Commit graph

3434 commits

Author SHA1 Message Date
Pete Baron
42a2608036 Fix createInternalLayer to use the 'base layer' rather than assume this.layers[0] was the base layer for each new one. This makes the multi-tileset, multi-layer demos work correctly. 2016-07-21 16:27:35 +12:00
Pete Baron
37a9f4fa01 Remove console warn for invalid tile index as it was firing incorrectly (when processing a base layer which only uses tiles from another tileset). 2016-07-21 16:26:32 +12:00
Pete Baron
f958567a48 Remove more dead code. 2016-07-21 15:24:05 +12:00
Pete Baron
7454eb0aa0 Add console warning when invalid tile index is used. 2016-07-21 15:23:37 +12:00
Pete Baron
70f95d2558 Remove dead code (commented out).
Add flag to detect when an 'internal layer' is not needed (none of the specified tileset is used in the parent layer) and skip creating one.
2016-07-21 14:58:25 +12:00
Pete Baron
f9ff1d10c5 Apply rendersession.offset to the TilemapShader (fixes screen shake). 2016-07-21 14:16:17 +12:00
Richard Davey
5ecdee86c2 Merging in flipped tile support. 2016-07-21 02:32:08 +01:00
Richard Davey
79e135087f ScaleManager.hasPhaserSetFullScreen is a new boolean that identifies if the browser is in full screen mode or not, and if Phaser was the one that requested it. As it's possible to enter full screen mode outside of Phaser, and it then gets confused about what bounding parent to use. 2016-07-21 02:11:16 +01:00
Filip Nedyalkov
d18f303d28 Fixed formatting to match the general formatting of the code 2016-07-21 03:38:41 +03:00
Filip Nedyalkov
7206453126 Just removed some whitespace I don't remember adding it... 2016-07-21 03:32:41 +03:00
Leopoldo Brines
1e7cd986ee Check if hidden is available first 2016-07-20 20:04:25 -04:00
Richard Davey
b90d7b28f8 Merge pull request #2654 from leopoldobrines7/fix-function
Fix 'TypeError: target.center is undefined'
2016-07-21 00:26:16 +01:00
Filip Nedyalkov
4f21e70852 Fix for PIXI's DisplayObject/DisplayObjectContainer - getting correct dimensions and bounds
With the previous fix what the getBounds did was:
1) if targetCoordinateSpace is the same instance as the caller of
getBounds(), then it will return the bounds of the caller without any
transformations;
2) if targetCoordinateSpace is null/undefined it will return the global
bounds of the caller.
3) if targetCoordinateSpace is any valid DisplayObject it will return
the local bounds of the caller.

What this fix does is fixing 3) along with other obsolete code that
wasn't necessary so I reverted it.
So now if the targetCoordinateSpace is a valid DisplayObject:
- if it's a parent of the caller at some level it will return the bounds
relative to it
- if it's not parenting the caller at all it will get global bounds of
it and the caller and will calculate the x and y bounds of the caller
relative to the targetCoordinateSpace  DisplayObject

Also I have fixed how empty groups are treated when they have no other
children except groups, so now calculations are correct. They obviously
have 0 width and height but are still being positioned and other things
could possibly relate to that bounds and it didn't make sense to me to
ignore them.

Also added a DisplayObjectContainer.contains(child) method which
determines whether the specified display object is a child of the
DisplayObjectContainer instance or the instance itself. This method is
used in the new getBounds function.

Corrected DisplayObject's default _bounds rect from (0, 0, 1, 1), to (0,
0, 0, 0) - it doesn't seem to break anything and also in the getBounds
before the fix, when there were no children it assigned a (0, 0, 0, 0)
rectangle to it so I am pretty sure it's safe to correct it.
2016-07-21 02:14:10 +03:00
Richard Davey
b9d34ca843 Added debug object back in. 2016-07-20 23:44:41 +01:00
Leopoldo Brines
18472f5998 Fix 'TypeError: target.center is undefined' 2016-07-20 18:34:02 -04:00
Richard Davey
d982003760 Lots more tidying up and adding jsdocs. 2016-07-20 20:06:59 +01:00
Richard Davey
ca6985e2f2 Removed lots of redundant code and tidied up bad formatting. 2016-07-20 19:27:32 +01:00
Richard Davey
7645e773dc More tidying and jshint fixing. 2016-07-20 17:28:19 +01:00
Richard Davey
82fb296b2a Code formatting issues. 2016-07-20 17:00:00 +01:00
Richard Davey
49fb798f60 Fixed createInternalLayer loop. 2016-07-20 16:24:06 +01:00
Richard Davey
cff28860fa The Loader.headers object has a new property requestedWith. By default this is set to false, but it can be used to set the X-Requested-With header to XMLHttpRequest (or any other value you need). To enable this do this.load.headers.requestedWith = 'XMLHttpRequest' before adding anything to the Loader #2398 2016-07-20 12:45:11 +01:00
Richard Davey
60b8d78ab8 Group.align updates. 2016-07-20 12:29:30 +01:00
Richard Davey
8139d484a3 Merge pull request #2649 from boniatillo-com/boniatillo-com-patch-jsdoc-intersectsRectangle
jsdoc fix: complete the Phaser.Line.intersectsRectangle @method tag
2016-07-20 12:10:47 +01:00
Richard Davey
29a2f65922 Merge pull request #2648 from boniatillo-com/jsdoc-fixes
jsdoc fix: replace #onTop for #onCeiling
2016-07-20 12:10:20 +01:00
Richard Davey
dc6d3e2680 Merge pull request #2643 from deargle/group-align-documentation-fix
fix documentation for group.align -- row and column were swapped
2016-07-20 12:08:22 +01:00
Richard Davey
418c87ea1a Weapon.autofire wouldn't fire after the first bullet, or until fire was called, neither of which are requirements. If you now set this boolean the Weapon will fire continuously until you toggle it back to false (thanks @alverLopez #2647) 2016-07-20 11:52:48 +01:00
Richard Davey
1105e4821d Added more info to console.warn. 2016-07-20 04:53:21 +01:00
Felipe Alfonso
6d21a4ca18 First working example of multi texture support 2016-07-19 23:17:13 -04:00
Felipe Alfonso
1f72355e8a Fixed issue with disabled vertex attribute 2016-07-19 22:06:37 -04:00
Felipe Alfonso
601573b62c working on setting up texture index on vertex buffer object. 2016-07-19 21:32:38 -04:00
Boniatillo.com
a465a0e8c7 jsdoc fix: complete the Phaser.Line.intersectsRectangle @method tag
complete the @method tag of Phaser.Line.intersectsRectangle with the class prefix.
2016-07-19 08:51:51 -04:00
Boniatillo.com
881dca3cc5 Fix jsdoc: change to #audioSprite
The Phaser.Loader.audioSprite method is using #audiosprite in its jsdoc. Here it is changed to #audioSprite.
2016-07-19 08:41:39 -04:00
Boniatillo.com
3d1b10c310 jsdoc fix: replace #onTop for #onCeiling
Modified the jsdoc of Phaser.Arcade.Body.onCeiling, by replacing the #onTop reference for #onCeiling.
2016-07-19 08:32:34 -04:00
Felipe Alfonso
bb53624418 Merge branch 'dev' into multitexture-gl 2016-07-18 22:54:34 -04:00
Felipe Alfonso
f97b0c4016 Moved texture index to vertex buffer to avoid memory overhead 2016-07-18 22:50:44 -04:00
Dave Eargle
209b588f8b fix documentation for group.align -- row and column were swapped 2016-07-18 20:39:32 -04:00
Richard Davey
3574d86bba Code formatting and copyright text. 2016-07-18 23:39:09 +01:00
Richard Davey
1e181fa30d Tidying up new Tilemap classes. 2016-07-18 23:24:49 +01:00
Richard Davey
d3e460567b Updated config to handle WebGL Tilemap renderer for testing. 2016-07-18 23:05:03 +01:00
Richard Davey
8d1b670df1 Merge remote-tracking branch 'origin/webgl-tilemap' into dev 2016-07-18 23:00:35 +01:00
Pete Baron
e3f402ec06 Clean-up and comments. 2016-07-18 13:28:20 +12:00
Pete Baron
550954210e Clean-up and comments. 2016-07-18 13:24:29 +12:00
Pete Baron
9daf6d0525 Clean-up and comments. 2016-07-18 13:19:15 +12:00
Pete Baron
5f6ea15c58 Clean-up and comments. 2016-07-18 13:09:43 +12:00
Pete Baron
263238ba42 Comments and clean-up. 2016-07-18 12:56:34 +12:00
Pete Baron
fdb80f1a55 Modify Tile Shader to produce scaled layers that look identical to the Canvas renderer scaling (add uCentreOffset, scale the drawing coordinates, subtract uCentreOffset). 2016-07-18 12:43:59 +12:00
Pete Baron
0b392e19a2 Remove unused precalculated u/v scale factor. 2016-07-18 12:41:32 +12:00
Pete Baron
e87fc84527 comment - Tile.scale is currently unused 2016-07-18 12:40:08 +12:00
Filip Nedyalkov
483a3b6836 Fix for DisplayObject/DisplayObjectContainer - getting dimensions or bounds do NOT retrieve proper values
* Documentation
* TypeScript Defs
* Nothing, it's a bug fix

Describe the changes below:
I noticed that getting dimensions or bounds changed in Phaser 2.6.1 and
it was bugged - returned dimensions were doubled in the direction of the
scaling for example, but the nice thing was that this time the
dimensions included the rotation of the object - which I think should be
the default behavior. It also bugged getLocalBounds which started
returning global getBounds();
When I checked the previous version of phaser 2.5.0 - total different
story. getLocalBounds returns the object without any transformations to
it. Getting width and height works ok, but rotation wasn't calculated to
the dimensions at all.
In all cases only getBounds returned proper dimensions, which is
obviously not enough and this is also a very important issue to be
resolved as soon as possible since it's a major core component feature
used all the time.
That's why I decided to spare the time and hopefully find a good fix for
all of this mess and I think I finally got there and tried to make the
changes as much as possible with your Code of Conduct. This is actually
the first time I am requesting a pull so I hope it will do some good. I
did compare my results with how Flash handles dimensions - they match,
so I do hope I didn't miss something and believe you guys would make
sure everything works ok.
To help you with reviewing and possibly (and hopefully) accepting this
pull request I've made available online 3 demos of the issues and with
demo of the fix of course:
1.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemo_v2.5.0/
2.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemo_v2.6.1/
3.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemoFixed_v2.6.1/

Here is a zip file of the demo projects (build with VS2015):

http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemos.zip

I really hope to see this FIX in the next version - would help me and a
lot of people I guess to get the job done properly!

Thank you!
2016-07-18 02:32:29 +03:00
Richard Davey
b405570833 Docs fix #2624 2016-07-17 11:26:09 +01:00
Richard Davey
6f9bcae23e Docs fixes #2629 2016-07-17 11:23:41 +01:00
Richard Davey
0765e9eaa6 Merge pull request #2634 from greeny/hotfix-bitmapdata-fluent
BitmapData.js: fixed fluent interface
2016-07-17 11:20:40 +01:00
Richard Davey
776c148a93 Fixed jshint errors. 2016-07-16 08:04:56 +01:00
Tomáš Blatný
2b90f2cb3b BitmapData.js: fixed fluent interface 2016-07-15 20:16:35 +02:00
Felipe Alfonso
44d9f08c06 Merge branch 'dev' into multitexture-gl 2016-07-14 19:45:28 -04:00
Felipe Alfonso
e73837aa77 Texture Index working on common shaders. Still need to disable draw call for texture changing 2016-07-14 19:44:10 -04:00
Felipe Alfonso
2f41d9cf57 Sampler Array working correctly for WebGLSpriteBatch + PixiShader 2016-07-13 00:40:32 -04:00
Felipe Alfonso
9aa71e5e90 Added comments to shaders to help with debugging with WebGL Inspector. 2016-07-12 23:30:30 -04:00
Richard Davey
a01f59d82d Added Path Manager Plugin. 2016-07-13 03:08:03 +01:00
Richard Davey
4548d70369 Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278) 2016-07-13 02:44:35 +01:00
Richard Davey
e49d45e278 Experimenting with new MainLoop + position interpolation. 2016-07-12 03:05:29 +01:00
Richard Davey
265501b4af The src/system folder has been removed and all files relocated to the src/utils folder. This doesn't change anything from an API point of view, but did change the grunt build scripts slightly. 2016-07-11 22:38:09 +01:00
photonstorm
9b4bb1bdd8 Group.getRandomExists will return a random child from the Group that has exists set to true.
Group.getAll will return all children in the Group, or a section of the Group, with the optional ability to test if the child has a property matching the given value or not.

Group.iterate has a new `returnType`: `RETURN_ALL`. This allows you to return all children that pass the iteration test in an array.
2016-07-11 17:05:42 +01:00
photonstorm
1467eb48cf A Group with inputEnableChildren set would re-start the Input Handler on a Sprite, even if that handler had been disabled previously. 2016-07-11 14:17:51 +01:00
photonstorm
94498fcd32 The InputHandler.flagged property has been removed. It was never used internally, or exposed via the API, so was just overhead. 2016-07-11 14:17:41 +01:00
photonstorm
9aef9b741c Preparing for 2.6.2 dev. 2016-07-11 10:30:09 +01:00
photonstorm
ac2516f5aa 2.6.1 Release. 2016-07-11 10:07:56 +01:00
Richard Davey
cfb2b813ef Fixed Uncaught TypeError: Cannot set property 'x' of undefined in Body.js (thanks @ErwanErwan #2607) 2016-07-08 18:54:00 +01:00
photonstorm
aaa9f0d61a Preparing for 2.6.1 dev. 2016-07-08 16:18:59 +01:00
photonstorm
fced3f86ec Phaser 2.6.0 Release. 2016-07-08 15:46:26 +01:00
photonstorm
8a8fa0297d Preparing for release. 2016-07-08 14:26:31 +01:00
photonstorm
61ce14f332 P2.World.clear will now clear out the World.walls property, resetting all of the wall bounds to null. This allows the walls to be re-created accurately when the P2 World is reset, which happens on a State change or restart (thanks @ewpolly1 @codermua #2574) 2016-07-08 13:02:58 +01:00
photonstorm
521a6c9dbb Sound.stop will check to see if gainNode exists before trying to disconnect from it. 2016-07-08 12:27:12 +01:00
photonstorm
c34c7bae4e Docs updates. 2016-07-08 12:04:28 +01:00
photonstorm
dfd9203e0a onWorldBounds now sends the bounds it collided with. 2016-07-08 11:28:45 +01:00
photonstorm
ee202667ed Huge docs update for all of the Game Object events. 2016-07-08 11:28:30 +01:00
Richard Davey
0014201917 Groups now have the following properties, which are getters and setters: centerX, centerY, left, right, top and bottom. These calculate the bounds of the Group, based on all visible children, and then allow you to apply positioning based on that. This means you can, for example, now get the horizontal center of a Group by called Group.centerX. These properties are also setters, so you can position the Groups, and it will take scale and rotation into consideration.
Groups have a new method `alignIn`. It allows you to align the Group within another Game Object, or a Rectangle. You can specify one of 9 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.CENTER` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily place Groups into the corners of the screen, or game world, or align them within other Sprites, using this method.

Groups have a new method `alignTo`. It allows you to align a Group to the side of another Game Object, or a Rectangle. You can specify one of 11 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.LEFT_BOTTOM` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily align Groups next to other Sprites using this method.
2016-07-08 01:33:42 +01:00
Richard Davey
410237881e PIXI.DisplayObjectContainer calls updateTransform at the start of getBounds to help avoid the bounds being out of date. 2016-07-08 01:06:25 +01:00
Richard Davey
c0ba439e82 ArcadePhysics.Body.onCollide is a new Signal that is dispatched whenever the Body collides with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: sprite.body.onCollide = new Phaser.Signal() and it will be called when a collision happens, passing two arguments: the sprites which collided.
ArcadePhysics.Body.onOverlap is a new Signal that is dispatched whenever the Body overlaps with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()` and it will be called when an overlap happens, passing two arguments: the sprites which collided.
2016-07-07 23:16:18 +01:00
Richard Davey
6ba3c9401f ArcadePhysics.Body.setCircle is a new method that allows you to define an Arcade Physics Body as being a circle instead of a rectangle. You can control the radius of the body and the offset from the parent sprite.
ArcadePhysics.World.separateCircle is a new method that handles all circular body collisions internally within Arcade Physics (thanks @VitaZheltyakov)

All of the Arcade Physics internal methods, such as `collideGroupVsSelf`, `collideSpriteVsSprite` and so on, have been updated to work with circular body shapes (thanks @VitaZheltyakov)

ArcadePhysics.Body.onWorldBounds is a new Signal that is dispatched whenever the Body collides with the world bounds, something that was previously difficult to detect. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()` and it will be called when a collision happens, passing one argument: the sprite on which it occurred.
2016-07-07 21:58:39 +01:00
photonstorm
261155a683 Merged the arcade-circles branch back into 2.6 and tidied up lots of the source code. Needs checking as not working properly with rect vs. circle, but fine with circle vs. circle. 2016-07-07 16:45:10 +01:00
Richard Davey
97bba5f3c7 toABGR updated. 2016-07-06 22:40:05 +01:00
Richard Davey
d93019e86b Moved to 2.6.0 2016-07-06 22:40:00 +01:00
Richard Davey
63158a1dbf Argument swapped for destroyBaseTexture. 2016-07-06 22:31:26 +01:00
Richard Davey
c4d7870a31 * PIXI.Texture.fromImage, PIXI.BaseTexture.fromImage and PIXI.Sprite.fromImage have all been removed. They should never have actually been used, as they bypass the Phaser Loader, and don't factor in CORs or any other advanced loader settings.
* The PIXI.BaseTexture.imageUrl property has been removed, as it was never actually populated.
* The PIXI.BaseTexture._UID property has been removed, as it was never actually used internally.
* All references to PIXI.BaseTextureCache have been removed (primarily from BaseTexture.destroy and Texture.destroy), as the BaseTextureCache was never used internally by Phaser, or by our custom version of Pixi.
* PIXI.TextureCache has been removed. It was only ever used by the __default and __missing images that Phaser generates on start-up. It wasn't used internally by Phaser anywhere else, and the only references Pixi has to it have all been removed. If you need it in your own game, please refactor it to avoid it, or re-create the object on the PIXI global object.
* Canvases created by `BaseTexture.fromCanvas` no longer have the `_pixiId` property attached to them, as this was never used internally by Phaser or Pixi.
* PIXI.BaseTexture.updateSourceImage is now deprecated. Please use `Sprite.loadTexture` instead.
* The property PIXI.BaseTextureCacheIdGenerator has been removed, as it is no longer used internally by Phaser or Pixi.
* PIXI.Texture.addTextureToCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.removeTextureFromCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.fromFrame and PIXI.Sprite.fromFrame have been removed. They relied on the PIXI Texture Cache, which was never actually used by Phaser, and was never used internally by Pixi either.
* The property PIXI.TextureCacheIdGenerator has been removed, as it was not used internally.
* The property PIXI.FrameCache has been removed, as it was not used internally.
2016-07-06 21:47:27 +01:00
Richard Davey
440e2afe7c * PIXI.CanvasPool no longer _just_ checks for null parent comparisons. It will check for all falsey parents, helping free-up canvases when the parent objects have been removed elsewhere.
* PIXI.CanvasPool.remove and `removeByCanvas` both now set the removed canvas width and height to 1.
2016-07-06 21:47:05 +01:00
Richard Davey
886c641ddc * The default image texture, for when none is supplied, is now available under Phaser.Cache.DEFAULT.
* The missing image texture, for when an image has failed to load, is now available under `Phaser.Cache.MISSING`.
* Phaser.Cache.addImage will now check the key given, and if `__default` or `__missing` it will update the new consts `Phaser.Cache.DEFAULT` and `Phaser.Cache.MISSING` accordingly, allowing you to replace the default or missing image textures used by Phaser.
* Phaser.Cache.getPixiTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
* Phaser.Cache.getPixiBaseTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
2016-07-06 21:46:40 +01:00
Richard Davey
8a3c71f050 CanvasPool parent checks are now falsey, not just !== null. 2016-07-06 20:59:42 +01:00
Richard Davey
33150018ad Text.fontPropertiesCanvas no longer uses a CanvasPool entry. 2016-07-06 20:59:28 +01:00
Richard Davey
3642ff0489 Phaser.Color.toABGR converts RGBA components to a 32 bit integer in AABBGGRR format. 2016-07-04 18:50:42 +01:00
photonstorm
e08e0861d0 Phaser.ArrayUtils.rotate is now deprecated. Please use Phaser.ArrayUtils.rotateLeft instead. 2016-07-04 13:09:36 +01:00
photonstorm
0036bf747f BitmapData has a new, optional, fifth argument: skipPool. By default BitmapData objects will ask for the first free canvas found in the CanvasPool, but this behavior can now be customized on a per object basis. 2016-07-04 12:57:08 +01:00
photonstorm
cb0861d881 The canvas created by Phaser.Debug for use when displaying debug data is no longer stored in the CanvasPool, and is instead a stand-alone canvas, free from ever being re-used by another game object. 2016-07-04 12:56:52 +01:00
photonstorm
7ebae00c8f Phaser 2.5.1 RC1 2016-07-01 16:57:36 +01:00
photonstorm
32bec66031 Docs update. 2016-06-29 16:18:54 +01:00
photonstorm
4066a8d8d8 All Pixi.Graphics methods that change the Graphics, i.e. drawShape, lineTo, arc, etc will now all automatically call Graphics.updateLocalBounds. This is so that the bounds of the Graphics object are kept updated, allowing you to scale and rotate the Graphics object and still obtain correct dimensions from it (thanks @kelu-smiley #2573) 2016-06-29 16:18:54 +01:00
Richard Davey
fdcbb9229b Phaser.ArrayUtils.shift is the opposite of ArrayUtils.rotate. It takes an array, removes the element from the end of the array, and inserts it at the start, shifting everything else 1 space in the process. 2016-06-29 02:08:42 +01:00
Richard Davey
1f570b49e8 Phaser.Utils.pad now calls toString on the input given, which means you can pass in common data typs such as numbers and have them padded and returned as strings. 2016-06-29 00:04:22 +01:00
Richard Davey
fbd1ba05f7 Phaser.Utils.reverseString will take the given string, reverse it, and then return it. 2016-06-27 22:43:53 +01:00
Richard Davey
a0c771d47e Text.setText has a new optional argument immediate which will re-create the texture immediately upon call, rather than wait for the next render pass to do so (thanks @Scraft #2594) 2016-06-27 22:42:01 +01:00