Commit graph

2213 commits

Author SHA1 Message Date
photonstorm
b692d3b456 PIXI.TextureSilentFail is a boolean that defaults to false. If true then PIXI.Texture.setFrame will no longer throw an error if the texture dimensions are incorrect. Instead Texture.valid will be set to false (#1556) 2015-02-11 22:10:53 +00:00
photonstorm
daf8440247 Tile.properties is now unique to that specific Tile, and not a reference to the Tileset index bound properties object. Tile.properties can now be modified freely without impacting other tiles sharing the same id (#1254) 2015-02-11 21:40:37 +00:00
photonstorm
8892f46a83 PIXI.WebGLRenderer.destroy has been fixed to decrement the glContextId and remove it from the PIXI.instances global. Game.destroy now hooks into this. This now means that you can now delete and create your Phaser game over and over without it crashing WebGL after the 4th attempt (#1260) 2015-02-11 21:02:15 +00:00
photonstorm
b68c3071a6 Phaser.Ellipse.contains is now working again (thanks @spayton) 2015-02-11 18:51:35 +00:00
photonstorm
0e7820bde5 Group.forEach (and many other Group methods) now uses the children.length value directly instead of caching it, which both helps performance and stops the loop from breaking should you remove a Group child in the invoked callback. 2015-02-11 17:19:56 +00:00
photonstorm
5967f01a49 jshint fix. 2015-02-11 16:57:24 +00:00
photonstorm
c243222889 Docs update #1231 2015-02-11 16:41:56 +00:00
photonstorm
599bcf5f97 Loader.audiosprite has a new jsonData parameter. It allows you to pass a pre-existing JSON object (or a string which will be parsed as JSON) to use as the audiosprite data, instead of specifying a URL to a JSON file on the server (thanks @jounii #1447)
Loader.audiosprite has a new `autoDecode` parameter. If `true` the audio file will be decoded immediately upon load.
2015-02-11 16:16:58 +00:00
photonstorm
aa2df803b7 Pointer.stop would call event.preventDefault if Pointer._stateReset was true, which is always true after a State has changed and before Pointer.start has been called. However this broken interacting with DOM elements in the case where the State changes and you immediately try to use the DOM element without first having clicked on the Phaser game. An additional guard was added so preventDefault will now only be called if both _stateReste and Pointer.withinGame are true (thanks @satan6 #1509) 2015-02-11 16:03:24 +00:00
photonstorm
42c75c0ad2 Updated jsdocs to mention roundPixels (#1377) 2015-02-11 15:32:52 +00:00
Richard Davey
b560af992f Merge pull request #1375 from pnstickne/wip-text-consistency
Text - font components can be specified as part of "style"
2015-02-11 15:06:48 +00:00
photonstorm
6b8622a336 Timer.update was calling the TimerEvent callback even if TimerEvent.pendingDelete was already set to true, causing timer events to stack-up in cases where a new TimerEvent was generated in the callback (thanks @clowerweb #838) 2015-02-11 14:43:23 +00:00
photonstorm
74bee324a5 Sound.fadeIn now supports fading from a marker, as well as the entire audio clip, so now works with audio sprites (thanks @vorrin #1413) 2015-02-11 13:52:16 +00:00
photonstorm
6506e8d7e6 JSdocs update (fix #1520) 2015-02-11 13:47:58 +00:00
photonstorm
ff76cf75ad jsdoc fixes. 2015-02-11 05:19:09 +00:00
photonstorm
29fd37aed7 Formatting update. 2015-02-11 05:19:00 +00:00
photonstorm
ea86bc85b4 jsdoc typo / spelling fixes.
Also all audio decoding is now passed to the SoundManager to handle, rather than duplicate the effort in the Loader.
2015-02-11 05:18:52 +00:00
photonstorm
dfee82834d Sound.loop even when set for WebAudio wouldn't use the AudioContext loop property because Sound.start was being invoked with an offset and duration. Now if loop is true and no marker is being used it will use the native Web Audio loop support (#1431)
SoundManager.setDecodedCallback lets you specify a list of Sound files, or keys, and a callback. Once all of the Sound files have finished decoding the callback will be invoked. The amount of time spent decoding depends on the codec used and file size. If all of the files given have already decoded the callback is triggered immediately.

Sound.loopFull is a new method that will start playback of the Sound and set it to loop in its entirety.
2015-02-11 05:17:53 +00:00
photonstorm
18ff04810f ArcadePhysics.distanceToPointer now calculates the distance in world space values.
ArcadePhysics.moveToPointer no longer goes crazy if the maxTime parameter is given and the Sprite is positioned in a larger game world (thanks @AnderbergE #1472)
2015-02-10 22:16:35 +00:00
photonstorm
7a066a3a8c World.setBounds will now adjust the World.x/y values to match those given (#1555) 2015-02-10 21:40:53 +00:00
photonstorm
cc7096b045 jsdoc fix #1543 2015-02-10 21:22:36 +00:00
photonstorm
0054dc996b The Loader now directly calls StateManager.loadComplete rather than the StateManager listening for the loadComplete event, because Loader.reset unbinds this event (and it's easy to accidentally remove it too)
Loader.onLoadComplete is dispatched *before* the Loader is reset. If you have a `create` method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually.
2015-02-10 17:04:04 +00:00
photonstorm
dfc8ff32d2 You can now tint animated Sprites in Canvas mode. Or change the texture atlas frame of a tinted Sprite or Image. Please note that this is pretty expensive (depending in the browser), as the tint is re-applied every time the *frame changes*. The Pixi tint cache has also been removed to allow for subtle tint color shifts and to avoid blowing up memory. So use this feature sparingly! But at least it does now work (#1070) 2015-02-10 14:53:55 +00:00
photonstorm
823997744b Docs update. 2015-02-10 14:53:55 +00:00
Richard Davey
960383818b Merge pull request #1609 from mikaturunen/dev
Read ObjectLayer Objects .type property for Tiles
2015-02-10 13:50:36 +00:00
photonstorm
816a80f39a If Body.customSeparateX or customSeparateY is true then the Body will no longer be automatically separated from a **Tilemap** collision or exchange any velocity. The amount of pixels that the Body has intersected the tile is available in Body.overlapX and overlapY, so you can use these values to perform your own separation in your collision callback (#992) 2015-02-10 12:58:12 +00:00
Mika Turunen
be3edd8437 Now the backwards compatibility is not broken
As implementation is leaning on 0.11.0 feature of Tiled, I made sure the earlier Tiled files that might be used are not going to break from this. Defaulting to empty string if the .type property is not defined by Tiled (for Tiled < 0.11.0), otherwise we use the provided value.
2015-02-10 14:54:14 +02:00
photonstorm
4489a12fd8 Sprite.loadTexture and Image.loadTexture now no longer call updateTexture if the texture given is a RenderTexture. This fixes issues with RetroFonts in IE11 WebGL as well as other RenderTexture related IE11 problems (#1310 #1381 #1523) 2015-02-10 12:27:55 +00:00
photonstorm
c154b8c785 Loader.resetLocked is a boolean that allows you to control what happens when the loader is reset, *which happens automatically on a State change*. If you set resetLocked to true it allows you to populate the loader queue in one State, then swap to another State without having the queue erased, and start the load going from there. After the load has completed you could then disable the lock again as needed.
Loader.reset has a new optional 2nd parameter `clearEvents` which if set to `true` (the default is false) will reset all event listeners bound to the Loader.
2015-02-10 11:58:17 +00:00
Mika Turunen
8a197b6023 Read ObjectLayer Objects .type property for Tiles
Why isn't the .type already read from the objects details as it's there? Latest release version of Tiled 0.11.0 has this field for Objects and it's quite extensively used by other frameworks.

Well, I need this and I suppose there are other people too who might be interested in having this in here too. Currently I go around this by creating a custom property of "type" and setting my value on it but that's just extremely silly.
2015-02-10 11:05:28 +02:00
photonstorm
c42954ae59 Condensed Cache.destroy method. 2015-02-09 20:27:58 +00:00
photonstorm
2cb9ea312b extension URL fix, jsdoc fix and small format changes. 2015-02-09 20:27:47 +00:00
photonstorm
2b2ee27912 If for whatever reason you wish to hide the Phaser banner in the console.log you can set window.PhaserGlobal.hideBanner to true and it will skip the output. Honestly I'd rather if you didn't, but the option is now there. 2015-02-09 20:10:51 +00:00
Richard Davey
8340d56cd6 Merge pull request #1356 from pnstickne/wip-loader
Loader - parallel / extensible / documentation
2015-02-09 20:10:22 +00:00
Richard Davey
b66a0aa11a Merge pull request #1605 from mickez/tilemaplayer_scale
Added scaling capability to TilemapLayer
2015-02-09 20:02:48 +00:00
Paul
367d976061 Loader: documentation
- Corrected some documentation wrt. parallel downloading
2015-02-08 20:40:54 -08:00
Paul
b63f6873e5 Loader: better audio selection
- Fixed bug where `.` in query portion of URI could throw off
  auto-detection
- Allow `Loader#audio` to accept `{uri..,type..}` objects to blobs (and
  data) URIs can also be used to auto-format detection / fallbacks.
2015-02-08 20:22:09 -08:00
Paul
86dc43874c Loader: enabled parallel-by-default
- Minor cleanup to parallel: enabled by default, limit of 4 (hard-limit
  max 12)
2015-02-08 19:42:34 -08:00
Paul
8d61441844 Merge remote-tracking branch 'upstream/dev' into wip-loader
- Added changes/support for 'blob:' uri's in upstream, extended to 'data:'
- Added upstream documentation
- Some small fixes for XHD from upstream

Conflicts:
	src/loader/Loader.js
2015-02-08 19:42:22 -08:00
photonstorm
35a04b2f1e TilemapParser now supports Tiled 0.11 version maps which includes the rotation property on all Object types.
Tilemap.createFromObjects now checks for a `rotation` property on the Object and if present will set it as the Sprite.angle (#1433)
2015-02-08 23:25:41 +00:00
photonstorm
ff04754bb8 Text width calculation strings made consistent. 2015-02-08 22:07:47 +00:00
photonstorm
e85be1f1d8 BitmapText.font wouldn't update an internal Pixi property (fontName) causing the text to fail to change font (thanks @starnut #1602) 2015-02-08 22:07:36 +00:00
photonstorm
6d86952f98 JSDoc fix. 2015-02-08 21:57:09 +00:00
photonstorm
c891d617d9 Swapped back to 2.2.2 expected setting. 2015-02-08 21:57:09 +00:00
photonstorm
6081aa360f P2.Body.clearCollision default values were incorrectly set to false if no parameters were provided, even though the docs said they were true (thanks @brianbunch #1597) 2015-02-08 21:57:08 +00:00
Richard Davey
fed997a5a1 Merge pull request #1601 from draconisNoctis/dev
use XDomainRequest in Loader.xhrLoad
2015-02-08 21:51:12 +00:00
emailto@niklasberg.se
a0ea73a4cd Support for tiles rotated and/or flipped in Tiled 2015-02-08 21:21:39 +01:00
emailto@niklasberg.se
a70dd81a80 Support for tiles rotated and/or flipped in Tiled 2015-02-08 21:03:19 +01:00
Michael Rehn
bb2e263345 Changed to bracket on new line to follow the rest of the codes style 2015-02-07 21:31:17 +01:00
Michael Rehn
e600cb89b7 Added scaling capability to TilemapLayer via the setScale method 2015-02-07 19:48:44 +01:00
Mark Wecke
3a70677a05 use XDomainRequest in Loader.xhrLoad 2015-02-06 13:52:24 +01:00
photonstorm
9cdcdc7bc5 Device.touch checks if window.navigator.maxTouchPoints is >= 1 rather than > 1, which now allows touch events to work properly in Chrome mobile emulation. 2015-02-05 06:12:20 +00:00
photonstorm
5bd231d532 JSDoc fixes. 2015-02-05 05:13:22 +00:00
photonstorm
569483ab17 Game._kickstart forces Phaser to always call at least one logic update before being allowed to render. 2015-02-05 05:12:59 +00:00
photonstorm
d710caed9e Body.reset now resets the Body.speed value to zero. 2015-02-05 05:12:31 +00:00
photonstorm
8dec37107e MSPointer.capture allows you to optionally event.preventDefault the pointer events (was previously always on)
MSPointer.event now stores the most recent pointer event.
MSPointer.pointerDownCallback, pointerMoveCallback and pointerUpCallback all allow you to set your own event based callbacks.
2015-02-05 05:12:00 +00:00
photonstorm
336fdfa672 TileSprites weren't destroying WebGL textures, leading to eventual out of memory errors (thanks @chacal #1563) 2015-02-03 21:32:39 +00:00
photonstorm
f55ba6755f jsdoc fix 2015-02-03 21:32:39 +00:00
photonstorm
3eba508382 Sprite.events.onDragStart has 2 new parameters x and y which is the position of the Sprite before the drag was started. The full list of parameters is: (sprite, pointer, x, y). This allows you to retain the position of the Sprite prior to dragging should dragFromCenter have been enabled (thanks @vulvulune #1583) 2015-02-03 21:32:39 +00:00
photonstorm
2ba6e0528e TilemapLayer.getTiles now returns a copy of the Tiles found by the method, rather than references to the original Tile objects, so you're free to modify them without corrupting the source (thanks @Leekao #1585) 2015-02-03 21:32:39 +00:00
Richard Davey
a2854d21fd Merge pull request #1580 from integricho/fix#1551
fix #1551 - detect mouseup on tilesprites
2015-02-03 21:16:33 +00:00
Richard Davey
41d9a42a02 Merge pull request #1565 from abtion/master
Fix CORS loading BitmapFonts with IE9
2015-02-03 21:14:45 +00:00
Richard Davey
66ad09ebd0 Merge pull request #1549 from tomlarkworthy/fixAdjustMass
Bug fix: adjust mass and debug body gfx
2015-02-03 21:12:15 +00:00
Richard Davey
0953e927b4 Merge pull request #1559 from vulvulune/dev
Complete "tsdocs" tasks to download plugins + improve ts doc + grunt:jsdoc
2015-02-03 21:04:30 +00:00
Richard Davey
e6b5806c26 Merge pull request #1581 from jromer94/master
fixed index out of bound error
2015-02-03 20:52:04 +00:00
Richard Davey
ecdbb35009 Merge pull request #1577 from Marchys/patch-4
Correct documentation Emitter.js
2015-02-03 20:51:28 +00:00
Richard Davey
21823f65e3 Merge pull request #1576 from vulvulune/jsdoc
Correct comments
2015-02-03 20:47:32 +00:00
Richard Davey
9efca46021 Merge pull request #1582 from micahjohnston/dev
Fix doc comment on Phaser.Physics.Arcade#getObjectsAtLocation.
2015-02-03 20:45:33 +00:00
Richard Davey
ad9b8ae8e1 Merge pull request #1568 from Bilge/patch-1
Added missing plugins member in Phaser.Game class.
2015-02-03 20:31:26 +00:00
photonstorm
7003b65df6 Added missing properties to the InputHandler prototype, reducing hidden class modifications. 2015-02-03 20:28:18 +00:00
zekoff
0ccd225e08 Allow max of 0 in computeVelocity
Previous method of setting default max did not allow falsey values.
2015-02-03 11:36:53 -06:00
photonstorm
2b74d903d4 jsdoc fix. 2015-02-03 16:17:14 +00:00
photonstorm
ac14edae94 Sound.stop and Sound.destroy now halt a fade tween if in effect. 2015-02-03 16:17:03 +00:00
photonstorm
260490fe06 Fixed issue in PIXI.canUseNewCanvasBlendModes which would create false positives in browsers that supported multiply in Canvas path/fill ops, but not for drawImage (Samsung S5 for example). Now uses more accurate magenta / yellow mix test. 2015-02-03 16:16:25 +00:00
Micah Johnston
34d443153f fix argument name in comment on Phaser.Physics.Arcade#getObjectsAtLocation. 2015-01-30 05:48:34 -07:00
Micah Johnston
401d2fe847 Fix doc comment on Phaser.Physics.Arcade#getObjectsAtLocation. 2015-01-29 18:13:03 -07:00
Bilge
92b89fb549 Added plugins property to Phaser.Game.
Property was previously being declared late without initialization at allocation time.
2015-01-29 22:51:38 +00:00
Josh
755653439a fixed index out of bound error 2015-01-28 23:39:23 -05:00
Andrean Franc
b52b765c53 fix #1551 - detect mouseup on tilesprites 2015-01-28 19:31:36 +01:00
photonstorm
d6ea8fb956 jsdoc updates (spelling mistakes, code formatting, etc) 2015-01-28 17:18:33 +00:00
photonstorm
d37ffe6a8f Sound.fadeTween is now used for Sound.fadeIn and Sound.fadeOut audio tweens.
Sound.stop and Sound.destroy now halt a fade tween if in effect.
2015-01-28 17:18:32 +00:00
vulvulune
d65225e9eb Merge pull request #1 from photonstorm/dev
Update from photonstorm
2015-01-27 16:07:41 +01:00
Marchys
f79d10f378 Correct Documentation Emitter.js
setScale and setAlpha parameter are not numbers (now on dev branch sorry :( )
2015-01-27 15:33:00 +01:00
vulvulune
1aab540a6f Correct comment Phaser.Physics.P2.BodyDebug
Set correct method name in comments
2015-01-27 15:26:05 +01:00
vulvulune
2e49f07b77 Correct comment Phaser.Stage
Replace @name => @method on some functions
2015-01-27 14:05:47 +01:00
vulvulune
8dcd61aebb Correct comments Phaser.ArrayUtils
Replace Phaser.Math => Phaser.ArrayUtils in the comments of the class
Phaser.ArrayUtils
2015-01-27 13:59:15 +01:00
vulvulune
8ef32f044c Correct comments
Correct comments:
-Phaser.Camera: checkWorldBounds =>checkBounds
-Phaser.RetroFont: Set correct @name for name and smoothed
-Phaser.DOM: inViewport => inLayoutViewport
2015-01-27 13:46:18 +01:00
Paul
ad9245caeb TilemapLayer - {missing changes} 2015-01-24 18:37:28 -08:00
Paul
818d5bcdcc Tilemaps - removed N-slice support
- Since N-slicing doesn't work in Safari, which is what the
  double-copy fix is for, it is simply removed.
2015-01-24 18:35:11 -08:00
Paul
4845c2054b TilemapLayer - quibbles
- Removed accidental change
2015-01-24 17:49:20 -08:00
Paul
11c78f11b0 TilemapLayer - Safari fix
- Changed default slice count to 1: this fixes yet another Safari-specific
  issue.
2015-01-24 17:43:08 -08:00
jeppester
b29d2b8b23 Missing semicolons added 2015-01-24 19:48:52 +01:00
jeppester
242e3cc7c3 Indentation errors fixed 2015-01-24 19:43:49 +01:00
jeppester
d7cd76efe7 More cosmetic changes 2015-01-24 18:36:58 +01:00
jeppester
a722293786 Cosmetic pull request preparations 2015-01-24 18:31:02 +01:00
jeppester
067dcc4332 Fix CORS loading BitmapFonts with IE9 2015-01-23 17:17:50 +01:00
vulvulune
7be4b8d7a9 Replace the grunt docs tasks with grunt-jsdoc
Replace builddoc and exportdocjson grunt tasks with grunt-jsdoc.
To avoid an error I added a fake comment to a @todo param in the p2.js
file.
2015-01-22 16:22:51 +01:00
photonstorm
6d967b6545 Error in diffX and diffY calculation in Tilemap.paste (thanks @amelia410 #1446) 2015-01-20 10:49:15 +00:00
photonstorm
a67d2df6f0 BitmapData.text will render the given string to the BitmapData, with optional font, color and shadow settings. 2015-01-18 12:24:00 +00:00
photonstorm
3c2725addc Typo. 2015-01-18 12:24:00 +00:00
photonstorm
587c3e5f6a Arcade.Body.friction allows you to have more fine-grained control over the amount of velocity passed between bodies on collision. 2015-01-18 12:24:00 +00:00
Tom Larkworthy
4b32505383 calling adjust mass desyncs the debug graphics from the real positions of bodies 2015-01-17 21:15:10 -08:00
photonstorm
48f590c180 Added tools links. 2015-01-10 00:30:13 +00:00
photonstorm
0f42b530eb Physics.Arcade.isPaused allows you to toggle Arcade Physics processing on and off. If true the Body.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies. 2015-01-10 00:30:02 +00:00
photonstorm
801f387f75 Updated docs. 2015-01-08 01:28:38 +00:00
photonstorm
8973423e98 Sprite.frame and AnimationManager.frame wouldn't return the correct index if a sprite sheet was being used unless it had first been set via the setter. 2015-01-08 01:28:38 +00:00
photonstorm
65f8820514 SoundManager.unlock checks for audio start support and falls back to noteOn if not found. 2015-01-06 13:50:15 +00:00
photonstorm
30ef362e59 jsdoc fixes / typos. 2015-01-06 12:58:19 +00:00
photonstorm
413a59c516 Preparing for 2.3.0 development. 2015-01-06 07:24:28 +00:00
photonstorm
74951a41b4 Update for 2.2.2. 2015-01-06 06:20:46 +00:00
Paul
c361e6f535 TilemapLayer - fix for regression typo 2015-01-05 20:37:00 -08:00
photonstorm
4e9291eadc TileSprite.loadTexture crashed when textures were updated in WebGL (thanks @pandavigoureux29 #1495) 2015-01-05 19:00:42 +00:00
photonstorm
741131312a BitmapData.drawGroup draws the immediate children of a Phaser.Group to a BitmapData. Children are only drawn if they have their exists property set to true. The children will be drawn at their x and y world space coordinates. When drawing it will take into account the child's rotation, scale and alpha values. No iteration takes place. Groups nested inside other Groups will not be iterated through.
BitmapData.copy `tx` parameter if `null` and `source` is a Display Object, it will default to `source.x`.

BitmapData.copy `ty` parameter if `null` and `source` is a Display Object, it will default to `source.y`.
2015-01-05 14:28:16 +00:00
photonstorm
4a27130e10 Commented out crashing call. 2015-01-05 13:24:49 +00:00
photonstorm
689501c15c Phaser.Point.angleSq removed. It didn't work so any code relying on it would be broken, and it's unclear what it was meant for (thanks @nextht #1396) 2015-01-05 13:00:07 +00:00
photonstorm
fc63d0a33a Ellipse.right and Ellipse.bottom setters fixed (thanks @nextht #1397)
Fixed double Ellipse.getBounds definition (thanks @nextht #1397)
2015-01-05 12:36:35 +00:00
photonstorm
4bc8fb3c8f Docs update #1489 2015-01-05 11:57:46 +00:00
photonstorm
35c68d4c9e Tidied up Emitter.update. 2015-01-05 11:43:24 +00:00
photonstorm
9f6b7b49e5 Particles.Arcade.Emitter.makeParticles now checks the given quantity value against Emitter.maxParticles. If quantity is more than maxParticles then the maxParticles value is used instead. 2015-01-05 11:22:07 +00:00
Richard Davey
b4678b6b56 Merge pull request #1474 from nextht/remove-tw-and-th-init
Remove tw and th init
2015-01-05 11:15:28 +00:00
Richard Davey
ebf650c1a1 Merge pull request #1498 from pnstickne/wip-tilelayer-safaribug
Fix / double-copy for Safari tilemap bug when rendering with delta scrolling
2015-01-05 11:11:40 +00:00
photonstorm
8cd98e2e36 jsdocs fixes. 2015-01-05 10:59:10 +00:00
Richard Davey
cf83e14e8d Updated Line.reflect to remove intersects check.
Line.normalAngle gets the angle of the line normal in radians.
2015-01-04 12:38:40 +00:00
photonstorm
af15b9b4e7 Line.reflect will calculate the reflected, or outgoing angle of the line and a given line if they intersect. This can be used for Body vs. Line collision responses and rebounds.
Line.normalX and Line.normalY contain the x and y components of the left-hand normal of the line.
Line.fromAngle will sets this line to start at the given `x` and `y` coordinates and for the segment to extend at `angle` for the given `length`.
2015-01-04 05:11:19 +00:00
Richard Davey
b3f322469b Added Events.onEnterBounds to the destroy method (thanks @legendary-mich #1497) 2015-01-02 21:53:20 +00:00
Richard Davey
5e976b9028 Merge pull request #1504 from flashspys/flashspys-dev
minor documentation update
2015-01-02 16:39:13 +00:00
Felix Wehnert
e7d8d29cd9 minor documentation update 2015-01-02 14:02:05 +01:00
photonstorm
15d5b54c26 Removed redundant updateTransform call. 2015-01-02 04:15:27 +00:00
photonstorm
c1eb456ed2 Mouse.mouseMoveCallback is flagged as deprecated. 2015-01-02 04:14:44 +00:00
photonstorm
b22233a0bc docs update and sound marker check. 2015-01-02 04:14:44 +00:00
Richard Davey
97cf7f7581 Merge pull request #1502 from pnstickne/wip-1424-r
Simplified call to updateTransform - unified and verified fix for 1424
2015-01-02 04:13:31 +00:00
Paul
81c872adf1 Simplified call to updateTransform
This change implements the original suggestion of using `updateTransform`,
but applies so globally instead of within a particular postUpdate
function.

Now the game loop calls `updateTransform` after each `updateLogic` call
unconditionally; it is updates that change the world that are accounted
for, not the rendering. This removes some previous checks that were
preventing correct behavior with the previous patch.

This makes the assumption that game objects (eg. Sprites) are only
modified within callbacks triggered before the completion of the
`postUpdate` walking of the scene graph.
- User code that runs outside of the "game update", such as a `setTimeout`
  timer, will need to explicitly update transformations so that the world
  is synced by the next `preUpdate`: but this is not the expected case and
  is already outside the Phaser update model.
- If this assumption does not hold or is too weak, the transformations
  could also be applied once at the start of every game update loop
  (before any render or update). This change would at most double the time
  spent on apply the transformations.

The constant application of `updateTransform` passes all reported failing
cases and resolves #1424 just as the original proposal of having the
change performed in the Sprite postUpdate but will work more consistently
across all scene-bound game objects.

On a desktop Chrome browser the inclusion also has minimal relative impact
as shown by the summarized results. The percentages given are the summed
CPU time of relevant required operations along with that of the
updateTransform itself:

- 10,000 non-collision particles:
  - 12% pre/post update, 2.4% updateTransform
- 100 colliding particles:
  - 2% pre/post update & collision, 0.3% updateTransform
- 1000 colliding particles:
  - 40% pre/post update & collision, 1% updateTransform

With this patch the updateTransform time does creep up _slightly_ (vs just
in `Sprite.postUpdate`) but it is still dominated by required game
updates, and more so, by any actual work like Physics.
2015-01-01 18:01:23 -08:00
Paul
2bbbc64830 Device update for canvasBitBltShift - real
(Previous changeset not pushed correctly)
2015-01-01 17:38:22 -08:00
Paul
7213bb1b5e Device update for canvasBitBltShift
The `canvasBitBltShift` detection is updated not to pick up any iOS
browsers. This should eliminate false-positives for Chrome for iOS, eg.

Defaulting to using the double-copy is "safer", even if slightly less
optimal.

(A proper feature check should still be added.)
2015-01-01 16:16:13 -08:00
Richard Davey
725fe261be Merge pull request #1500 from pnstickne/wip-1494
Fix for Event changes
2015-01-01 22:25:48 +00:00
Paul
a070e8db8f Fix for Event changes
This replaces 'eval' with closures (that should have probably
been used to begin with) to avoid warnings generated by some tools.

This change does not affect the approach used.

- Ref. #1494
2015-01-01 13:50:07 -08:00
Richard Davey
da27373c90 Device.webAudio check inversed to avoid throwing a warning in Chrome. 2015-01-01 21:38:02 +00:00
Richard Davey
3c4a9720c6 Body updateTransform patch re: #1493 and #1490 2015-01-01 12:33:43 +00:00
Paul
114d967272 TilemapLayer - quibbles
- Updated shiftCanvas usage for consistency with renderSetting access
2014-12-31 10:06:48 -08:00
Paul
76aa601d47 TilemapLayer rendering double-copy
- Memory optimization of delta-scroll shifting.
  - The copy canvas is shared between all TilemapLayers
  - The copy is done in segments to reduce the memory usage of the copy
  canvas. Currently this is a 1/4 ratio.

- Device has the feature (by browser) check to see if bitblt works
  - TilemapLayer will automatically enable the double-copy as needed
  - Device.whenReady can be used to override the device value
2014-12-31 09:54:37 -08:00
Paul
0ad21e3c84 Merge remote-tracking branch 'upstream/dev' into wip-tilelayer-safaribug 2014-12-30 23:07:55 -08:00
Jouni Airaksinen
11cf7c4923 Fix floating point inaccuracy in edge cases, behavior not consistent across different browsers and/or devices 2014-12-29 14:38:18 +02:00
nextht
18b3a3cc5b Remove useless initilization for tw and th code
tw and th have been initialized twice, the first time is useless.
2014-12-20 17:45:27 +08:00
photonstorm
fa40b3a7a9 Removed readyState check as it breaks overlapping sounds. 2014-12-18 11:14:45 +00:00
photonstorm
a6c6bf8e06 Time.reset would incorrectly reset the _started property, now maps it to Time.time (thanks @XekeDeath #1467) 2014-12-18 08:07:38 +00:00
nextht
aa80074ec1 Emitter.start should Setting quantity Not Adding
I think Emitter.start should Setting quantity Not Adding, maybe "+=" is a mistake?
2014-12-17 22:39:11 +08:00
photonstorm
eff9759f8c Updated to Pixi 2.2.0 release. 2014-12-17 13:50:28 +00:00
photonstorm
c6c5856dec Phaser.Graphics.drawCircle now overrides PIXI.drawCircle which means the docs are now correct re: diameter not radius (thanks @ethankaminski #1454) 2014-12-17 13:44:12 +00:00
photonstorm
f23c0aa24b Removed redundant tolerance parameter from Rectangle.intersects (thanks @toolness #1463) 2014-12-17 13:25:21 +00:00
photonstorm
ef610c7c10 Added init to State template class. 2014-12-17 13:07:19 +00:00
photonstorm
269af69da5 Added extra checks to Sound.play to stop it throwing DOM Exception Error 11 if the sound.readyState wasn't set or the sound was invalid. Also wrapped stop() call in a try catch`. 2014-12-17 13:07:19 +00:00
aressler38
c9984633b5 fixing documentation typo 2014-12-15 14:12:09 -08:00
aressler38
f1bdd174b2 [ISSUE 1458] Allow BLOB urls when loading audio files 2014-12-15 12:57:30 -08:00
aressler38
5f12e18aa0 Merge branch 'dev' of https://github.com/aressler38/phaser into dev 2014-12-15 12:08:24 -08:00
photonstorm
9b967d1948 Removed a few more references in Animation.destroy. 2014-12-15 09:42:18 +00:00
photonstorm
5029427e14 Tween.stop fired a different set of onComplete parameters to Tween.update. Both now dispatch onComplete(target, tween) as the parameters in that order (thanks @P0rnflake #1450) 2014-12-15 09:42:18 +00:00
Paul
b3808890b2 RandomDataGenerator seeding fix
Per https://github.com/photonstorm/phaser/issues/1457 the `sow` function
terminates too early on certain false-y values including 0 (and possibly
"").

This changes that, so that 1) only `undefined` and `null` will terminate
the seed sequence processing (this is to maximize backwards compatibility)
and 2) the `length` of the array is honored.

The documentation also reflects the old (and new/altered) behavior.

This is very minor breaking change; hopefully such is mitigated with
leaving in the null/undefined termination.
2014-12-15 00:18:23 -08:00
Paul
466b021ca0 TilemapLayer: Re-added secondary copy-canvas
- This change uses a secondary canvas and rectangle clearing instead of a
  'copy' composition on the same canvas. This should hopefully address
  the flickering issue in Safari and Safari Mobile
2014-12-12 00:26:49 -08:00
photonstorm
965fbc96e7 Typo fixes :) 2014-12-11 22:30:24 +00:00
photonstorm
3c564a33b6 The P2 World constructor wouldn't let you use your own config unless you specified both the gravity *and* broadphase. Now allows one or both (thanks @englercj #1412) 2014-12-11 22:04:45 +00:00
photonstorm
4abb1550d7 P2.postBroadphaserHandler updated to avoid skipping final 2 pairs. 2014-12-11 22:00:06 +00:00
Richard Davey
bc1a24e970 Merge pull request #1429 from pnstickne/wip-1400
DOM.visualBounds now includes scrollbars
2014-12-11 21:58:55 +00:00
Richard Davey
091cb93ccd Merge pull request #1417 from pnstickne/wip-1410
Fixes #1410 where newChild.parent could be set to undefined before use
2014-12-11 21:52:55 +00:00
paul-reilly
ce603c3510 TilemapParser: fixed check for image collection 2014-12-10 22:42:17 +00:00
Richard Davey
9ef87ad395 Merge pull request #1428 from pnstickne/wip-1422-vertical-align
ScaleManager documentation updates
2014-12-10 17:16:46 +00:00
photonstorm
028943baad Moved the updateTransform to a Game level update on Stage and replaced the Pixi version.
Added a boolean check, so it can be either updated from updateLogic or render without duplicating the process.
#1424
2014-12-10 10:37:37 +00:00
Paul
92a20a5f5f TileLayer - globalCompositionOperation set once
This might fix a safari issue; it also avoids repeatedly setting the
[same] composition operation and saving/loading context states.
2014-12-09 20:21:31 -08:00
photonstorm
4ad6df9a29 A test to try for #1424 2014-12-09 23:38:23 +00:00
photonstorm
22e8340df7 Fixes issue where Pixi CanvasTint didn't allow for browsers that bit-shift the alpha value on putImageData (Android Stock Browser, I'm looking at you!) 2014-12-09 15:27:26 +00:00
Paul
8b513b842c DOM.visualBounds now includes scrollbars
- While not ideal this fixes most (if not all) of the ScaleManager issue
  pointed out in #1400. This issue should be addressed later. As of now,
  as an interim fix, this avoids the reported issue entirely (or at least
  I have not been able to reproduce it), as well as assorted artifacts
  when resizign a window while scaling.

- The is is the 2.1 behavior: In certain cases this can result in the
  right or bottom of the Game being cut-off slightly (the width of a
  scrollbar) instead of scaled, which is why it was originally changed.
2014-12-08 18:40:00 -08:00
Paul
6764517823 ScaleManager documentation updates
- Clarified proper usage of `pageAlignVertically` and add note about 2.2
  change and how to obtain 2.1 behavior.

- Removed the `@readonly` status of the `parentIsWindow` and `parentNode`;
  these can be updated in a controlled manner.

- Added intra-hyperlinks

- Updated some ancillary documentation
2014-12-08 18:06:26 -08:00
Richard Davey
1bf3f08d8d Merge pull request #1420 from pnstickne/wip-1406
Fix Full Screen launching in Android Chrome
2014-12-07 11:33:52 +00:00
photonstorm
38a224df3e Tween.delay, Tween.repeat and Tween.yoyo will no longer throw an error if called before a TweenData object has been created (via Tween.to or Tween.from) (thanks @SomMeri #1419) 2014-12-07 11:31:48 +00:00
Paul
388ab1d98b Fix Full Screen launching in Android Chrome
The click trampoline added for IE prevents Chrome for Android from being
able to launch Full Screen mode with the default parameters for
`ScaleManger#startFullScreen`. (The desktop version of Chrome is not
affected.)

This fix adds an additional compatibility settings (`clickTrampoline`)
that can be used to configure when such is used. By default the
'when-not-mouse' mode is only enabled for Desktop browsers, where the
primary input is ubquitously a mouse.

There are no known breaking compatibility changes - the Full Screen should
be initiatable in Chrome for Android as it was in 2.1.x. The default
Android browser does not support Full Screen.
2014-12-06 12:30:40 -08:00
Paul
fe8c5021fa Fixes #1410
As pointed out, `newChild.parent` could be accessed after it was set to
undefined. This fix unifies the code from the various `destroy` methods so
the previou issue does not occur.
2014-12-05 19:34:17 -08:00
photonstorm
e7f3b9188e Preparing for Phaser 2.2.2 development. 2014-12-04 11:49:53 +00:00
photonstorm
62b7fce9c8 Merge remote-tracking branch 'origin/dev' 2014-12-04 11:40:58 +00:00
photonstorm
a3533b9b75 Phaser 2.2.1. 2014-12-04 11:31:41 +00:00
photonstorm
b0d8e43128 And Pixi fixed the premult alpha issue properly. Back in again! 2014-12-03 21:20:41 +00:00
photonstorm
847cde81a9 Custom Particle classes that used a BitmapData wouldn't work (thanks @hardalias #1402) 2014-12-03 20:59:44 +00:00
photonstorm
3371f9ff1e Added Game.debug reset method for when the debug manager is disabled (thanks @DanielSitarz #1407) 2014-12-03 20:56:39 +00:00
photonstorm
b05d745c40 Reverted changes as they broke all alpha support. Will put back once fixed in Pixi. 2014-12-03 20:54:25 +00:00
John Watson
fcca6ba730 Fixed TweenManager.isTweening() and .removeFrom()
Updated invalid reference Tween._object to .target
2014-12-03 10:20:29 -08:00
photonstorm
e271c63ca6 Preparing for Phaser 2.2.1. 2014-12-03 13:41:48 +00:00
photonstorm
d8fee414b8 Merge remote-tracking branch 'origin/dev' 2014-12-03 10:40:35 +00:00
photonstorm
1d6fd31bd7 Phaser 2.2.0. 2014-12-03 09:34:51 +00:00
photonstorm
eb6a09ca0a Pixi update. 2014-12-03 09:18:43 +00:00
photonstorm
84e845db71 Various doc fixes. 2014-12-03 03:19:25 +00:00
photonstorm
3018eaece9 Setting forceMinimumDocumentHeight default to false. This is an iOS edge-case and messes with desktop browsers.
Fix #1399
2014-12-02 14:37:07 +00:00
photonstorm
9d79605447 Pixi 2.2.0 merged. 2014-12-02 11:01:57 +00:00
photonstorm
35e2893db4 Game.lockRender is a new property. If false Phaser will automatically render the display list every update. If true the render loop will be skipped. You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application. Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully. 2014-12-02 09:03:55 +00:00
photonstorm
def662f28f Text.setShadow has had the default color value changed from rgba(0,0,0,0) to rgba(0,0,0,1) so it appears as a black shadow by default - before the alpha channel made it invisible. 2014-12-02 09:03:55 +00:00
photonstorm
03ebb8d11c Docs update. 2014-12-02 09:03:55 +00:00
photonstorm
2380d1827b Updated to latest Pixi dev branch. 2014-12-02 09:03:55 +00:00
Paul
fb9eab76e7 Utils - cleanup
- Updated linked documentation

- Also updated `removeRandomItem` per the contract and for consistency with
  `getRandomItem`.
2014-12-01 23:19:32 -08:00
Paul
bdacef8170 ArrayUtils - minor corrections
- Corrected off-by-one issue; the effect is the same but it is arguably
  more correct.

- Fixed getRandomItem; it would previously return null for false'y values
  (false/''/0) which was against the defined contract.

- Updated documentation / documented types
2014-12-01 23:06:06 -08:00
Richard Davey
152b26a668 Merge pull request #1378 from pnstickne/wip-minor-updatelogic-fix
Minor logic fix for Sprite life update
2014-12-01 12:07:56 +00:00
Richard Davey
81f356c235 Merge pull request #1386 from pnstickne/wip-docs-1130
Assorted documentation/consistency updates
2014-12-01 12:07:10 +00:00
Paul
d15037e283 Event-Signal object count optimization
There are a bunch of signals added for Sprites; more when input is
enabled. However, very few of these signals are ever actually used. While
the previous performance update related to Signals addressed the size of
each Signal object, this update is to reduce the number of Signal objects
as used by the Events type.

As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals;
with this change there less than 70 signals created when running the same
demo. (Each Event creates at 8 signals by default, and there is an Event
for each of the 400 particles.) While this is an idealized scenario, a
huge amount (of albeit small) object reduction should be expected.

It does this by creating a signal proxy property getter and a signal
dispatch proxy. When the event property (eg. `onEvent`) is accessed a new
Signal object is created (and cached in `_onEvent`) as required. This
ensures that no user code has to perform an existance-check on the event
property first: it just continues to use the signal property as normal.

When the Phaser game code needs to dispatch the event it uses
`event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This
special auto-generated method automatically takes care of checking for if
the Signal has been created and only dispatches the event if this is the
case. (If the game code used the `onEvent` property itself the event
deferal approach would be defeated.)

This approach is designed to require minimal changes, not negatively
affect performance, and reduce the number of Signal objects and
corresponding Signal/Event resource usage.

The only known user-code change is that code can add to signal (eg.
onInput) events even when input is not enabled - this will allow some
previously invalid code run without throwing an exception.
2014-11-30 21:39:25 -08:00
Paul
bedab931a9 Documentation - Signal 2014-11-30 15:56:20 -08:00