photonstorm
87a0fb86b8
All Timer events are now increased by the game time on start.
2014-03-24 12:15:14 +00:00
photonstorm
622957c9b0
Timer objects incorrectly set the first tick value on events if you added the events prior to starting them.
2014-03-24 02:25:35 +00:00
photonstorm
26a89f0b84
New build files with tilemap callback fixes in.
2014-03-24 01:39:09 +00:00
photonstorm
49bcd2edd2
Tilemap fixes.
2014-03-24 00:30:05 +00:00
photonstorm
e1c98ba617
You can now create multiple blank layers in a Tilemap.
2014-03-23 23:58:01 +00:00
Richard Davey
605414671e
Merge pull request #639 from BorisKozo/patch-1
...
Update Migration Guide.md
2014-03-23 21:39:38 +00:00
Boris Kozorovitzky
edef6227e6
Update Migration Guide.md
...
Maybe this will save someone else the 30 minute debug
2014-03-23 22:34:50 +02:00
photonstorm
0c156ccd90
Fixed some md issues in Contributing and Readme.
...
Fixed game reference in Emitter.
2014-03-23 12:07:55 +00:00
Richard Davey
eddf1edead
Tilemap updates
2014-03-23 10:35:31 +00:00
photonstorm
539d70d581
Testing multi layer blank map updates.
2014-03-22 08:33:38 +00:00
Richard Davey
9536782925
Merge pull request #629 from clark-stevenson/patch-1
...
Few updates
2014-03-22 08:33:35 +00:00
clark-stevenson
daaa99216f
Few updates
2014-03-21 23:59:44 +00:00
Richard Davey
01d911a2f9
Merge pull request #626 from georgiee/fix-circle-parsing2
...
Multiple circle shapes in a body with position
2014-03-21 20:10:55 +00:00
Georgios Kaleadis
c2964857a3
multiple circle shapes in a body with position
2014-03-21 20:45:25 +01:00
photonstorm
21c0be4d02
BitmapDatas when used as Game Object textures in WebGL now update themselves properly.
...
Timer.ms now correctly reports the ms time even if the Timer has been paused (thanks Nambew, fix #624 )
2014-03-21 18:37:54 +00:00
photonstorm
0fa54b0b24
TileSprites now emit outOfBounds and enterBounds events accordingly.
...
TileSprites working with physics bodies again.
2014-03-21 18:04:24 +00:00
photonstorm
9c8f01cd7f
The volume given in Sound.play now over-rides that set in Sound.addMarker if specified ( fix #623 )
2014-03-21 15:43:59 +00:00
Richard Davey
51a2002bf8
Merge pull request #622 from georgiee/fix-prismatic-naming
...
Fixed bug in prismatic joint. Lock flag not inverted, updated naming & description
2014-03-21 14:09:14 +00:00
photonstorm
0fca997d43
P2.Body.loadPolygon no longer modifies the Cache array ( fix #613 )
2014-03-21 13:46:35 +00:00
Georgios Kaleadis
c686ea0eb5
fixed naming for rotation lock in prismatic joint
2014-03-21 14:13:06 +01:00
photonstorm
768bbaaec6
README updates.
2014-03-21 12:34:26 +00:00
Richard Davey
f0034008f5
Merge pull request #614 from georgiee/physics-phaser-exporter
...
Custom PhysicsEditor export & new p2 polygon parsing
2014-03-21 11:27:13 +00:00
photonstorm
b9fcda73ca
ArcadePhysics.World.seperate will now check gravity totals to determine separation order. You can set World.forceX to true to always separate on X first and skip this check.
2014-03-21 11:22:56 +00:00
photonstorm
111164e221
If no seed was given in the Game config object, the RandomDataGenerator wouldn't be started (thank tylerjhutchison fix #619 )
2014-03-21 11:22:56 +00:00
Richard Davey
ca915559b2
Merge pull request #612 from clark-stevenson/patch-1
...
Update phaser.d.ts
2014-03-21 10:01:41 +00:00
Richard Davey
a8e03da9cd
Merge pull request #621 from georgiee/fix-p2-revolute-joint
...
p2 revolute pivots were wrong signed
2014-03-21 09:52:44 +00:00
Georgios Kaleadis
f56f1674f7
pivots were wrong signed, everything was upside down
2014-03-21 09:49:51 +01:00
Georgios Kaleadis
a4982fa6e2
better fixture handling
2014-03-20 19:38:47 +01:00
Georgios Kaleadis
277afa1415
method docs
2014-03-20 15:46:54 +01:00
Georgios Kaleadis
af847de963
reverted p2 body debug
2014-03-20 15:44:41 +01:00
Georgios Kaleadis
45a41af766
exporter update
2014-03-20 15:27:50 +01:00
Georgios Kaleadis
66fa003901
custom export from physics editor
2014-03-20 13:38:25 +01:00
clark-stevenson
1f37a4e1f5
Update phaser.d.ts
...
Final one, I went through the source code this time so I know its 99% matching your latest commit brining it upto par with 2 completely.
Congratulations on reaching 2! Phaser is amazing, and without the well documented code, I would be stumped.
2014-03-20 11:07:37 +00:00
rroux
bfcd66188d
Add Astar plugin to the dev branch
2014-03-20 11:44:17 +01:00
photonstorm
634b1d1093
Emitter.friction property removed and replaced with Emitter.particleDrag, which is now correctly applied.
...
ArcadePhysics.Body.reset incorrectly set the Body.rotation to Sprite.rotation instead of angle.
Emitter.emitParticle resets the rotation on the particle to zero before emitting it.
Lots of fixes to the TypeScript definitions file (thanks as always to clark-stevenson for his tireless work on these)
Emitters now bring the particle they are about to emit to the top of the Group before doing so. Avoids particles hidden behind others.
ArcadePhysics.Body.setSize corrected to take the parameters as positive, not negative values.
ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608 )
Emitter.particleClass can now be set to any object that extends Phaser.Sprite, which will be emitted instead of a regular Sprite.
2014-03-20 03:48:54 +00:00
Richard Davey
c3778be394
Merge pull request #607 from clark-stevenson/patch-1
...
Update phaser.d.ts
2014-03-20 00:21:05 +00:00
photonstorm
684ee9c064
ArcadePhysics.Body has a deltaMax object, which allows you to cap the delta applied to the position to +- this value.
...
ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608 )
2014-03-20 00:20:02 +00:00
Richard Davey
aefa89b556
Merge pull request #609 from georgiee/fix-p2-body
...
Fixed (still) wrong constants in Phaser.Physics.P2.Body
2014-03-19 23:03:54 +00:00
Georgios Kaleadis
5b78c5c46e
fixed wrong motion state constants in phaser p2 body
2014-03-19 22:56:26 +01:00
clark-stevenson
7ab37a82f4
Update phaser.d.ts
...
SAT removed
Physics modules should all be updated correctly #599
Misc updates from the last week of dev.
So the TS is upto date and it should be easy to maintain with the latest changes.
The only thing that bothers me is the historic references to <2.0 and the pre-pixi "any". That kind of thing will be my next update.
My final questions though are these!
1) displayObject: any can this now be considered PIXI.DisplayObject or should I keep "any"?
2) When an argument can either be a string or a number. Are you stuck with "any" or is there a concept I am missing in TypeScript? It is the same with stuff like "p2.Constraint". In this situation, is it wise to create an IConstraint which all constraints implement, rather than having "any" or is that just even more confusing?
I would like my next pass through to be as acceptable as possible.
2014-03-19 15:09:44 +00:00
photonstorm
22b472ba4d
Removed rogue console.log
2014-03-19 13:23:46 +00:00
photonstorm
2d08fab48e
When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world.
...
Every Input class now checks to see if it has already been started. If so it doesn't add the listeners again unless they have been nulled.
2014-03-19 13:22:04 +00:00
photonstorm
164f3cbe83
When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world.
2014-03-19 13:09:29 +00:00
photonstorm
4bfbd4dc96
2.0.1-19 build files.
2014-03-19 12:12:59 +00:00
photonstorm
96365a3a1f
The StateManager is now responsible for clearing down input, timers, tweens, physics, camera and the World display list.
...
Removed the use of Int16Array from all Game Objects, swapped for standard Array. Phaser now runs on Android 2.x again (fix #590 )
2014-03-19 12:05:19 +00:00
photonstorm
5d40365b87
InputHandler.dragFromCenter will now work regardless of the anchor point of the Sprite.
2014-03-19 05:21:26 +00:00
photonstorm
84df7bf320
Sprite.events.onEnterBounds added. This is dispatched if the Sprite leaves the bounds but then returns. The opposite of onOutOfBounds.
2014-03-19 04:17:37 +00:00
photonstorm
0a42ac39b9
ArcadePhysics.World now has a checkCollision object which can be used to toggle collision against the 4 walls of its bounds.
2014-03-19 04:03:21 +00:00
photonstorm
2cc1a45f9a
Fixed SpriteBounds camera placement in Debug (again).
...
Removed un-needed cache vars from ArcadePhysics.World.
Tidied up ArcadePhysics.Body and fixed rotation parameters.
Every single Arcade Physics Example now runs perfectly under this release.
2014-03-19 03:55:44 +00:00
photonstorm
9959e21925
Debug.spriteBounds will now take the position of the camera into consideration when rendering the bounds ( fix #603 )
2014-03-19 02:31:37 +00:00