc(Signal): fix typo
2015-08-06 13:34:14 +02:00
photonstorm
9a0b6c24a4
Text can now accept undefined
or null
as the text
argument in the constructor and will cast it as an empty string.
2015-08-06 10:28:49 +01:00
Richard Davey
80540ea919
Added 'clear' argument to RenderTexture.render, which resolves the image build-up problem for cacheAsBitmap ( #1925 )
2015-08-06 01:01:58 +01:00
Richard Davey
7fc23c9abe
Text.setTextBounds didn't add the x and y values to the width and height offsets.
2015-08-04 23:06:07 +01:00
photonstorm
1fed360659
VideoStream.active = false is used if the browser supports it, otherwise it falls back to VideoStream.stop.
2015-08-04 15:48:43 +01:00
photonstorm
b365ebf570
jshint fix.
2015-08-03 16:45:03 +01:00
photonstorm
f4a1f11429
PIXI.CanvasPool is a new static global created to deal with the issue of resource leaks and continuous DOM node build-up when creating lots of Text or BitmapData objects, or when calling generateTexture
on any display object. The CanvasPool will do its best to re-use out dated canvas elements rather than filling up the DOM with new ones.
...
Sprite.setTexture has a new `destroyBase` parameter - set this to `true` if you know the base used a generated texture that isn't being used by any other sprites. This will free-up the canvas for further re-use by other calls to generateTexture or Text objects.
2015-08-03 16:09:16 +01:00
photonstorm
e901fb80f6
Merging in the CanvasPool changes to the core.
2015-08-03 14:46:55 +01:00
photonstorm
50516e3d34
Testing CanvasPool.
2015-08-03 14:33:12 +01:00
photonstorm
0493e19b8b
Group.cacheAsBitmap would be incorrectly offset in Canvas mode (thanks @mkristo #1925 )
2015-08-03 12:03:20 +01:00
photonstorm
4e857f19f6
BitmapText with tints applied wouldn't update properly in Canvas mode (thanks @Pajamaman #1969 )
2015-08-03 11:51:04 +01:00
photonstorm
98ae410c34
Removed use of the deprecated enterFullScreen
and leaveFullScreen
signals from the Scale Manager (thanks @mmanlod #1972 )
2015-08-03 11:44:00 +01:00
Richard Davey
9362a2b1f4
Text with tints applied wouldn't update properly in Canvas mode.
2015-07-31 19:09:49 +01:00
Richard Davey
4eb223f987
jsdocs fix.
2015-07-31 18:39:37 +01:00
Richard Davey
a56cd31638
jsdoc updates.
2015-07-31 18:39:37 +01:00
photonstorm
78fdb224ce
ArrayUtils.numberArrayStep would return an empty array if a single parameter was given, instead of a single step array (thanks @pooya72 #1958 )
2015-07-31 16:21:10 +01:00
Richard Davey
cbc68ab4c9
Merge pull request #1950 from jdnichollsc/dev
...
Added Text.addFontStyle and Text.addFontWeight
2015-07-31 16:00:47 +01:00
photonstorm
d23e5d6eba
BitmapText.smoothed is a new boolean property that allows you to set texture smoothing on a bitmap font or not. By default smoothing is always on, but you can turn it off which helps for bitmap fonts created from pixel art style character sets.
2015-07-31 15:58:00 +01:00
photonstorm
159f49d5bf
Experimenting with generateTexture fixes for Canvas.
2015-07-30 17:17:31 +01:00
Richard Davey
0bad5e4ab2
Merge pull request #1957 from bixi/temp
...
Fix p2 BodyDebug pixelsPerLengthUnit bug.
2015-07-30 17:15:48 +01:00
vrecluse
632c258d8d
Fix p2 BodyDebug pixelsPerLengthUnit bug.
...
When mpx doesn’t return default value, the debug body size and position
goes wrong.
2015-07-31 00:04:32 +08:00
photonstorm
fc83dc6bdf
Tween.frameBased allows you to control if a Tween updates based on the physics step (i.e. frame based) or the system clock (time based). A frame based tween will use the physics elapsed timer when updating. This means it will retain the same consistent frame rate, regardless of the speed of the device. The duration value given should be given in frames. If the Tween uses a time based update (which is the default) then the duration is given in milliseconds. In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visual updates the tween has actually been through.
2015-07-30 15:27:51 +01:00
photonstorm
c032d57183
Loader.images is a new method that allows you to pass an array of image keys, and optionally the urls, to the Loader and have them all added to the load queue in one go.
2015-07-30 15:01:52 +01:00
photonstorm
1393c8a98b
InputHandler.pointerOver would get stuck in an 'isOver' state if the Sprite changed its visibility during an onUp callback (thanks @Cristy94 #1955 )
2015-07-30 14:45:34 +01:00
photonstorm
a4321e56e3
* Pointer.isDown was reset before the Input.onUp event, meaning you couldn't get the Pointer.duration from within the event.
...
* Pointer.isDown was reset before the Input tap calculations, meaning onTap wouldn't dispatch (thanks @stovenator #1953 )
2015-07-30 14:08:26 +01:00
photonstorm
6139071ebc
Preparing for 2.4.3 dev.
2015-07-29 15:14:40 +01:00
photonstorm
4b22f48c75
2.4.2 release.
2015-07-29 15:01:04 +01:00
photonstorm
962066102c
Pointer fixes for Linux FireFox ( #1932 #1944 )
2015-07-28 14:18:36 +01:00
Juan David Nicholls Cardona
655013da1b
Added Text.addFontStyle and Text.addFontWeight allows you to set styles and weights font within the Text.
2015-07-28 02:05:08 -05:00
David Leonard
cbcc1a7bdb
Merge remote-tracking branch 'upstream/dev' into dev
2015-07-27 07:14:48 -07:00
David Leonard
2f634c6337
Minor fix to docstring
2015-07-27 07:12:17 -07:00
photonstorm
a8934c392d
Phaser.Sound will now automatically check the Cache to see if the audio file it is using is still there or not. If not then it will automatically called Sound.destroy
on itself. If you do not desire this result then you should ensure that you undertake all house-keeping yourself, and properly destroy Sound objects _before_ calling Cache.removeSound
( #1946 )
2015-07-27 14:02:04 +01:00
photonstorm
fd6c29e451
Pointer.move would accidentally reset the isDown
status of the Pointer on touch devices, which broke things like Sprite input events when built to native apps or run locally ( #1932 #1943 )
2015-07-27 13:34:06 +01:00
Richard Davey
1f73bbbe94
Device.canPlayVideo now checks for ogv
as a valid file extension for OGG video files (thanks @JB-Tellez #1928 )
2015-07-26 13:19:05 +01:00
Richard Davey
50480d815f
* Cache.getFrame has a new cache
parameter (that defaults to the Image cache, but can be changed to any other)
...
* Cache.getFrameCount has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameData has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.hasFrameData has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameByIndex has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameByName has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
re: #1935
2015-07-26 13:14:25 +01:00
Richard Davey
2e12cd70ed
DeviceButton would try to set altKey
, shiftKey
and ctrlKey
even for Joypads (thanks @zatch #1939 )
2015-07-26 13:01:24 +01:00
Imanol Fernandez
e41dba7f0c
Fix unmatched context.save() & context.restore() calls
2015-07-24 17:36:56 +02:00
photonstorm
74a8ba0080
Preparing for 2.4.2 dev.
2015-07-24 14:04:30 +01:00
photonstorm
444e2cffe5
More tests with the UMD wrapper.
2015-07-24 13:21:33 +01:00
photonstorm
328fd32290
Cache.removeImage now calls destroy on the image BaseTexture, removing it from the PIXI global caches without throwing a warning.
2015-07-24 13:21:18 +01:00
Richard Davey
478d005f0b
Testing new UMD wrapper.
2015-07-24 09:43:44 +01:00
Richard Davey
aeda044143
Safari on OSX wouldn't recognise button presses on trackpads (thanks JakeCake)
2015-07-23 20:54:59 +01:00
photonstorm
7a6de818e1
Updated Grunt build scripts so that all third party libs (such as Creature, P2, gl-matrix and PIXI) are now kept well and truly outside of Phaser. They are defined and placed first in the build files. So no more PIXI hiding within the Phaser namespace or UMD patching for Phaser required.
2015-07-23 16:00:45 +01:00
photonstorm
9a83ddcab9
Updated to latest Creature runtimes, added to GameObjectFactory.
2015-07-23 13:25:08 +01:00
jamesgroat
10587e07ee
Use _cacheMap to map from constant to _cache.
2015-07-22 16:53:07 -07:00
Richard Davey
1e6f83dbd3
Preparing for 2.4.1 development.
2015-07-22 17:26:12 +01:00
photonstorm
858ad51610
Phaser 2.4 release.
2015-07-22 15:31:30 +01:00
photonstorm
ffaa7d711f
Removed BaseTextureCache requirement from BitmapData.
...
Fixed jshint.
Updated TS defs.
2015-07-22 13:23:40 +01:00
photonstorm
8eb34f96ce
WebGL context loss and restoration is now handled directly by Phaser.
...
Cache.clearGLTextures empties out all of the GL Textures from Images stored in the cache. This is called automatically when the WebGL context is lost and then restored.
2015-07-22 12:59:32 +01:00
photonstorm
915a757f96
Text.updateText will now check the width and height values of the Text canvas and if either are zero it sets Text.renderable = false
to avoid throwing WebGL texture binding errors.
2015-07-22 12:43:43 +01:00
photonstorm
f28bc82fe3
Fixed packfiles undefined path error.
2015-07-22 10:53:15 +01:00
photonstorm
f15fe6706c
All undefined argument checks were changed from if (typeof x === 'undefined')
to if (x === undefined)
removing the typeof check and saving some bytes across the codebase in the process.
2015-07-22 10:37:15 +01:00
Richard Davey
9e38bf974a
World.stateChange is a new method that is called whenever the state changes or restarts. It resets the world x/y coordinates back to zero and then resets the Camera.
...
Sprites with Arcade Physics bodies that had `collideWorldBounds` enabled would be moved to the wrong position if you restarted a State (or swapped to a new State) that reset the world bounds (thanks @vulvulune #1775 )
2015-07-22 01:24:26 +01:00
Richard Davey
356864ff8a
TweenData.update now uses the Time.elapsedMS
value for its delta calculation, instead of the physicsStep - this is because tweens are inherently time duration based and on a lagging system they were not properly completing when they should do (also addresses #1819 )
2015-07-22 00:09:06 +01:00
Richard Davey
b906463189
Internally the Time class has been updated to split out the RAF and SetTimeout implementations. This cuts down the update loop workload significantly, which was causing a performance optimization bottleneck in V8.
2015-07-21 21:41:26 +01:00
Richard Davey
fc1e0de790
Merge pull request #1923 from mkristo/pixi-patch
...
Make PIXI available for Phaser when using require
2015-07-21 16:14:09 +01:00
photonstorm
ee59425be3
RC3
2015-07-21 15:19:26 +01:00
Richard Davey
c6534a56b6
Merge pull request #1922 from mkristo/process-patch
...
Fix reference error for process
2015-07-21 14:21:12 +01:00
photonstorm
7144b10ad5
TileSprites fixed for WebGL.
2015-07-21 13:24:12 +01:00
Markus Kristo
da6d7a58e3
Fix reference error for process
...
process was defined, while window.process wasn't.
2015-07-21 13:53:18 +02:00
Markus Kristo
17c0768521
Add PIXI to the Phaser namespace
...
Hackish solution to make it possible to access PIXI directly from a game.
2015-07-21 11:00:30 +02:00
Markus Kristo
6d742155bf
Make sure PIXI is available when using require for phaser builds
...
This is a hackish solution, and would not be needed if Phaser used require and a JS bundler like webpack
2015-07-21 10:55:54 +02:00
photonstorm
92486f85d9
Removed console.log.
2015-07-20 14:01:45 +01:00
photonstorm
cf74eaa396
MSPointer now checks the pointerType
property of the DOM event and if it matches 'mouse' it will update Input.mousePointer
, rather than Input.pointer1
(or whatever the next free Pointer was).
2015-07-20 14:01:21 +01:00
photonstorm
7ffbeb8a2a
Added Mouse consts back in ( #1903 )
2015-07-20 12:38:41 +01:00
photonstorm
bb6c5bbbdc
Key added to TextureAtlas and SpriteSheet, fixing the 'undefined' key error in LoadTexture.
2015-07-20 12:00:37 +01:00
photonstorm
b6ad27ed24
Phaser 2.4 RC2.
2015-07-17 17:51:05 +01:00
photonstorm
b470601faf
Tidying up docs.
2015-07-17 17:50:53 +01:00
photonstorm
c2812a7b5c
jshint fixes and renamed float to padFloat.
2015-07-17 14:11:11 +01:00
photonstorm
5d0788b47d
Consolidated all Pointer buttons into the new DeviceButton class.
2015-07-17 13:52:09 +01:00
photonstorm
32ea5bee03
Fixes #1916 - but am now working on the DeviceButton class to tidy it all up.
2015-07-17 12:24:08 +01:00
photonstorm
45944d689c
Fix for #1914
2015-07-16 22:45:25 +01:00
Richard Davey
6531552b32
Merge pull request #1905 from standardgaussian/aabbninja
...
AABB vs. AABB collision in Ninja
2015-07-16 15:45:09 +01:00
Richard Davey
2d3b1ee383
Merge pull request #1911 from mthurlin/patch-1
...
game.make.group() did not setup parent correctly
2015-07-16 15:40:10 +01:00
Richard Davey
fcaa6cec68
Merge pull request #1912 from Feenposhleen/feature/fixing-json-fonts
...
Improving JSON BitmapText implementation
2015-07-16 15:37:09 +01:00
photonstorm
7271eb5e2d
Removed un-needed cache arguments and fixed jshint error.
2015-07-16 14:58:51 +01:00
Charlo
795a7c80a8
Improving JSON BitmapText implementation
2015-07-16 13:30:55 +02:00
Richard Davey
f552615982
Fixed RenderTexture in WebGL.
2015-07-16 02:27:07 +01:00
Richard Davey
9c588d94e8
PIXI.BitmapText has been removed as a global array, as it is no longer used.
2015-07-16 01:29:32 +01:00
Richard Davey
9314c5a767
LoaderParser.bitmapFont, xmlBitmapFont and jsonBitmapFont all now return the font data rather than write it to the now deprecated PIXI global font cache.
2015-07-16 01:17:03 +01:00
Richard Davey
3c7293ab57
Updated AnimationParser and fixed LoadTexture calls.
2015-07-16 01:02:59 +01:00
Richard Davey
bab50d7c88
* The Cache has been internally refactored considerably. Image data is now all stored in the same object, rather than being split across the PIXI global caches (such as PIXI.TextureCache and PIXI.BaseTextureCache), which are no longer used by Phaser.
...
* Internally the Cache now uses a single _cache object, which is partitioned to store the various different object types. Before the cache used lots of private objects, one per data type, but it's now a lot cleaner and we've managed to cut out hundreds of lines of duplicate code in the process.
* Cache.getImage has a new argument which lets you return either just the HTML Image element or the entire image cache object, which includes the baseTexture and frame data.
* Cache.getImage will return a __default image if the key isn't given, or a __missing image if the key is given but not found in the cache. This means it will always return a valid image and no longer cause Phaser to throw runtime errors deeper down with invalid image objects.
2015-07-16 00:46:28 +01:00
Richard Davey
5e33a2ea92
TS defs updates for the Cache changes.
2015-07-15 23:22:51 +01:00
Richard Davey
6921b30d94
The Loader can now load external fragment shaders (.frag files)
2015-07-15 23:22:25 +01:00
Richard Davey
1c9fb614a4
PIXI._CompileShader can now take an array or a string for the fragment src.
2015-07-15 23:20:39 +01:00
Richard Davey
1f66cdbcb5
Lots of jsdoc updates and small fixes.
2015-07-15 21:52:19 +01:00
photonstorm
f52b553eaf
Loads more Cache optimisations and tweaks.
2015-07-15 17:06:29 +01:00
photonstorm
81b553d8ee
Ok let's start removing these 'typeof' checks.
2015-07-15 16:33:26 +01:00
photonstorm
d663d290c2
hasFrameData added and some LoadTexture updates.
2015-07-15 16:33:01 +01:00
photonstorm
8dd3e06747
Loads of Cache optimisations and updates.
2015-07-15 15:00:21 +01:00
Markus Thurlin
d360384f4a
game.make.group() did not setup parent correctly
2015-07-15 14:30:28 +02:00
photonstorm
f41f806b99
Fixed issue with looped animations skipping last frame (or getting stuck on a single frame in 2 frame anims)
2015-07-14 13:47:25 +01:00
photonstorm
a0d57544c7
P2 updates finished.
2015-07-13 14:48:33 +01:00
photonstorm
956fa493a6
The P2.Body.onBeginContact arguments have changed. It now sends 5 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A, the p2 Shape from Body B and the contact equations array. Note that the Phaser.P2.Body may be null if you collide with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.
...
The P2.Body.onEndContact arguments have changed. It now sends 4 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A and the p2 Shape from Body B. Note that the Phaser.P2.Body may be null if this is the end of a contact with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.
Upgraded to p2.js 0.7.0
2015-07-13 11:44:04 +01:00
Richard Davey
502dd548fb
Loader.path is a string and if set it is placed before any _relative_ file path given to the Loader. For example: load.path = "images/sprites/";
followed by load.image("ball", "ball.png");
and load.image("tree", "level1/oaktree.png");
would load the ball
file from images/sprites/ball.png
and the tree from images/sprites/level1/oaktree.png
. The path is added before the filename but *after* the Loader.baseURL
. The path _must_ end with a "/". Set it to nothing to disable the path.
2015-07-12 23:43:35 +01:00
Richard Davey
8b165b9225
Reduce booleans.
2015-07-12 16:19:23 +01:00
Richard Davey
44c650f6e7
PIXI.DisplayObject.updateTransform now nulls the _currentBounds property (thanks @gaufqwi #1906 )
2015-07-12 12:01:38 +01:00
Richard Davey
41d702b485
Pointer.isUp and isDown are now set in the updateButtons method based on the state of ANY button on the device, jsdocs also updated to reflect this ( #1902 )
2015-07-12 11:56:25 +01:00
Richard Davey
b0a8d3d78c
Mouse.button and MSPointer.button properties removed and jsdocs expanded to explain the correct path to now take ( #1903 )
2015-07-12 11:47:20 +01:00
Richard Davey
4dec046c40
Added pendingDestroy to Groups.
2015-07-12 11:33:30 +01:00
Standard Gaussian
b8710d7066
Removed unused local variables in Ninja.AABB.reportCollisionVsBody
2015-07-11 21:28:15 +01:00
Standard Gaussian
e7356e003f
Implemented Ninja AABB vs AABB collisions
2015-07-11 21:04:16 +01:00
Richard Davey
1850e287bd
Merge pull request #1899 from spayton/updev
...
Removed use of deprecated signals (enterLandscape & enterPortrait)
2015-07-10 17:09:35 +01:00
photonstorm
d3525950a2
Group.addMultiple if given a Group.children array as the first parameter would fail as the original group length was decreased out of line with the children being added. Group.addMultiple now checks if the children argument is a Phaser.Group instance, and if so it uses Group.moveAll instead on it (thanks @AnderbergE #1898 )
...
Group.moveAll allows you to move all of the children of a Group into another Group.
2015-07-10 17:05:54 +01:00
spayton
37e0efefe3
Removed use of deprecated signals (enterLandscape & enterPortrait)
2015-07-10 14:42:17 +01:00
Richard Davey
8e92c13412
Canvas.setSmoothingEnabled only applies the value of the property exists, which avoids the Chrome webkit prefix deprecation warnings.
2015-07-10 04:02:21 +01:00
Richard Davey
f65bca1026
All Signals now have the ability to carry extra custom arguments with them, which are passed on to the callback you define after any internal arguments. For example a Phaser.Key has an onDown signal. When dispatched onDown sends a reference to the Key as the first and only argument. But you can now set the callback like this: fireKey.onDown.add(shoot, this, 0, 'lazer', 64)
. So when the onDown signal is dispatched internally the callback (shoot
in this case) will receive 3 arguments: the Key reference that is raised internally and the string 'lazer' and value 64, which were the custom arguments provided when setting-up the callback.
2015-07-09 21:15:00 +01:00
Richard Davey
03e2f1a2b5
On trackpads Pointer.updateButtons now checks for the ctrlKey being pressed and sets rightButton to true as a result.
2015-07-09 19:26:00 +01:00
photonstorm
45f06bd01c
Fixed #1866
2015-07-09 16:41:53 +01:00
photonstorm
5f611f83cb
Fixed small texture bug.
2015-07-09 15:51:24 +01:00
photonstorm
8cf300fc11
Added Japanese Machine palette.
2015-07-09 14:29:18 +01:00
photonstorm
89c87bc9db
Updated addKeys to take an object instead of 2 arrays - it's just cleaner and reads easier in code.
2015-07-09 14:28:58 +01:00
photonstorm
630886da28
Reverting Windows Phone WebGL - Canvas force #1706
2015-07-09 11:51:27 +01:00
photonstorm
5ad3698703
BitmapData.clear has 4 new optional parameters: x, y, width and height, that define the area to be cleared. If left undefined it works exactly the same as before and clears the entire canvas.
2015-07-09 11:44:21 +01:00
Richard Davey
0dc8757781
Updates.
2015-07-09 01:30:03 +01:00
Richard Davey
6a8e6a7954
Adding in Phaser.Create.
2015-07-09 00:19:21 +01:00
Richard Davey
d027bf8ba7
BitmapData.generateTexture will take a snapshot of the BitmapDatas canvas at that moment in time and convert it into an Image, which is then stored in the Phaser image Cache based on the key given. You can then use the new texture for any future sprites or texture based objects.
2015-07-09 00:19:07 +01:00
Richard Davey
7253ac368d
jsdoc update.
2015-07-08 19:11:41 +01:00
Richard Davey
3590272c51
All Game Objects have a new boolean property called pendingDestroy
. If you set this to true
then the object will automatically destroy itself in the *next* logic update, rather than immediately. This is useful for cases when you wish to destroy an object from within one of its own callbacks, such as with buttons or other input events (thanks @alamboley #1748 )
2015-07-08 18:52:01 +01:00
photonstorm
1b5da312d0
RandomDataGenerator.weightedPick has been tweaked slightly to allow for a more even distribution of weights. It still favors the earlier array elements, but will accurately include 'distance' elements as well (thanks @gingerbeardman #1751 )
2015-07-08 17:20:36 +01:00
photonstorm
87ac0b8f50
jsdoc tweak.
2015-07-08 16:40:40 +01:00
photonstorm
64b1794d67
Rope.segments used the wrong vertices property, causing a runtime error.
...
Debug.ropeSegments didn't take the scale of the Rope object into consideration, causing incorrect debug rendering.
2015-07-08 16:40:26 +01:00
photonstorm
47e1d16a6d
jshint fix.
2015-07-08 16:00:03 +01:00
photonstorm
b9dcf74726
If the device is detected as a Windows Phone the renderer is automatically set to use Canvas, even if WebGL or AUTO was requested (thanks @ramarro123 #1706 )
2015-07-08 15:25:52 +01:00
photonstorm
0f31358724
Device.windowsPhone should now correctly identify Windows Phone 8.1 devices, which also think they are iOS and Androids. If you find a device that gets around this check please send us its ua string! (thanks @jounii #1496 )
2015-07-08 15:22:32 +01:00
photonstorm
f48d038db3
Lots of jsdoc updates ( #1644 )
2015-07-08 15:10:41 +01:00
photonstorm
1281bc52d7
Setting the scaleMode property of a Game configuration object would cause a ScaleManager TypeError in the resize method. It now stores the scale mode locally and applies it after boot (thanks @Mickawesomesque #1534 )
2015-07-08 14:52:20 +01:00
photonstorm
3012e49937
Text.addColor would incorrectly color the text stroke if set (thanks @llevkin #1893
...
Text.addStrokeColor works in the same way as `Text.addColor` but allows you to define a color stop for the stroke color instead of the fill color.
2015-07-08 12:52:39 +01:00
Richard Davey
86cac2085c
BitmapData.move(x, y) allows you to shift the contents of the BitmapData horizontally and vertically by the given amounts. The image wraps-around the edges of the BitmapData.
...
BitmapData.moveH(distance) allows you to horizontally shift the BitmapData with wrap-around the edges.
BitmapData.moveV(distance) allows you to vertically shift the BitmapData with wrap-around the edges.
2015-07-08 04:26:28 +01:00
Richard Davey
a7e18137d1
Text has a new style property: tabs. This allows you to specify a pixel value (or values) that allows you to space out text that contains tab characters within it. Text.tabs
can be either an integer, in which case all tabs share the same spacing, or an array of pixel values corresponding exactly to the number of tabs per line of text. This allows you to easily align columns of data in a single Text object.
2015-07-08 01:15:31 +01:00
Richard Davey
3066f60f11
parseList support added.
2015-07-08 00:03:03 +01:00
Richard Davey
2e447ec01d
Tidied up tab handling a little.
2015-07-07 23:41:37 +01:00
Richard Davey
ae08b9ac02
Text tab support working. Now to add varying tab sizing.
2015-07-07 23:31:44 +01:00
Richard Davey
b8cc4d9d53
Updated Text resolution handling.
2015-07-07 20:48:00 +01:00
photonstorm
a19479d948
jsdocs update.
2015-07-07 16:58:41 +01:00
photonstorm
157df30696
Pointer button handling has been given an overhaul. It has the following new boolean properties: leftButton
, rightButton
, middleButton
, backButton
, forwardButton
and eraserButton
. So you can now easily check which buttons are active and build right or middle click support into your games. The Pointer object normalises these properties for you, regardless if they came from a MouseEvent or PointerEvent (thanks @youssefdetovernickr for the idea #1848 )
2015-07-07 16:53:56 +01:00
photonstorm
9548fb9856
Final textBounds updates.
2015-07-07 15:16:23 +01:00
Richard Davey
92f2742a26
When reusing a Tween created with an array of properties the values would get exponentially added to the TweenData internal array each time the tween was re-run (thanks @SBCGames #1747 )
2015-07-07 04:21:55 +01:00
Richard Davey
6a9fd4de8d
Debug.currentAlpha wasn't being used to set the alpha of the Debug context at all (was always set to 1) but now updates the alpha of the Debug context before anything is rendered to it (thanks @wayfu #1888 )
2015-07-07 03:32:11 +01:00
Richard Davey
06658fa1e0
TilemapLayer.resize allows you to resize a TilemapLayer. It will update the internal canvas object and corresponding texture dimensions ( #1881 )
2015-07-07 03:27:28 +01:00
Richard Davey
8aaa8de985
Fixed issue with tilesets not updating correctly.
2015-07-07 02:38:14 +01:00
Richard Davey
a1f618f54f
Debugging tileset issue.
2015-07-07 02:18:53 +01:00
Richard Davey
f57d3c19e9
P2.Body.createGroupCallback incorrectly referenced the _groupCallbackContext
when deleting it (thanks @Langerz82 #1886 )
2015-07-07 01:24:26 +01:00
Standard Gaussian
a556dfdc69
Issue #1885 : P2.enableBody now checks if an anchor exists on target object before attempting to set its value
2015-07-05 22:39:15 +01:00
photonstorm
8919e4e128
Trying out resize method.
2015-07-02 17:19:57 +01:00
photonstorm
ab092c5c14
Keyboard.addKeys is a practical way to create an object containing user selected hotkeys. For example: addKeys( [Phaser.Keyboard.W, Phaser.Keyboard.S, Phaser.Keyboard.A, Phaser.Keyboard.D], [ 'up', 'down', 'left', 'right' ] );
would return an object containing the properties up
, down
, left
and right
that you could poll just like a Phaser.Key object. (thanks @Mourtz #1857 )
2015-07-02 14:15:06 +01:00
Richard Davey
755a247e31
Merge pull request #1857 from Mourtz/master
...
Implemented Keyboard.AddKeys function.
2015-07-02 13:54:18 +01:00
photonstorm
698167a596
Tiled Image Collection support is now available and has been added to the TilemapParser and Tilemap classes (thanks @asyed94 #1879 )
2015-07-02 13:53:02 +01:00
Richard Davey
1f76340563
Merge pull request #1879 from asyed94/dev
...
Implemented Tiled Image Collection support.
2015-07-02 13:43:06 +01:00
photonstorm
a89d48b9a6
Text.autoRound allows you to control if the text is allowed to render at sub-pixel coordinates or not. Set to true
to round the coordinates, often eliminating anti-aliasing from certain font types ( #1867 )
2015-07-02 13:39:59 +01:00
photonstorm
ce405acb02
jsdoc update #1864
2015-07-02 13:31:26 +01:00
photonstorm
29f9eeabc6
RenderTexture now takes the display objects alpha into consideration when rendering it, before it would always reset worldAlpha to 1 before rendering, thus ignoring any alpha that may be set.
2015-07-02 13:28:44 +01:00
Richard Davey
2b7666e22d
Added toString to the constructor parameter.
2015-07-01 23:37:48 +01:00
asyed94
6771c656e9
Removed trailing whitespace.
2015-06-29 16:32:16 -05:00
asyed94
8fefabcf59
Implemented Tiled Image Collection support.
...
Created class ImageCollection.js to internally handle Image Collection
data.
Added imagecollections member to Tilemap.js to access parsed Image
Collection data.
Added ability to parse Image Collections from Tiled json data to
TilemapParser.js
2015-06-27 15:30:26 -05:00
photonstorm
8356aacaa8
Trying out new Text pivot and mute handling.
2015-06-24 19:57:40 +01:00
photonstorm
1ed33cb06c
Setting mute to false on Sound that was never muted caused its volume to be set to zero (thanks @brianbunch #1870 )
2015-06-24 15:54:25 +01:00
Richard Davey
5f2b2df3d4
Yuma :)
2015-06-22 00:31:54 +01:00
photonstorm
a69c156526
The Text Bounds is a rectangular region that allows you to align your text within it, regardless of the number of lines of text or position within the world. For example in an 800x600 sized game if you set the textBounds to be 0,0,800,600 and text alignment to 'left' and vertical alignment to 'bottom' then the text will render in the bottom-right hand corner of the game, regardless of the size of font you're using or the number of lines in the text itself.
...
Set the Style properties `boundsAlignH` and `boundsAlignV` or adjust them via the Text setters to change the alignment.
It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts have additional padding around them which you can mitigate by tweaking the Text.padding property.
Setting a textBounds _doesn't_ update the wordWrapWidth, so be aware of the relationship between the two.
Call this method with nothing defined for any of the parameters to reset an existing textBounds.
#1824
2015-06-17 17:18:04 +01:00
photonstorm
0258245f12
Phaser.Text no longer extends PIXI.Text but replaces it entirely. Phaser.Text now natively extends a Phaser Sprite, meaning it can be enabled for physics, damaged, etc.
2015-06-17 13:21:28 +01:00
photonstorm
102c74e121
Deprecated the following:
...
* Camera.screenView
* ScaleManager.maxIterations
* ScaleManager.enterPortrait (see onOrientationChange)
* ScaleManager.enterLandscape (see onOrientationChange)
* ScaleManager.enterFullScreen (see onFullScreenChange)
* ScaleManager.leaveFullScreen (see onFullScreenChange)
* ScaleManager.fullScreenFailed (see onFullScreenError)
* ScaleManager.checkResize
* ScaleManager.checkOrientation
* ScaleManager.setScreenSize (see updateLayout)
* ScaleManager.setSize (see reflowCanvas)
* ScaleManager.checkOrientationState (see reflowCanvas)
* ScaleManager.orientation (see screenOrientation)
* Gamepad.disabled (see enabled)
* Input.currentPointers (see totalActivePointers)
* Input.disabled (see enabled)
* Keyboard.disabled (see enabled)
* Mouse.disabled (see enabled)
* Mouse.mouseMoveCallback (see Input.addMoveCallback)
* MSPointer.disabled (see enabled)
* Touch.disabled (see enabled)
* Cache.getUrl (see getURL)
* Math.truncate (see Math.trunc)
* Math.snapToInArray (see Phaser.ArrayUtils.findClosest)
* Math.interpolateFloat (see Math.linear)
* Math.normalizeLatitude (use Phaser.Math.clamp(lat, -90, 90))
* Math.normalizeLongitude (use Phaser.Math.wrap(lng, -180, 180))
* Math.chanceRoll (use Phaser.Utils.chanceRoll)
* Math.numberArray (use Phaser.ArrayUtils.numberArray)
* Math.numberArrayStep (use Phaser.ArrayUtils.numberArrayStep)
* Math.limitValue (use Phaser.Math.clamp)
* Math.randomSign (use Phaser.Utils.randomChoice(-1, 1))
* Math.angleLimit (use Phaser.Math.clamp)
* Math.getRandom (use Phaser.ArrayUtils.getRandomItem)
* Math.removeRandom (use Phaser.ArrayUtils.removeRandomItem)
* Math.floor (use Math.trunc)
* Math.ceil (use Phaser.Math.roundAwayFromZero)
* Math.shift (use Phaser.ArrayUtils.rotate)
* Math.shuffleArray (use Phaser.ArrayUtils.shuffle)
* Math.distanceRounded (do the rounding locally)
* Canvas.getOffset (see Phaser.DOM.getOffset)
* Canvas.getAspectRatio (see Phaser.DOM.getAspectRatio)
* TilemapLayer.tileColor (use TilemapLayer.debugSettings.missingImageFill)
* Phaser.ArrayList alias removed, now use Phaser.ArraySet
* Utils.transposeArray (see Phaser.ArrayUtils.transposeMatrix)
* Utils.rotateArray (see Phaser.ArrayUtils.rotateMatrix)
* Utils.shuffle (see Phaser.ArrayUtils.shuffle)
2015-06-17 03:14:31 +01:00
photonstorm
8cf28fede7
maxHealth is a new property that Game Objects with the Health component receive and works in combination with the heal
method to ensure a health limit cap.
2015-06-17 02:00:04 +01:00
photonstorm
b725c25702
Button game objects now have Input.useHandCursor
set to true
by default.
2015-06-17 01:55:36 +01:00
Richard Davey
0b82a68717
Merge pull request #1794 from stephandesouza/patch-1
...
Add a Heal Method to Phaser.Components.Health
2015-06-17 01:54:14 +01:00
Richard Davey
a7a74550a5
Merge pull request #1837 from Feenposhleen/dev
...
JSON support for BitmapFont atlases
2015-06-17 01:49:23 +01:00
Richard Davey
560f98b40b
Merge pull request #1828 from luckylooke/patch-2
...
docs: parameter description augmented
2015-06-17 01:41:25 +01:00
Richard Davey
306fbf4d5c
Merge pull request #1810 from Preece/tilemap-overlap
...
Sprite vs Tilemap can now check for overlap, without trying to separate
2015-06-17 01:38:42 +01:00
Richard Davey
88524cd1ce
Merge pull request #1851 from rblopes/detect-nwjs-electro
...
Changes for nw.js-like environment detection code
2015-06-17 01:35:16 +01:00
photonstorm
40802314dd
TileSprite now fully supports animation again, having been broken for several versions due to a Pixi upgrade. We've updated the way TileSprites generate their textures internally considerably and animation support is back across both Canvas and WebGL as a result ( #1653 )
2015-06-17 01:25:56 +01:00
photonstorm
04a25c5d9b
Small fix + jsdoc update.
2015-06-17 01:04:55 +01:00
Richard Davey
14733e9b90
Tilemap.addTilesetImage can now accept a BitmapData as the key
parameter and will use the BitmapData to render the tileset with instead of an image from the cache (thanks to @unstoppablecarl for the idea #1838 )
2015-06-16 23:17:46 +01:00
photonstorm
30a35227da
Formatting update.
2015-06-16 20:38:18 +01:00
photonstorm
71cf2064ab
Fixed TS defs and jsdoc for Ninja convertTilemap #1756
2015-06-16 19:10:01 +01:00
photonstorm
17831e0103
P2.Body.loadPolygon now allows the key
parameter to be passed as null
- when this happens the object
parameter can be the actual physics object data instead of a string pointing to the cache, allowing you to take advantage of adding multiple convex shapes with automatic adjustments for center of mass #1801
2015-06-16 19:02:28 +01:00
photonstorm
cf83f51315
Added textureDebug boolean - allows you to visually debug the generated texture a TilingSprite creates.
2015-06-16 18:31:39 +01:00
photonstorm
58f4b07741
Clarified relationship between Sprite and BodyDebug #1795
2015-06-16 18:30:54 +01:00
photonstorm
b481402ae4
Due to a Pixi 2 issue TileSprite when running under WebGL didn't respect the world alpha setting and would only work with its own alpha (thanks @hanenbro #1774 )
2015-06-16 17:03:19 +01:00
Richard Davey
8a750a1f1e
Merge pull request #1777 from boniatillo-com/assetpack_audiosprite
...
Load audiosprite from asset pack
2015-06-16 16:43:06 +01:00
photonstorm
89c11b9d48
TilemapLayer swapped to use full Phaser.Sprite to allow for input events, bringToTop, etc.
2015-06-16 16:40:45 +01:00
photonstorm
1990bce48b
Sound.restart and Sound.stop now properly disconnect the sound from the gainNode (or external node) before stopping it, allowing restart to work correctly (thanks @eofs #1796 )
2015-06-16 16:24:47 +01:00
photonstorm
00cf44eb22
If running under Cordova and iOS the Game.lockRender boolean will be set to true
when the game pauses and false
when it resumes. This avoids the gpus_ReturnNotPermittedKillClient
app crash on iOS (thanks @cncolder #1800 )
2015-06-16 14:54:42 +01:00
photonstorm
ab8c98676e
Sound.resume wouldn't properly restart looped sounds in Chrome after being paused. Phaser now specifically handles the Chrome 42 bug and later fix (thanks @nkovacs #1820 )
2015-06-16 14:28:46 +01:00
photonstorm
c518fa32b7
Formatting.
2015-06-16 14:16:04 +01:00
photonstorm
c0c3fef420
jsdocs update.
2015-06-16 14:16:04 +01:00
photonstorm
f5369628ce
Device.chromeVersion will return the major version number of Chrome.
2015-06-16 14:16:04 +01:00
photonstorm
d931cedb69
Fixed issue with long text dropping to be shorter again.
2015-06-16 12:45:26 +01:00
photonstorm
697a3f4f18
jsdoc tweak.
2015-06-16 11:57:28 +01:00
Alex Mourtziapis
7252666e9a
fixed minor jshint warnings.
2015-06-15 04:35:06 +03:00
Alex Mourtziapis
9d16e3e9a0
Update Keyboard.js
2015-06-15 04:33:40 +03:00
Alex Mourtziapis
4cc3777d36
Fixed some Travis CI errors.
2015-06-15 00:41:37 +03:00
Alex Mourtziapis
565d8e6e4a
Implemented Keyboard.AddKeys function.
2015-06-14 23:35:38 +03:00
photonstorm
732b80813e
Line.rotate allows you to rotate a line by the given amount around its center point.
2015-06-13 05:20:43 +01:00
photonstorm
5f9bff0e8b
Clarified the documentation for Point.rotate and fixed all the examples.
2015-06-13 05:02:07 +01:00
photonstorm
9e78cd1d7a
Rectangle.random will return a uniformly distributed random point from anywhere within the rectangle.
2015-06-13 04:18:50 +01:00
photonstorm
77e7b2af9b
Ellipse.random will return a uniformly distributed random point from anywhere within the ellipse.
2015-06-13 03:46:20 +01:00
photonstorm
3daea179fb
Line.random will return a random point from anywhere on the Line segment.
2015-06-13 03:04:02 +01:00
photonstorm
70cf7a32bc
Fixed jshint errors.
2015-06-13 02:31:21 +01:00
photonstorm
8de9e0c076
Fixed loadEvent argument.
2015-06-13 02:30:00 +01:00
photonstorm
f216313582
jsdoc and debug removal.
2015-06-12 19:21:06 +01:00
photonstorm
fa469b85e1
Added GameObjectFactory.video url parameter.
2015-06-12 19:20:50 +01:00
photonstorm
7d308a2169
Added loadEvent parameter to Loader.video.
2015-06-12 19:19:43 +01:00
Rafael Barbosa Lopes
b64d817913
Refactoring the boolean expressions.
2015-06-12 15:17:26 -03:00
photonstorm
9212c01dae
Returns a random point from anywhere within this circle.
2015-06-12 19:15:56 +01:00
Rafael Barbosa Lopes
3f5691ecdd
Add detection for GitHub Electron.
2015-06-12 15:08:54 -03:00
Rafael Barbosa Lopes
bf9d516ef4
Simplify detection of nw.js (formerly Node-WebKit).
2015-06-12 15:06:22 -03:00
photonstorm
af42f5d4c9
Cache.getJSON has a new parameter: clone
. If set it will return a clone of the object stored in the Cache rather than a reference to it.
2015-06-12 12:16:58 +01:00
photonstorm
0b6bf3f52f
Extended getUserMedia check.
2015-06-11 06:01:40 +01:00
photonstorm
681d8679e7
Rectangle.resize allows you to resize a Rectangle to the new given dimensions without altering its position.
2015-06-11 06:01:29 +01:00
photonstorm
10a3df1ef5
Set the Video baseTexture to __default until the stream starts.
2015-06-10 14:21:58 +01:00
photonstorm
5458097006
Renamed createVideoStream to startMediaStream.
...
Refactored Video constructor significantly - you can no longer create a webcam stream from the constructor, as it doesn't give you time to respond to onAccess and onError signals in Firefox. Instead call startMediaStream directly having set-up your signal listeners first.
startMediaStream now has a chance to dispatch the onError signal if the webcam has been blocked entirely by the browser (auto-block or remembered block). autoPlay attribute removed to stop Firefox throwing a "Invalid URI. Load of media resource failed" error.
Tidied up Video.destroy to properly remove video element from the DOM.
2015-06-10 00:59:24 +01:00
photonstorm
1c1a2ac195
Volume should default to 1 if undefined OR null (as from an Audio Sprite)
2015-06-09 20:55:20 +01:00
photonstorm
5c6eab86c0
Swapped to the shorter 'between' method.
2015-06-09 20:54:52 +01:00
nextht
6f5d4b93b8
Fix mask combine filter bug
...
In the demo (code below), i create a group with a rect mask, and create a sprite as child with a blurXY filter, then nothing is displayed.
So i hack WebGLFilterManager's pushFilter and popFilter method, in pushFilter method i create a new stencilManager instance and cache the old one, in popFilter i destroy the new stencilManager and restore the old one, then this workaround works rightly as i expect.
I think this is bug for PIXI, so i hope @GoodBoyDigital and @photonstorm can help me to check whether this fixing is right or not, thanks.
var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser2.png');
game.load.script('filterX', '../filters/BlurX.js');
game.load.script('filterY', '../filters/BlurY.js');
}
function create() {
var logo = game.add.sprite(game.world.centerX, game.world.centerY, 'phaser');
logo.anchor.setTo(0.5, 0.5);
var blurX = game.add.filter('BlurX');
var blurY = game.add.filter('BlurY');
logo.filters = [blurX, blurY];
var group = game.add.group();
group.addChild(logo);
group.mask = game.add.graphics();
group.mask.beginFill(0xff);
group.mask.drawRect(0,0,500,500);
}
2015-06-08 20:43:20 +08:00
Charlo
70428fd39c
Fixed linting errors
2015-06-06 12:54:14 +02:00
Charlo
17a8116382
Added JSON support for BitmapFont
2015-06-06 12:35:08 +02:00
photonstorm
2b0abb67dd
onDragUpdate is a new signal that is dispatched whenever a Game object enabled for input and drag is moved by a pointer (i.e. during a drag event). See the Phaser.InputHandler.enableDrag
docs for parameter details and the new Phaser Example.
2015-06-04 20:58:00 +01:00
Richard Davey
660ab8510c
Merge pull request #1833 from danxexe/fix-drawcircle-docstring
...
Fix docstring of drawCircle
2015-06-04 04:23:45 +01:00
DanX
860d2e9538
Fix docstring of drawCircle
2015-06-03 13:41:42 -03:00
photonstorm
a971928bbc
jshint fixes.
2015-06-03 13:22:29 +01:00
photonstorm
52b1b499a8
Removed un-needed Pixi file.
2015-06-03 05:28:24 +01:00
photonstorm
560fed484f
Added BitmapText.purgeGlyphs method.
2015-06-03 05:28:24 +01:00
photonstorm
03a7b6a708
Updated Destroy component to deal with BitmapText glyphs pool.
2015-06-03 05:28:24 +01:00
photonstorm
5e265bbe86
Re-ordered carriage-return detection.
2015-06-03 05:28:24 +01:00
photonstorm
90d08fbf24
Updated jsdocs and added align parameter to method call.
2015-06-03 05:28:24 +01:00
photonstorm
fa7259fd75
Removed debug calls.
2015-06-03 05:28:24 +01:00
photonstorm
01de0de7ac
Added BitmapText global.
2015-06-03 05:28:24 +01:00
photonstorm
2484ced06d
Typo.
2015-06-03 05:28:24 +01:00
photonstorm
cf5238c749
Removed use of PIXI.BitmapText entirely. Moved all update and support functions to Phaser.
2015-06-03 05:28:23 +01:00
photonstorm
ed82097151
Removed un-necessary PIXI.TextureCache pollution in Phaser.LoaderParser.bitmapFont.
2015-06-03 05:28:23 +01:00
photonstorm
17648b74db
Complete refactoring of PIXI.updateText - now properly respects the maxWidth setting regardless of kerning or font scale.
2015-06-03 05:28:23 +01:00
photonstorm
76e2b00c82
Fixed pad jsdoc and ts defs ( #1823 )
2015-06-02 19:53:30 +01:00
luckylooke
ee22bbbd05
docs: parameter description augmented
...
addTilemap 'url' parameter text augmented
2015-05-31 13:21:33 +02:00
photonstorm
cc5740af10
BitmapText line spacing and word wrapping has been vastly improved and bought in-line with how Pixi 3 handles it, but with additional anchor support.
2015-05-31 01:31:11 +01:00
Richard Davey
86f155da80
Merge pull request #1804 from asyncanup/patch-1
...
Fixed spelling error in 'rotation'
2015-05-30 20:02:09 +01:00
photonstorm
1438248388
Group.add and Group.addAt will only create a Physics Body on the child if it doesn't already have one. This is a change from 2.3 where it would replace the physics body property with the new body, but this could lead to garbage build-up over time, so you should now properly destroy the body before changing it.
2015-05-29 00:59:23 +01:00
photonstorm
5ef9b0a5e6
TilemapParser.parseTiledJSON would ignore 'falsey' properties set on Objects in Tiled JSON tilemaps, such as x: 0
or visible: false
. These properties are now accurately copied over to the destination map data (thanks @MaksJS #1818 )
2015-05-27 18:07:33 +01:00
photonstorm
fcb2dc8306
Added snapPoint value (currently unused)
2015-05-26 20:01:57 +01:00
photonstorm
bdcb15fcde
Tween.to and Tween.from can now accept null
as the ease parameter value. If null
it will use the default tween, as per the documentation (thanks @nkovacs #1817 )
2015-05-26 20:01:57 +01:00
Casey Clyde
e935df328d
Sprite vs Tilemap can now check for overlap, without trying to separate
2015-05-23 22:39:12 -07:00
photonstorm
621e51d949
Docs update about the lovely 48000 Hz music bug.
2015-05-23 03:37:04 +01:00
photonstorm
18ae9268aa
Scope fix.
2015-05-22 15:14:49 +01:00
photonstorm
c2f7520c7a
StateManager.onStateChange is a new signal which is dispatched whenever the State changes from one to another. The callback you specify is sent two parameters: the string based key of the new state, and the second parameter is the string based key of the old / previous state.
2015-05-22 15:10:20 +01:00
photonstorm
5054344668
The LoadTexture component has a new property: customRender which is checked for in the Core postUpdate to know when to render custom elements like Videos.
2015-05-21 15:24:39 +01:00
photonstorm
312c31b778
jsdoc and formatting fixes.
2015-05-21 11:53:18 +01:00
luckylooke
1939efd1c1
Copypaste typo
...
`Point.setTo(2, 2)` to `Point.set(2, 2)`
2015-05-20 14:21:35 +02:00
Anup Bishnoi
ac92e3c58e
Fixed spelling error in 'rotation'
2015-05-19 22:48:03 -04:00
photonstorm
5a91f85b1f
Typo.
2015-05-19 16:57:36 +01:00
Richard Davey
4431e72711
Merge pull request #1770 from jeremyosborne/distsq
...
Fix for #1761 : [Feature Request] Add Math.distanceSq().
2015-05-19 16:14:57 +01:00
Richard Davey
8db0bfa377
Merge pull request #1785 from rblopes/fix-1782
...
Assign the default value of 60 FPS to the optional `frameRate` parameter, when ommited.
2015-05-19 15:04:45 +01:00
photonstorm
1e2940a6a4
PIXI.Graphics was calling Polygon.flatten in its drawShape call, causing the original Polygon object to internally change. It now takes a clone of the polygon and only flattens that ( #1779 )
2015-05-19 14:53:32 +01:00
photonstorm
d2bcb3562b
If transformUrl is given an invalid URL it returns false.
2015-05-19 14:19:24 +01:00
photonstorm
734fbfea9e
The mp4Video check includes h264 now.
2015-05-19 14:18:57 +01:00
photonstorm
0f6dd1a1a6
Device.firefoxVersion is a new property that contains the major Firefox version number if running within Firefox, otherwise zero.
2015-05-18 14:51:25 +01:00
photonstorm
7c9db8f632
jshint fixes.
2015-05-18 13:36:22 +01:00
photonstorm
2c775cf03d
FrameData.getFrameIndexes when called with a partial array (such as creating an animation out of a set of frames) would return the indexes array padded out with 'undefined' entries, causing short animations to never fully play through.
2015-05-18 12:55:48 +01:00
photonstorm
2e6af02f86
AnimationManager.add no longer sets the currentFrame
property when just adding an Animation to a Sprite. The currentFrame
property is now only set when the animation begins playing. This avoids the Sprite.frame and Sprite.frameName properties from returning incorrect results after adding (but not playing) an Animation. It also allows very short animations (2 frames) to play correctly without needing to loop.
2015-05-18 12:55:48 +01:00
Gionatan Iasio
1bbb3bb903
Fix Rope.js
...
Rope creation key parameter didn't work, because PIXI.Rope requires a texture, not string.
Changed it like Sprite.
2015-05-16 19:59:12 +02:00
photonstorm
f78a4cb337
jshint fixes.
2015-05-15 01:35:20 +01:00
photonstorm
f725ac48ae
Removed all the debug information.
2015-05-15 01:27:42 +01:00
photonstorm
f2e2039009
Invalidate the texture while we wait for the new one to load (crashes IE11 otherwise)
2015-05-15 01:17:44 +01:00
photonstorm
ce27da362b
Stacks of fixes to the video stream support to get it working in Firefox.
2015-05-14 23:23:38 +01:00
photonstorm
4fa99f52c5
jsdocs fix and video loader fallback for Firefox.
2015-05-14 23:23:22 +01:00
photonstorm
4cd374691a
Wrapped the decodeAudio in a try/catch.
2015-05-14 23:21:19 +01:00
photonstorm
b91387c9a6
Extended the getUserMedia and window.URL check.
2015-05-14 23:20:52 +01:00
photonstorm
aabeccbdac
Working but needs refining.
2015-05-14 19:10:36 +01:00
photonstorm
63887faffe
Loads of changes to deal with invalid textures and videos pending playback (i.e. Firefox)
2015-05-14 16:52:09 +01:00
photonstorm
71b242386d
Added video loadeddata callback for Firefox (which doesn't throw the canplay event until you actually start to play the video.. awesome, thanks Firefox)
2015-05-14 16:52:09 +01:00
photonstorm
ad4cf34d05
LoadTexture remembers texture valid state.
2015-05-14 16:52:09 +01:00
photonstorm
6c3d0833a3
Made silent texture fail the default.
2015-05-14 16:52:08 +01:00
Stephan de Souza
cb89b9c293
Missed comma
2015-05-14 10:04:37 -03:00
Stephan de Souza
7fb555e70e
Adds Heal Method to Phaser.Components.Health
...
Ideal when used in games with health packs, bonus items, or healing sprites.
In fact: Doing a negative damage causes the same effect, but as a new method is better for documentation.
2015-05-13 16:55:17 -03:00
Richard Davey
8aecb49d48
Merge pull request #1792 from formigone/dev-return-strict-bool
...
Return actual boolean value instead of 1
2015-05-13 10:59:13 +01:00
Rodrigo Silveira
ce7bcb2243
Return actual boolean value instead of 1
...
This is particularly helpful when doing === comparisons. Now isOdd is
consistent with isEven, which returns actual boolean values as well.
2015-05-13 05:59:34 -03:00
photonstorm
23f2a7ca66
Removed 'scale' from Group as it comes from PIXI anyway.
2015-05-12 13:03:27 +01:00
photonstorm
7c123b5203
Add guards around scaleSprite.
2015-05-12 13:03:26 +01:00
photonstorm
e6f71e959a
Graphics constructor now sets x/y parameters to zero if undefined. Before it would set them to undefined as the type check wasn't strict.
2015-05-12 13:03:26 +01:00
photonstorm
4aa22e22a1
Check texture property.
2015-05-12 13:03:26 +01:00
photonstorm
7b938f396e
Rectangle.bottomLeft has been added (thanks @mattmogford #1788 )
2015-05-12 13:03:26 +01:00
Rafael Barbosa Lopes
0a9ca57a8f
Cleaning some white space.
2015-05-08 21:42:29 -03:00
Rafael Barbosa Lopes
29b22972ca
Proper code formatting.
2015-05-08 21:35:35 -03:00
Rafael Barbosa Lopes
d19411e069
Assign the default value of 60 FPS to the optional frameRate
parameter, when ommited.
...
This patch tries to prevent an issue in the tween timeline data generation
where an `undefined` value causes an unhandled type coercion when the program
calculate how many frames will be generated for a given `TweenData` timeline.
2015-05-08 19:39:13 -03:00
photonstorm
9b95026cc9
Removed ConvertTintToImage as the Image object it created was never returned or used anywhere, so pointless having.
...
Optimised the canvas creation - before it was creating a new canvas every time it tinted a sprite.
Removed un-used tint method (tint with overlay)
Optimised tintWithMultiply.
2015-05-08 04:14:56 +01:00
photonstorm
8e6f9574ea
Heavily tweaked tint texture handling. Can now be set by a texture and cached internally.
2015-05-08 04:13:34 +01:00
photonstorm
a1102d4d4d
Added re-tint reset.
2015-05-08 04:12:20 +01:00
photonstorm
2cd59bbf32
Tidying up docs and formatting.
2015-05-08 04:12:07 +01:00
photonstorm
6f351ff0c1
Texture.requiresReTint is a new property that controls if a texture requires the display object to be re-tinted having been updated internally. The LoadTexture component now sets this.
2015-05-08 04:11:48 +01:00
photonstorm
164039d7e7
Sets the re-tint state to true.
...
Removed un-needed clear call.
2015-05-08 04:10:39 +01:00
photonstorm
326cb759cf
Docs fixes.
2015-05-08 02:28:46 +01:00
photonstorm
9cb7122743
Improved code formatting.
2015-05-08 01:51:06 +01:00
photonstorm
855831e4c2
BitmapData.update now validates the width
and height
values to ensure they aren't lower than 1, which would previously cause a context error.
2015-05-08 01:49:59 +01:00
photonstorm
d2b9bfe7b8
RetroFont has been updated to use RenderTexture.renderXY, removing the need for creating a Point object each update.
...
RetroFont no longer puts any entries into the TextureCache or generates any UUIDs on instantiation, speeding up creation and lowering memory use.
2015-05-08 01:49:11 +01:00
photonstorm
e3b8fe3401
Proper setFrame call.
2015-05-07 02:45:33 +01:00
photonstorm
67704d0136
Updated Frame handling for Videos so sprites have their own frames, not a reference to the Videos frame.
2015-05-07 02:44:48 +01:00
photonstorm
12362a8300
Mark new textures as valid.
2015-05-07 02:44:29 +01:00
photonstorm
af66b49f31
If a BitmapData is created with a width or height set to zero then the width and/or height are set to a default value (256) instead to avoid getContext errors.
2015-05-06 16:50:10 +01:00
photonstorm
303929a3ce
Added Video.snapshot and Video.grab support.
2015-05-06 16:47:46 +01:00
photonstorm
7cd89eedd6
jshint fixes.
2015-05-06 08:13:55 +01:00
photonstorm
7f89a3de60
Fixed video event.
2015-05-06 07:57:52 +01:00
photonstorm
d14d9f4f64
Added onAccess and onError signals and tidied up the stream handling.
2015-05-06 07:25:34 +01:00
photonstorm
a24a22742a
Enabled Stream stopping.
2015-05-06 06:11:09 +01:00
photonstorm
37304c7cc7
Added Video.createVideoStream support.
2015-05-06 06:06:02 +01:00
photonstorm
399cf3f804
jshint fix.
2015-05-06 02:02:49 +01:00
photonstorm
7674060afc
Removed PIXI.EventListener and VideoTexture as it's no longer required.
2015-05-06 01:59:49 +01:00
photonstorm
535b56bc4a
Got changeSource working properly on iOS and tidied up lots of docs.
2015-05-06 01:12:02 +01:00
photonstorm
927c14536d
Destroy will remove the listener from Video.onChangeSource.
2015-05-06 00:42:01 +01:00
photonstorm
bf25e67f5a
LoadTexture.resizeFrame lets you resize the Frame dimensions that the Game Object uses for rendering. You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData it can be useful to adjust the dimensions directly in this way.
2015-05-06 00:41:40 +01:00
photonstorm
ed3e7cdf8c
Frame.resize allows you to change the dimensions of a Frame object and recalculate all of its internal properties (such as bottom
and distance
).
2015-05-06 00:37:50 +01:00
photonstorm
9a563f20b9
Updated video locked status.
2015-05-05 17:03:39 +01:00
photonstorm
5278c16acc
Swapped to using touchlock object.
2015-05-05 17:03:27 +01:00
photonstorm
4a91d97812
Input.addMoveCallback used to return the index of the callback entry in the internal moveCallbacks
array. However as callbacks were removed the indexes became invalid, potentially causing a future Input.deleteMoveCallback
to remove the wrong callback entirely or error. Input.deleteMoveCallback now takes the original callback and context as its parameters to ensure deletion safety.
2015-05-05 16:53:02 +01:00
photonstorm
0cde8f874d
Mobile touch lock support done.
2015-05-05 16:25:51 +01:00
photonstorm
45278a1816
Tidied up the video loader.
2015-05-05 16:25:30 +01:00
photonstorm
766b110f99
SoundManager now uses the new Touch.addTouchLockCallback
methods to handle mobile device audio unlocking.
2015-05-05 16:25:16 +01:00
photonstorm
f265f98eb4
Input.Touch.addTouchLockCallback allows you to add a callback that will be invoked automatically upon a touchstart event. This is used internally by the SoundManager and Video objects to handle mobile device unlocking, but is exposed publicly as well.
2015-05-05 16:24:49 +01:00
photonstorm
f032578f27
Removed Input.moveCallback
and Input.moveCallbackContext
as neither are used any longer. Use Input.addMoveCallback
.
2015-05-05 16:09:22 +01:00
photonstorm
df6dc70a41
Various VideoTexture tests (this file will be removed shortly however).
2015-05-05 14:02:38 +01:00
photonstorm
cc1c90d782
Removed videoSprite placeholder.
2015-05-05 14:01:47 +01:00
photonstorm
2e2d1c6bc2
Lots of updates to the Phaser.Video object.
2015-05-05 14:00:59 +01:00
photonstorm
7178ff61c7
jsdoc fixes.
2015-05-05 14:00:29 +01:00
photonstorm
f33082caf2
Support for Video texture updates.
2015-05-05 14:00:18 +01:00
photonstorm
d8c109b0a2
Tidying comments.
2015-05-05 14:00:05 +01:00
photonstorm
d98b984ad2
SoundManager.volume now has its input value clamped to ensure it's between 0 and 1 (inclusive)
2015-05-05 11:04:14 +01:00
photonstorm
36c7084e01
Adjusting property order.
2015-05-05 10:59:54 +01:00
photonstorm
adad60f8f4
SoundManager.onVolumeChange is a new signal that is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.
...
SoundManager.onMute is a new signal that is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.
SoundManager.onUnMute is a new signal that is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.
2015-05-05 10:58:43 +01:00
photonstorm
1a7450e126
Added blend modes to Color class for testing.
2015-05-04 03:01:09 +01:00
photonstorm
90a7a3e15c
Create video + added Video to config.
2015-05-04 03:00:45 +01:00
photonstorm
8a9e0c266a
Added currentTime and duration getters.
2015-05-04 03:00:22 +01:00
photonstorm
afb162849a
Docs update.
2015-05-04 03:00:03 +01:00
photonstorm
c1ab5a3345
The first pass at the new Phaser.Video object.
2015-05-03 13:53:03 +01:00
photonstorm
f092101531
Added in support for Phaser.Video to LoadTexture component.
2015-05-03 13:53:03 +01:00
photonstorm
9ee0de9192
Cache.addVideo allows you to add a loaded video into the Phaser Cache. This is called automatically by the Phaser Loader, but may be invoked directly as well.
...
Cache.checkVideoKey allows you to check if a video is stored in the cache based on the given key.
Cache.getVideo allows you to extract a video from the Cache based on its key. The video element itself (or the Blob is loaded with asBlob true) will be found in the `data` property of the returned object.
Cache.removeVideo will remove a video from the Cache based on the given key.
2015-05-03 13:53:03 +01:00
photonstorm
77468e7876
Loader.video allows you to load a video file into Phaser. It works in the same way as Loader.audio, allowing you to pass an array of video files - and it will load the first one the device is capable of playing back. You can optionally load the video via xhr where the video data is converted to a Blob upon successful load.
2015-05-03 13:53:03 +01:00
photonstorm
a686f6e212
PIXI.DisplayObject.worldPosition contains the position of the DisplayObject (and therefore any object that inherits from it, such as Phaser.Sprite) taking into account all transforms in the display list. It is updated at the end of DisplayObject.updateTransform
. DisplayObject.position reflects only the position applied to the object directly, whereas worldPosition includes the positions that may have been applied to its ancestors.
...
PIXI.DisplayObject.worldScale contains the scale of the DisplayObject (and therefore any object that inherits from it, such as Phaser.Sprite) taking into account all transforms in the display list. It is updated at the end of `DisplayObject.updateTransform`. DisplayObject.scale reflects only the scale applied to the object directly, whereas worldScale includes any scales that may have been applied to its ancestors.
PIXI.DisplayObject.worldRotation contains the rotation of the DisplayObject (and therefore any object that inherits from it, such as Phaser.Sprite) taking into account all transforms in the display list. It is updated at the end of `DisplayObject.updateTransform`. DisplayObject.rotation reflects only the rotation applied to the object directly, whereas worldRotation includes any rotations that may have been applied to its ancestors.
2015-05-03 13:53:03 +01:00
photonstorm
f0ac93ea62
Device.oggVideo indicates if the browser can play back ogg video files.
...
Device.h264Video indicates if the browser can play back H264 (mp4) video files.
Device.mp4Video indicates if the browser can play back H264 (mp4) video files.
Device.webmVideo indicates if the browser can play back webm video files with the vp8 codec.
Device.vp9Video indicates if the browser can play back webm video files with the vp9 codec.
Device.hlsVideo indicates if the browser can play back mpeg video files.
2015-05-03 13:53:02 +01:00
photonstorm
420272d589
Added Phaser.VIDEO object type const.
2015-05-03 13:53:02 +01:00
photonstorm
3578cd097c
jsdocs fix.
2015-05-03 13:53:02 +01:00
photonstorm
df3c684760
PIXI.BaseTexture.forceLoaded allows you to set a BaseTexture as loaded, with the given width and height. It then calls BaseTexture.dirty
. This is important for when you don't want to modify the shape of the source object by forcing in complete
or dimension properties it may not naturally have, but still wish to use it as a base texture.
2015-05-03 13:53:02 +01:00
photonstorm
3f51463c7b
PIXI.CanvasTinter.tintWithMultiply was performing a double drawImage operation for no reason. Simplified down to a single drawImage call.
2015-05-03 13:53:02 +01:00
Boniatillo.com
9017081ef6
Fix to #1776 : load audiosprite from assetpack
...
The loader process the asset pack but use the method "audio" instead of
"audiosprite". The fix is to call "audiosprite" with the right
arguments.
2015-05-02 10:40:38 +02:00
Richard Davey
6a7006dec8
Merge pull request #1772 from soldoutactivist/dev
...
Stubbed Net and Debug so they can be properly excluded during a custom build.
2015-04-29 15:48:42 +01:00
photonstorm
e291f6d590
Added type
parameter to VideoTexture.fromUrl
allowing you to define the mime-type of the video file, which is required for Firefox and Safari in most cases.
2015-04-29 14:41:47 +01:00
Steven Rogers
105b08448d
Converted tabs to spaces.
2015-04-29 09:21:02 -04:00
Steven Rogers
b39788c5b0
Reverted Game/Debug classes
2015-04-29 09:10:53 -04:00
Steven Rogers
258b549a0d
Stubbed Net and Debug so they can be properly excluded during a custom build.
2015-04-29 09:07:06 -04:00
photonstorm
4c0e34e788
jsdoc fixes.
2015-04-29 13:13:47 +01:00
photonstorm
19f8a7316e
ArcadePhysics.Body.syncBounds is a new property that if true forces the Body to check itself against the Sprite.getBounds() dimensions and adjust its width and height accordingly. If false it will compare its dimensions against the Sprite scale instead, and adjust its width height if the scale has changed. Typically you would need to enable syncBounds
if your sprite is the child of a responsive display object such as a FlexLayer, or in any situation where the sprite scale doesn't change, but its parents scale is effecting the dimensions regardless.
2015-04-29 13:13:26 +01:00
photonstorm
da0bd86c26
Rectangle.ceil runs Math.ceil() on both the x and y values of the Rectangle.
...
Rectangle.ceilAll runs Math.ceil() on the x, y, width and height values of the Rectangle.
2015-04-29 13:13:11 +01:00
Jeremy Osborne
61f24f1719
Fix for #1761 : [Feature Request] Add Math.distanceSq(). Also, first attempt at a pull request for Phaser.
2015-04-28 10:03:35 -07:00
photonstorm
8290e8c371
Text.setShadow has two new optional parameters: shadowStroke
and shadowFill
. These allow you to set if the drop shadow is applied to the Text stroke, the Text fill or both of them (thanks @qdrj #1766 )
...
Text.shadowStroke and Text.shadowFill allow you to toggle if the drop shadow is applied to the Text stroke or fill independently.
2015-04-27 16:22:36 +01:00
photonstorm
d9434244a5
Removed array length vars.
2015-04-27 16:22:36 +01:00
photonstorm
c461c26393
Added onUpdate signal.
2015-04-27 16:22:36 +01:00
photonstorm
b645b277aa
jsdoc fix.
2015-04-27 16:22:36 +01:00
photonstorm
8519c9e394
The Tween.onStart signal wasn't dispatched if the Tween had a delay set. It's now dispatched immediately if no delay, or after the delay if set. It also respects the autoStart
parameter and will still dispatch even if autoStart
is true.
2015-04-27 16:22:35 +01:00
photonstorm
5d680ce4d4
pause not stop.
2015-04-27 16:22:35 +01:00
photonstorm
c6e9d7cad3
Removing PIXI.TextureCache calls as no longer used.
2015-04-27 16:22:35 +01:00
photonstorm
214e8abcda
Added play and stop methods and related signals.
2015-04-23 02:35:27 +01:00
photonstorm
30450cb9bc
Loader.atlas and Cache.addTextureAtlas
will now automatically determine the format of the JSON data (array or hash) when added to the Cache. You no longer need to specify it explicitly if JSON, only if XML.
2015-04-23 02:35:09 +01:00
Richard Davey
fa5ed16f7d
Trying something out :)
2015-04-22 04:22:17 +01:00
Richard Davey
be65b08e3b
Close to getting WebGL Tiling Sprites back again - animations now work too, but the placement isn't quite right.
2015-04-22 01:36:12 +01:00
photonstorm
aa9ea30e79
Working through fixing TilingSprites for WebGL.
2015-04-21 17:01:24 +01:00
photonstorm
05d0a94116
Phaser.AnimationParser methods JSONData
, JSONDataHash
and XMLData
have all had their cacheKey
parameter removed as it's no longer used.
2015-04-21 16:01:11 +01:00
photonstorm
04e7be38bf
Heavily refactored. Vastly optimised generateTexture method. Canvas renderer now works correctly with animated sprites, texture atlases and trimmed sprites. Warning: Currently breaks WebGL rendering. Will fix soon.
2015-04-21 15:57:17 +01:00
photonstorm
cc46212d5b
Refreshes a tiling texture on change of frame.
2015-04-21 15:55:58 +01:00
photonstorm
3d75902a67
Removed all calls to TilingTexture because it's now handled in the setFrame component.
2015-04-21 15:55:40 +01:00
photonstorm
ede76cf4f6
Frame.uuid has been removed (was flagged as deprecated for several releases). This has a two-fold effect: First it means that the property no longer exists and secondly it means that the AnimationParser (the class responsible for loading sprite sheets and texture atlases) no longer has to call either RandomDataGenerator.uuid OR populates the PIXI.TextureCache. The first saves some CPU time and the second saves memory by not creating references to textures it doesn't ever use. The PIXI.TextureCache is now ignored by Phaser other than for the __missing
and __default
textures.
2015-04-21 15:55:04 +01:00
photonstorm
a4963adec3
jsdoc clarification.
2015-04-21 15:54:44 +01:00
photonstorm
8fb5a89e1f
Added video alias.
2015-04-21 05:11:31 +01:00
photonstorm
8981e9603e
Removed Frame.uuid and updating TileSprite to work with animated sprites.
2015-04-21 05:11:19 +01:00
photonstorm
6c96568dd1
Files can now be added to the Loader with an absolute URL even if you have a Loader.baseURL set. In previous versions the baseURL would still be prepended to the file URL, but the Loader now checks if the a file URL begins with http
or //
and skips prepending the baseURL to it.
...
All calls to Loader methods that add files to the queue, such as `Loader.image` or `Loader.atlas`, now have the URL as an optional parameter. If not set Loader will assume the URL to be based on the key given. For example the following: `game.load.image("boom", "boom.png")` can now be expressed as just `game.load.image("boom")`, or `game.load.atlas("player", "player.png", "player.json")` can now be shortened to `game.load.atlas("player")`. Please see the freshly updated jsdocs for full details.
2015-04-21 02:14:41 +01:00
photonstorm
e6ab4884a6
Set usingWebAudio if using it :)
2015-04-21 02:07:47 +01:00
photonstorm
12f8454d62
close #1755
2015-04-19 01:35:15 +01:00
photonstorm
a5c14befa7
Formatting.
2015-04-17 19:56:14 +01:00
photonstorm
21de1e7c09
Added delayed load event handling back in.
2015-04-17 19:55:53 +01:00
photonstorm
97bc582f8d
Added VideoTexture support back in and fixed various load related issues.
2015-04-17 19:55:30 +01:00
photonstorm
b196e4f17e
Enabled PIXI.VideoTexture support.
2015-04-17 17:36:20 +01:00
photonstorm
714580f9a9
Manual fix #1752
2015-04-17 17:35:52 +01:00
photonstorm
8476a0b87f
One ! too many #1746
2015-04-17 14:26:01 +01:00
photonstorm
59beae762d
The SoundManager didn't accurately detect devices or browser environments with no sound card present and would try to carry on using a null Web Audio context (thanks @englercj #1746 )
...
SoundManager.pauseAll, resumeAll and stopAll now checks if the SoundManager.noAudio is set and ignores the calls.
SoundManager.usingWebAudio is set to `false` by default (used to be `true`) and is only explicitly set if Web Audio is available and hasn't been disabled in the PhaserGlobal object.
SoundManager.touchLocked is now set to `false` should the device be using legacy Audio, avoiding the unlock call running without need.
2015-04-17 03:49:20 +01:00
photonstorm
8144c4910e
jshint fixes.
2015-04-17 03:23:40 +01:00
photonstorm
2e2ba665cd
PIXI.DisplayObject.updateTransform has a new optional parameter parent
. If the DisplayObject doesn't have a parent (i.e. it isn't on the display list yet) then in the past updateTransform
would fail. This meant you couldn't do things like scale or rotate a Sprite and then draw it to a RenderTexture or BitmapData, as calls to updateTransform would be ignored. The new checks now look to see if the parent
parameter is set. If so this takes priority over the actual parent and is used to modify the transform (note that it **doesn't** reparent the DisplayObject, it merely uses it for the transform.) If there is no parent (explicitly or via the parameter) then it falls back to use Phaser.World as the parent. If it can't reach that then no transform takes place.
2015-04-17 03:22:23 +01:00
photonstorm
3a61fa35f0
RenderTexture.render now takes a Matrix as its second parameter, not a Point object. This brings it in line with Pixi and allows you to perform much more complex transformations on the object being rendered. If you need to replicate the old behavior please use RenderTexture.renderXY(sprite, point.x, point.y) instead.
...
RenderTexture.render and `renderXY` would ignore the Sprites rotation or scale. The full Sprite transform is now used correctly when the Sprite is drawn to the texture. If you wish to replicate the old behavior please use `RenderTexture.renderRawXY` instead.
RenderTexture.matrix has been removed as it's no longer used.
Fixed bug in Pixi where RenderTexture.render would ignore the given matrix.
Fixed a bug in Pixi where drawing a Sprite to a RenderTexture would reset the Sprites transform to an identity Matrix.
2015-04-17 03:22:07 +01:00
photonstorm
cdfc4ff45b
Pixi.Sprite.renderCanvas and renderWebGL now has a new optional matrix parameter. You can use this to render the Sprite with an alternative transform matrix without actually adjusting the Sprite matrix at all.
2015-04-17 03:20:44 +01:00
photonstorm
1d8f88173d
Phaser.Matrix.clone allows you to clone the Matrix to a new object, or copy its values into the given Matrix.
...
Phaser.Matrix.copyFrom and copyTo allow you to copy Matrix values from and to other Matrix objects.
Phaser.Matrix.setTo allows you to set all properties of a Matrix in a single call.
The Phaser.Matrix constructor now allows you to optionally set all Matrix properties on instantiation.
2015-04-17 03:19:28 +01:00
photonstorm
eca360301c
Bumping up the release to 2.4.0 due to the API changes in the State Manager.
2015-04-15 01:37:41 +01:00
photonstorm
333663731d
Added the missing preRender
function to the Phaser.State class template.
2015-04-15 01:37:18 +01:00
photonstorm
f2f8dcd061
Phaser.StateManager no longer calls preRender
unless the State create
method has finished. If the State doesn't have a create
method then preRender
runs immediately.
...
Phaser.StateManager.created is a new read-only boolean that tells you if the State has finished running its `create` method. If it doesn't have one it's always true.
2015-04-15 01:36:50 +01:00
photonstorm
b0e1b8facb
jsdoc fixes.
2015-04-15 01:36:25 +01:00
photonstorm
9f493044d4
The StateManager would incorrectly call loadUpdate
while the game was paused or if the State didn't have an update
method defined even after the loader was completed.
...
The StateManager would incorrectly call `loadRender` while the game was paused or if the State didn't have an `render` method defined even after the loader was completed.
2015-04-14 15:34:32 +01:00
photonstorm
7b011fe0d3
Fix #1742
2015-04-14 09:31:04 +01:00
photonstorm
8f06991527
Added support for the [Creature Automated Animation Tool]( http://www.kestrelmoon.com/creature/ ). You can now create a Phaser.Creature object which uses json data and a texture atlas for the animations. Creature is a powerful animation tool, similar to Spriter or Spine. It is currently limited to WebGL games only, but the new libs should prove a solid starting point for anyone wanting to incorporate Creature animations into their games.
2015-04-13 23:16:29 +01:00
photonstorm
0ffa499bd0
Removed getJSON parse parameter. It's already parsed :)
2015-04-13 22:06:57 +01:00
photonstorm
1f4e54eec9
Removed duplicate methods from PIXI.Text such as wordWrap and updateText as Phaser overrides them, so it was wasting bytes.
2015-04-13 21:54:14 +01:00
photonstorm
e5f1f6f896
Cache.getPixiTexture will return a PIXI.Texture from the cache based on the given key. A PIXI Texture is created automatically for all images loaded and added to the cache.
...
Cache.getPixiBaseTexture will return a PIXI.BaseTexture from the cache based on the given key. A PIXI BaseTexture is created automatically for all images loaded and added to the cache.
Cache.getTexture has now been removed (it was deprecated several versions ago). Use Cache.getRenderTexture instead.
Cache.getJSON has a new optional parameter: `parse`. If `true` the method will pass the data through JSON.parse before returning it. The default is `false` to retain backwards compatibility.
2015-04-13 20:25:42 +01:00
photonstorm
a7db0e2c70
Group.hash is an array (previously available as Group._hash
, but protected) into which you can add any of its children via Group.addToHash
and Group.removeFromHash
. Only children of the Group can be added to and removed from the hash. The hash is used automatically by Arcade Physics in order to perform non z-index based destructive sorting. However if you don't use Arcade Physics, or it isn't a physics enabled Group, then you can use the hash to perform your own sorting and filtering of Group children without touching their z-index (and therefore display draw order).
...
Group.physicsSortDirection is a new property allowing you to set a custom sort direction for Arcade Physics Sprites within the Group hash. Previously Arcade Physics used one single sort direction (defined on `Phaser.Physics.Arcade.sortDirection`) but this change allows you to specifically control how each and every Group is sorted, so you can now combine tall and wide Groups with narrow and thin in a single system.
2015-04-13 16:30:02 +01:00
photonstorm
432516fa0f
Physics.Arcade.sort has a new property 'sortDirection'. If not specified it will use World.sortDirection. If the Group given as the first parameter has its physicsSortDirection
property set that will override any other setting.
...
Physics.Arcade.sort now calls one of four functions: sortLeftRight, sortRightLeft, sortTopBottom and sortBottomTop. Each of which takes 2 Sprites as arguments.
Physics.Arcade.sort now doesn't bail out if the Group contains a mixture of physics and non-physics enabled objects, as the Group hash is now only ever populated with physics enabled objects. Also the sort comparison functions no longer return -1 if the bodies are invalid, but zero instead (#1721 )
2015-04-13 16:29:34 +01:00
photonstorm
35bfe5fb2a
Body.destroy now automatically calls Group.removeFromHash
.
2015-04-13 16:27:43 +01:00
photonstorm
412338478c
Added in all hooks required for MatterJS Physics (coming soon!)
2015-04-13 16:16:34 +01:00
photonstorm
eb506e2698
PIXI.Graphics in Canvas mode wouldn't respect the objects visible or alpha zero properties, rendering it regardless (thanks @TimvdEijnden #1720 )
2015-04-13 14:19:44 +01:00
photonstorm
bb8b0d04fc
Graphics.drawPolygon can now accept a Phaser.Polygon or PIXI.Polygon object, as well as a points array ( #1712 )
2015-04-13 13:00:52 +01:00
photonstorm
f155ad452c
Tilemap.createFromObjects has been updated for Tiled 0.11 and can now look-up object layers based on id, uid or name. It will also now copy over Sprite scaling properties if set (thanks @mandarinx #1738 )
2015-04-13 12:40:12 +01:00
Richard Davey
78e7be5c96
Merge pull request #1738 from mandarinx/patch-1
...
Looking up object layers based on id, uid or name
2015-04-13 12:35:24 +01:00
photonstorm
7b8a430aac
TilemapLayer docs incorrectly reported it as extending Phaser.Image, but it doesn't share the same components so has been updated.
...
TilemapLayer was missing the Input component (thanks @uhe1231 #1700 )
2015-04-13 12:23:30 +01:00
photonstorm
04cb3889a9
P2.getConstraints would return an array of null objects. It now returns the raw p2 constraint objects (thanks @valueerrorx #1726 )
2015-04-13 12:12:18 +01:00
photonstorm
b41cf3bc8c
AnimationManager.frameName setter wasn't checking if _frameData
existed before accessing it (thanks @nesukun #1727 )
2015-04-13 11:58:45 +01:00
photonstorm
0aaa77a84d
Strict check.
2015-04-13 11:58:45 +01:00
photonstorm
0ccb3515d5
Removed dirty flag.
2015-04-13 11:58:44 +01:00
photonstorm
8bca406889
Console update.
2015-04-13 11:58:44 +01:00
Richard Davey
0b3fc61ba7
Merge pull request #1723 from dgoemans/dev
...
Fix for Phaser with requirejs
2015-04-13 11:29:58 +01:00
Richard Davey
b1f294e445
Merge pull request #1722 from GGAlanSmithee/dev
...
Minor change to Tilemap class
2015-04-13 11:24:29 +01:00
Richard Davey
daea4e8087
Merge pull request #1728 from cuixiping/dev
...
Fix bug of Color.webToColor and Color.updateColor
2015-04-13 11:23:44 +01:00
Chad Engler
b89cdd5a0c
check for existence of sprite on body destroy
2015-04-12 17:30:54 -07:00
Thomas Viktil
b406a61262
Looking up object layers based on id, uid or name
...
The description of the method stated that you could pass a string to look up an object layer based on its name, but the original code only looked for a gui property, regardless of type.
I'm using Tiled 0.11.0 on OSX, and my exported json-file doesn't contain a gui property on the object layers. Here's a snippet of my file:
```
{
"layers":[
{
"draworder":"topdown",
"height":0,
"name":"Objects",
"objects":[
{
"height":48,
"id":1,
"name":"pier",
"properties":
{
},
"rotation":0,
"type":"",
"visible":true,
"width":64,
"x":208,
"y":240
}],
"opacity":1,
"properties":
{
"type":"pier"
},
"type":"objectgroup",
"visible":true,
"width":0,
"x":0,
"y":0
}]
}]
}
```
The property in my file is called id and not uid. This might be due to changes in one of the later releases of Tiled. I kept the check for uid to avoid possibly breaking compatibility with older versions of Tiled.
I also added scaling of the sprite.
Feel free to make formatting changes, or rewrite the function to better fit the programming style of Phaser.
2015-04-11 22:16:17 +02:00
cuixiping
d0ec5e4060
Fix bug of Color.webToColor and Color.updateColor
...
Color.webToColor and Color.updateColor should update out.color and out.color32 property.
2015-04-09 12:14:20 +08:00
David Goemans
73bace335a
Built a fix into p2.js v0.6.1 for using requirejs with phaser. This has also been put as a pull request to p2.js
2015-04-06 12:43:03 +02:00
Alan Smithee
d2e3a69525
Adds nonNull parameter to Tilemap.getTileWorldXY
...
Since Tilemap.getTile lets you specify wether to return null
or an empty tile when index is -1, the WorldXY equivalent
should offer the same possibility for a more unified interface.
2015-04-06 10:08:37 +00:00
photonstorm
36c064511c
Added guards around context.getImageData
calls in BitmapData, Text and Canvas Tinting classes to avoid crashing restricted browsers like Epic Browser. Please understand that several Phaser features won't work correctly with this browser (thanks @Erik3000 #1714 )
2015-04-02 14:47:44 +01:00
hardalias
4bd7a40e84
Fixes neverending tween when duration set to zero
...
* Passing a value of zero as the value of duration causes the
calculations performed in Tween#update to divide by zero when
calculating the next step for the tween. This causes the tweened
property value to be set to NaN having undesireable results and
also, causes the tween to never end since the ending criteria are
never met.
2015-04-01 15:01:05 +03:00
photonstorm
645723f939
Sprite was missing the Health and InCamera components.
2015-03-30 13:51:47 +01:00
photonstorm
5fb1130175
The LoadTexture component has had a redundant dirty
call removed from it.
...
TileSprites were missing a `physicsType` property, causing them to not collide with anything (thanks @numbofathma #1702 )
2015-03-28 00:56:02 +00:00
photonstorm
57474c0d44
Trying out removal of dirty flag.
2015-03-27 10:47:45 +00:00
photonstorm
67039df214
jsdoc fixes.
2015-03-27 10:47:25 +00:00
photonstorm
49be59b0c9
Added missing resumed
method to Phaser.State class template.
2015-03-26 10:54:32 +00:00
photonstorm
413c81e034
Preparing for 2.3.1 development.
2015-03-26 04:01:37 +00:00
photonstorm
8233b0a079
Phaser 2.3.0.
2015-03-26 02:37:31 +00:00
photonstorm
eb235197e9
Phaser 2.3 Release Candidate 3.
2015-03-25 16:17:53 +00:00
photonstorm
79ace60997
Added guard around the xhr onload try / catch block, so it doesn't incorrectly report errors as being from the Loader when they may have been throw by the create method.
2015-03-25 16:13:52 +00:00
photonstorm
c1366c2f4f
Arc comment.
2015-03-25 16:13:21 +00:00
photonstorm
93dc67be71
Graphics.drawArc would fail to draw any subsequent arcs if you set beginFill
on it after drawing the first arc.
...
Graphics.drawArc would only move to the center position of the first arc created and ignore any subsequent arcs.
Graphics.drawArc now correctly renders multiple arcs across both WebGL and Canvas. You no longer need to specifically call moveTo to move into the correct place to draw the arc.
Graphics.drawArc now bails out if the startAngle = the endAngle and/or the sweep is invalid *before* adjusting any points.
Graphics.drawArc now correctly handles the fill on the CanvasRenderer if the arc is a subsequent arc and no line style is set.
2015-03-25 13:00:08 +00:00
photonstorm
d45a7bae8e
Fixed constructor.
2015-03-25 12:59:41 +00:00
photonstorm
e7400be625
Formatting updates.
2015-03-25 12:59:31 +00:00
photonstorm
b1cdb358bb
Merging in fixes from Pixi 3.
2015-03-25 11:04:58 +00:00
photonstorm
17b2eafbf3
Split GraphicsData to its own file.
2015-03-25 11:04:48 +00:00
photonstorm
93ed950f89
Small geom tidy-up.
2015-03-25 11:04:31 +00:00
photonstorm
f4d55b7785
When an Emitter is destroyed via Emitter.destroy it now removes itself from the Phaser Particle Manager, freeing it up for garbage collection and stopping it from being processed.
2015-03-25 05:07:39 +00:00
photonstorm
aa13ec0165
Animation.play wouldn't correctly set the play state on the Game Objects AnimationManager causing the animation to fail to start (calling AnimationManager.play did work however), now they're both consistently working.
2015-03-25 03:59:36 +00:00
photonstorm
244372384e
When an Animation completes playback and isn't set to loop it would change the currentFrame
property to be the first frame in the set after the onComplete
callback had fired. This meant if you set a Sprite to a new frame within an Animation onComplete callback then your change would have been overwritten by the animation itself. This is now no longer the case.
2015-03-24 23:17:13 +00:00
photonstorm
83adc51698
Fixed the FixedToCamera :)
2015-03-24 21:35:09 +00:00
photonstorm
c4b83a1394
Phaser 2.3 Release Candidate 1.
2015-03-24 16:05:52 +00:00
photonstorm
96e313e768
If you paused a Sound object that is using audio markers and then resumed it, it wouldn't correctly calculate the resume duration - causing the sound to sometimes play into the marker that followed it (thanks @AnderbergE #1669 )
2015-03-24 14:43:35 +00:00
photonstorm
7e19f45350
When the Game first boots it will now call window.focus()
. This allows keyboard events to work properly in IE when the game is running inside an iframe. You can stop this from happening by setting window.PhaserGlobal.stopFocus = true
(thanks @webholics #1681 )
2015-03-24 13:27:27 +00:00
photonstorm
ebdb6d028f
The Physics Manager now has a new reset
method which will reset the active physics systems. This is called automatically on a State swap (thanks @englercj #1691 )
2015-03-24 10:21:12 +00:00
photonstorm
7aa4d0ad0d
When a State is started and linked to Phaser it has a new property created on it: key
, which is the string identifier used by the State.
2015-03-24 10:21:03 +00:00
photonstorm
12fc424305
Huge amount of jsdoc updates.
2015-03-23 23:46:09 +00:00
photonstorm
08c9513f98
Improving the Component documentation.
2015-03-23 19:56:23 +00:00
photonstorm
85c8f60d7c
Removed 'global' component arrays.
2015-03-23 19:19:07 +00:00
photonstorm
b7b622a556
Text style has a new optional property: backgroundColor
which is a Canvas fill style that is set behind all Text in the Text object. It allows you to set a background color without having to use an additional Graphics object.
...
Text.lineSpacing can now accept negative values without cutting the bottom of the Text object off. The value can never be less than the height of a single line of text.
Text.lineSpacing is no longer applied to the first line of Text, which prevents text from being cut off further down the Text object.
2015-03-23 16:12:23 +00:00
photonstorm
7010883bc3
Tidying up.
2015-03-23 15:07:09 +00:00
photonstorm
77eaa7e707
Optimised World.collideHandler and added SORT_NONE option.
2015-03-23 15:05:57 +00:00
photonstorm
b07ce89236
sourceWidth / Height now only set from the texture if the object has a texture.
2015-03-23 15:05:39 +00:00
photonstorm
1486e166bd
Added physicsType property.
2015-03-23 15:04:27 +00:00
photonstorm
55048a4b25
BitmapText objects now have an anchor
property. This works in a similar way to Sprite.anchor except that it offsets the position of each letter of the BitmapText by the given amount, based on the overall BitmapText width - whereas Sprite.anchor offsets the position the texture is drawn at.
2015-03-23 15:03:53 +00:00
photonstorm
506ff8843e
Fixed incorrect use of this.response which broke Binary files with callbacks. Should be all of them caught now - ProTracker example now works again as a result too.
2015-03-23 10:52:43 +00:00
photonstorm
35a9bdcfc9
Fixed loading of physics json data (old responseText reference)
2015-03-23 10:46:38 +00:00
photonstorm
ba052389a3
New version of p2.js merged for testing.
2015-03-23 10:11:49 +00:00
photonstorm
3f30a3d0d2
jsdocs updates.
2015-03-23 10:11:39 +00:00
photonstorm
ca752cc59c
jsdoc updates.
2015-03-23 08:13:59 +00:00
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
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
breakosaur
bb600b4319
Fixed a few documentation typos.
2015-03-18 21:07:36 +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
165e5935c2
JSDoc fixes.
2015-03-18 19:14:58 +00:00
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
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
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
Richard Davey
7eb73e99a8
Merge pull request #1648 from pnstickne/wip-components-docs
...
Component documentation
2015-03-01 10:46:55 +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
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
photonstorm
74eeddf956
You can now set a resolution
property in your Game Configuration object. This will be read when the Pixi renderer instance is created and used to set the resolution within that ( #1621 )
2015-02-26 10:52:30 +00:00
Michael Zekoff
510353f6fb
Fix row/col count formula.
...
This fixes the rendering issue for tilesets with margin/spacing
as described in photonstorm/phaser#1641 .
2015-02-26 04:34:41 +00:00
photonstorm
41396d5ad2
Merged all of the relevant Pixi 2.2.7 fixes in ( #1621 )
2015-02-25 17:04:48 +00:00
photonstorm
03a2db18cb
Added extra protection in the case of mixed-type Groups.
...
Removed window vars and replaced with stats property.
Removed redundant if/else checks.
2015-02-25 06:06:40 +00:00
photonstorm
8aec760cd5
First pass at spacial sorting in World.collide.
2015-02-25 05:39:02 +00:00
photonstorm
321e11d0a5
A State swap now sets the Loader.reset hard
parameter to true
by default. This will null any Loader.preloadSprite that may have been set ( #1636 )
2015-02-25 05:18:49 +00:00
photonstorm
a69e53f901
Copyright date change.
2015-02-25 03:36:23 +00:00
photonstorm
466a4d11bb
Loader.preloadSprite had an extra guard added to ensure it didn't try to updateCrop a non-existent sprite (thanks @noidexe #1636 )
2015-02-25 03:08:37 +00:00