photonstorm
54570a2b27
Small jsdoc fixes.
2014-10-21 22:48:06 +01:00
photonstorm
96fd0ade74
JSDoc fixes.
2014-10-21 22:43:42 +01:00
photonstorm
01a068f53c
Rectangle.scale allows you to scale the width and height of a Rectangle.
2014-10-21 00:25:54 +01:00
photonstorm
9d58297eb9
Button.setSounds now works if given an AudioSprite as the sound source.
2014-10-20 23:17:05 +01:00
photonstorm
1a357e18c8
Rectangle contains updates.
2014-10-20 14:28:09 +01:00
photonstorm
b580746cb8
Input.hitTest now accurately detects hits on the extreme edges of a display object (thanks InsaneHero)
2014-10-20 14:28:09 +01:00
Alvin
7f31cfba62
fixed type in the cached previous point in mouse uniform (filter)
2014-10-20 14:39:16 +02:00
photonstorm
b9d10f5b7f
Pixi v2 updates.
2014-10-20 01:26:12 +01:00
photonstorm
6b2dbed96b
Fixed Input.getLocalPosition.
...
Updated Input.hitTest so it supports Phaser.Graphics objects.
2014-10-20 01:25:58 +01:00
photonstorm
35d29170d0
Lots of small jsdoc fixes and DocGen updates.
2014-10-20 00:54:56 +01:00
photonstorm
d70406588c
Filter.update now caches the previous pointer position to avoid flooding the uniform. Also the mouse uniform is now a value between 0 and 1 depending on the position within the game view.
2014-10-17 19:29:50 +01:00
photonstorm
f0b7670506
Fixed an issue where audio files with query strings after them would fail the canPlayAudio
checks (thanks Vithar)
2014-10-17 18:50:12 +01:00
photonstorm
c960ab5d44
Typo fix.
2014-10-17 17:07:43 +01:00
photonstorm
f75c95144f
Pixi v2 update.
2014-10-17 16:55:15 +01:00
photonstorm
5e734a6bb6
Pixi v2 UV update fixes.
2014-10-17 16:52:47 +01:00
photonstorm
52f1663642
Fixed the Filter mouse uniform value population.
2014-10-17 16:52:28 +01:00
photonstorm
4f1ba99120
BitmapData.getFirstPixel will scan the BitmapData and return the color and location of the first non-transparent pixel encountered. You can specify one of 4 scan directions: top to bottom, bottom to top, left to right and right to left.
...
BitmapData.getBounds will return a `Rectangle` object that encompasses the full extent of the non-transparent pixels in the BitmapData. This can be useful if you wish to trim away transparent pixels from the sides of a BitmapData down to size before saving.
2014-10-17 16:51:50 +01:00
photonstorm
3965862b82
More pixi v2 updates.
2014-10-15 22:12:38 +01:00
photonstorm
fbfb107146
JSDoc fixes in the Rope class (thanks @Rovanion)
2014-10-15 22:05:38 +01:00
Richard Davey
837a035194
Merge pull request #1228 from Rovanion/dev
...
Corrected documentation for Phaser.Rope
2014-10-15 22:04:17 +01:00
photonstorm
2657de0daa
Sound.fadeTo allows you to fade the Sound to the given volume over the duration specified (thanks @nickryall #1225 )
2014-10-15 21:48:00 +01:00
Richard Davey
33ebc10570
Merge pull request #1225 from nickryall/dev
...
Phaser.Sound.fadeTo Method
2014-10-15 21:44:42 +01:00
Richard Davey
7a79a68050
Merge pull request #1230 from bobbywilson0/dev
...
Changed all typeof comparisons from == to ===
2014-10-15 21:39:07 +01:00
photonstorm
c0b752e0a6
Put the Timer.timeCap back to 1000 as this will be a major breaking change to existing code otherwise. It may be incorrect, but it can't happen in this point release.
2014-10-15 21:37:17 +01:00
photonstorm
9140163c85
Fixed a reference error to the Loader.baseURL in Cache._resolveUrl method (thanks @neurofuzzy #1235 )
2014-10-15 21:36:44 +01:00
photonstorm
967497c572
Added a few new uniforms and tidied things up.
2014-10-15 19:35:45 +01:00
Richard Davey
86cfc7111e
Fixed UV updates for WebGL textures.
2014-10-15 11:36:35 +01:00
photonstorm
3f43637782
Happily removed the IE11 WebGL lock as Pixi now fully supports it :)
2014-10-14 01:10:17 +01:00
photonstorm
d3c26f8c38
Removed old WebGL UV calls.
2014-10-14 01:10:09 +01:00
photonstorm
0501ca69ae
Merged latest Pixi dev build.
2014-10-13 23:54:22 +01:00
photonstorm
3997a7c372
Time.prevTime is a new property that contains the raw value of the game timer from the previous update.
...
Timer.timeCap has been changed from `1000` to `1 / 60 * 1000` to bring it in line with Time.timeCap.
2014-10-13 16:18:42 +01:00
photonstorm
5d84f38f6e
Device.canPlayAudio now supports the opus
files directly, as well as opus
encoded audio stored in ogg containers ( #1232 )
2014-10-13 13:52:41 +01:00
photonstorm
88a97b935b
Pixi v2 weekend updates.
2014-10-13 12:23:24 +01:00
photonstorm
d206dd0dad
Updates for Pixi v2
2014-10-13 12:20:25 +01:00
Bobby Wilson
42f53d6266
Merge commit '0482684dc864869397031994f7ba7d9f81721763' of https://github.com/bobbywilson0/phaser into dev
2014-10-10 22:01:34 -06:00
Bobby Wilson
0482684dc8
changed all typeof comparisons from == to ===
2014-10-10 21:52:06 -06:00
photonstorm
ac27f12c95
Fixes for Pixi update WebGL UV calls.
2014-10-11 04:18:42 +01:00
photonstorm
163a6c46f3
Updated to Pixi 2.0.0-dev.
2014-10-10 20:36:04 +01:00
photonstorm
0c5438038d
Allowed the orientation checks to still work when using RESIZE scale mode.
2014-10-10 20:35:50 +01:00
Rovanion Luckey
3ec5f2e0d3
Was able to figure out what the Array was made of through an example.
2014-10-10 17:16:53 +02:00
Rovanion Luckey
1cfbb31937
Figured out that it's supposed to be an array of some sort from the pixi source.
2014-10-10 17:16:53 +02:00
Rovanion Luckey
9023ec1609
Corrected the docs for Rope somewhat.
2014-10-10 17:16:53 +02:00
photonstorm
022d7094d5
jsdoc fixes and frameRate change.
2014-10-10 14:49:01 +01:00
nickryall
f5db1b070e
Phaser.Sound.fadeTo Method
2014-10-10 11:03:13 +13:00
photonstorm
bee0e73748
Preparing for 2.1.3 dev.
2014-10-09 16:32:31 +01:00
photonstorm
9f24c08216
Updated readme and docs.
2014-10-09 16:12:53 +01:00
photonstorm
506a091257
Sound.allowMultiple allows you to have multiple instances of a single Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels. But it allows for one Sound object to play overlapping times, useful for gun effects and similar ( #1220 )
2014-10-09 14:44:25 +01:00
Richard Davey
e6754b0a87
Merge pull request #1221 from englercj/url-cache-map
...
Add ability to get a cached resource by url
2014-10-09 14:10:54 +01:00
Richard Davey
bc16c7876f
Merge pull request #1187 from codevinsky/feature/group-filter
...
Group.filter
2014-10-09 14:08:51 +01:00
Richard Davey
9546fc2959
Merge pull request #1222 from englercj/camera-follow-fix
...
Fix camera follow when in a scaled parent
2014-10-09 14:07:40 +01:00
photonstorm
b00866cee9
AnimationManager.name will now return the name
property of the currently playing animation, if any.
2014-10-09 14:06:13 +01:00
photonstorm
08c6106c35
Fixed issue with textureLine creating white blocks in iOS.
2014-10-09 02:30:31 +01:00
photonstorm
f2aa263d0a
jsdoc fix
2014-10-06 07:00:00 +01:00
Chad Engler
c21c0d5515
add url properties to destroy
2014-10-05 08:18:52 -07:00
Richard Davey
e6812cffa6
Added BMD frame checks.
2014-10-05 12:35:40 +01:00
Richard Davey
5dbe6b6017
The Uint32Array check used in Utils was incorrectly replacing Uint32Array on Safari, causing errors like BitmapData.getPixel32 to fail and other related issues ( fixes #1043 and #1197 )
2014-10-05 12:35:40 +01:00
Richard Davey
498b564f05
Merge pull request #1217 from spayton/dev
...
Fixes issue #1212 (again), this time properly built and tested
2014-10-05 11:56:14 +01:00
Chad Engler
d9f477a086
add ability to get a cached resource by url
2014-10-04 20:48:21 -07:00
Chad Engler
4d2e60348f
fix camera follow when in a scaled parent
2014-10-04 20:14:46 -07:00
Victor Bjelkholm
81c0a53ef2
Add PLUS and MINUS to list of keyboard keys
2014-10-03 20:59:29 +02:00
photonstorm
ff034b5077
Fixed textureLine and added repeat parameter.
2014-10-03 03:57:49 +01:00
photonstorm
ab78710daa
BitmapData.textureLine takes a Phaser.Line object and an image in the image cache. It then accurately draws the image as a repeating texture for the full length of the line.
2014-10-03 02:21:09 +01:00
spayton
eeeb6c3733
This stops Phaser progressing with file loads when an audio file file
...
failed in IE.
The problem was that it was calling fileComplete everytime instead of
setting it as a callback.
2014-10-02 16:48:12 +01:00
photonstorm
173786c60d
Color.createColor now populates the color
property of the returned object with the results of Phaser.Color.getColor
.
...
Color.createColor now has a `color32` property with the results of `Phaser.Color.getColor32`.
Color.hexToColor has been optimised to inline the regex and has moved the createColor call so it now populates the color object fully, not just setting the r,g,b properties.
2014-10-01 16:51:34 +01:00
photonstorm
2794d94b08
Color.createColor now populates the color objects color
and color32
properties with the results of Phaser.Color.getColor
and getColor32
respectively.
2014-10-01 15:19:57 +01:00
photonstorm
f04c16da81
Bail out on undefined data.
2014-10-01 05:21:30 +01:00
photonstorm
d65c526184
Cache.addBitmapData has a new parameter: frameData
allowing you to pass a Phaser.FrameData
object along with the BitmapData.
...
Cache.getFrameData has a new parameter: `map` which allows you to specify which cache to get the FrameData from, i.e. `Phaser.Cache.IMAGE` or `Phaser.Cache.BITMAPDATA`.
Sprite.loadTexture if given a BitmapData as the texture will now query the cache to see if it has any associated FrameData, and if so it will load that into the AnimationManager.
2014-10-01 03:10:13 +01:00
photonstorm
26f9e05dca
BitmapData.shadow(color, blur, x, y) provides a quick way to set all the relevant shadow settings, which are then be used in future draw calls.
2014-09-30 22:50:08 +01:00
photonstorm
ef85b8415d
If you pass a tinted Sprite to BitmapData.draw
or BitmapData.copy
it will now draw the tinted version of the Sprite to the BitmapData and not the original texture.
2014-09-30 21:07:57 +01:00
photonstorm
e8ca670fba
Fixed the body debug calls for Box2D.
2014-09-30 01:44:44 +01:00
photonstorm
c195998a1e
Color.webToColor restored. Converts a CSS rgba color into a native color value.
2014-09-30 01:44:33 +01:00
photonstorm
ecfed2b311
AnimationParser is now using value
instead of nodeValue
when parsing atlas XML files, avoiding Chrome deprecation warnings (thanks @valtterip #1189 )
2014-09-29 22:52:09 +01:00
photonstorm
ccc4e42e03
A Timer with a delay value that was a float and not an integer would not loop correctly. Timer delay values are now passed through Math.round to avoid this (thanks @osmanzeki #1196 )
2014-09-29 22:15:41 +01:00
photonstorm
00b5472d4c
jshint fixes.
2014-09-29 12:29:18 +01:00
photonstorm
2ee50d0c29
InputHandler now uses localToGlobal conversion for scaled responsive layers.
2014-09-29 12:27:28 +01:00
photonstorm
b0e96a37b9
Added Box2D handler support.
2014-09-29 12:27:28 +01:00
DanX
3a1ec3c5c1
Fix docs for collide and collideHandler
2014-09-26 22:37:11 -03:00
photonstorm
319146292b
First pass at scale handling on drag. Enable with: sprite.input.scaleLayer = true;
2014-09-25 17:01:27 +01:00
photonstorm
415c7fe578
Added the sourceRect
and maskRect
parameters back into BitmapData.alphaMask
as they were accidentally removed in 2.1 (thanks seejay92)
2014-09-25 15:30:03 +01:00
photonstorm
7f196a01e7
Text.addColor allows you to set specific colors within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000
or rgb(255,0,0)
and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text was Photon Storm
and you did Text.addColor('#ffff00', 6)
it would color in the word Storm
in yellow.
...
Text.clearColors resets any previously set colors from `Text.addColor`.
2014-09-24 17:10:02 +01:00
photonstorm
d7f8e11d21
Removed the customBounds layer.
2014-09-24 06:52:22 +01:00
photonstorm
9e29a58d89
Sound.fadeOut(duration) will fade the Sound to a volume of zero over the duration given. At the end of the fade the Sound will be stopped and Sound.onFadeComplete dispatched.
...
Sound.fadeIn(duration, loop) will start the Sound playing, or restart it if already playing, set its volume to zero and then increase the volume over the duration given until it reaches 1. At the end of the fade the Sound.onFadeComplete event is dispatched.
2014-09-24 06:51:39 +01:00
photonstorm
dd74e3b0b4
Changing any of the Text properties such as font, lineSpacing and fontSize on a Text object that wasn't already on the display list would cause an updateTransform error. Parent is now checked first in all setters.
2014-09-24 01:10:36 +01:00
Richard Davey
473e9a1d88
jshint fix
2014-09-23 22:28:15 +01:00
Richard Davey
abe6f5ace2
Point.parse updated to allow either/or x/y setting and default values.
...
Point.parse will return a new Point object based on the x and y properties of the object given to Point.parse (thanks @codevinsky #1198 )
2014-09-23 22:23:01 +01:00
Richard Davey
d7d69947fb
Merge pull request #1198 from codevinsky/feature/point-parse
...
Phaser.Point.parse
2014-09-23 22:15:51 +01:00
Richard Davey
01fd3df434
AudioSprite support is now built into the Loader and SoundManager. AudioSprites are like sprite sheets, only they consist of a selection of audio files and markers in a json configuration. You can find more details at https://github.com/tonistiigi/audiosprite (thanks @codevinsky #1205 )
...
Fixed AudioSprite jsdoc, casing and formatting issues.
2014-09-23 22:15:09 +01:00
Jeremy Dowell
7cce1366f2
jshint cleanup
2014-09-23 10:25:49 -05:00
Jeremy Dowell
dd0d1729ad
Phaser.AudioSprite
...
AudioSprite implementation for phaser.
Loads audio sprites based on the file format created with: https://github.com/tonistiigi/audiosprite
2014-09-23 10:21:29 -05:00
Richard Davey
c6231ddd38
jsdoc fix
2014-09-22 11:32:26 +01:00
Richard Davey
eb72e4c581
Fixing jsdoc headers.
2014-09-21 10:28:04 +01:00
Richard Davey
49ddf46ef3
Merge pull request #1199 from codevinsky/feature/rectangle-aabb
...
Rectangle.aabb
2014-09-19 13:50:14 +01:00
photonstorm
5980a3bdc6
Loader can now natively load XML files via load.xml
. Once the XML file has loaded it is parsed via either DOMParser or ActiveXObject and then added to the Cache, where it can be retrieved via cache.getXML(key)
.
...
Cache now has support for XML files stored in their own container. You can add them with `cache.addXML` (typically this is done from the Loader automatically for you) and get them with `cache.getXML(key)`. There is also `cache.checkXMLKey(key)`, `cache.checkKeys` and `cache.removeXML(key)`.
2014-09-19 13:45:04 +01:00
Jeremy Dowell
ab9da10999
added: Rectangle.aabb
...
* Calculates the Axis Aligned Bounding Box (or aabb) from an array of points.
*
* @method Phaser.Rectangle#aabb
* @param {Phaser.Point[]} points - The array of one or more points.
* @param {Phaser.Rectangle} [out] - Optional Rectangle to store the value in, if not supplied a new Rectangle object will be created.
* @return {Phaser.Rectangle} The new Rectangle object.
* @static
2014-09-18 15:16:33 -05:00
photonstorm
d18f523d93
jsdoc fixes.
2014-09-18 16:58:25 +01:00
photonstorm
597b828d7a
StateManager.boot would call start on a State twice if it was added to the game and started before the DOM load had completed. This didn't cause an error but was duplicating function calls needlessly.
2014-09-18 05:14:44 +01:00
photonstorm
426b43cc9f
Removed console.log calls.
2014-09-18 05:12:35 +01:00
photonstorm
d68ed61999
If you called StateManager.start from within a states init
method which also had a preload
method it would fail to start the next State.
2014-09-18 05:11:58 +01:00
photonstorm
756561920f
Group.ignoreDestroy boolean will bail out early from any call to Group.destroy
. Handy if you need to create a global Group that persists across States.
2014-09-18 05:11:48 +01:00
Jeremy Dowell
29dd09fdf6
added: Phaser.Point.parse
...
static method that will take an object of any kind and return a new point based on the x & y properties of that object.
optional x & y property names can also be supplied
2014-09-17 14:23:28 -05:00
photonstorm
e5eea56c9b
jsdoc updates.
2014-09-16 19:44:04 +01:00
photonstorm
20551f9129
Lots of jsdocs fixes ready for the new doc generator.
2014-09-16 17:35:08 +01:00
Richard Davey
cf363a56f1
Cache.removeImage has a new parameter: removeFromPixi
which is true
by default. It will remove the image from the Pixi BaseTextureCache as well as from the Phaser Cache. Set to false if you don't want the Pixi cache touched.
2014-09-16 12:20:03 +01:00
Richard Davey
15a0ae6b4f
jsdoc fix
2014-09-16 00:28:09 +01:00
photonstorm
57295d7ac8
jsdoc fixes.
2014-09-15 13:51:17 +01:00
photonstorm
fc6b7dd36c
StateManager.unlink will null all State-level Phaser properties, such as game
, add
, etc. Useful if you never need to return to the State again.
2014-09-15 13:19:01 +01:00
photonstorm
60acef2f97
If Game Objects change their frame, such as with an animated Sprite, and the change goes from a previously trimmed frame to a non-trimmed (full size) one, then the previous trim values were still left active, causing it to glitch (thanks stupot)
2014-09-11 20:56:01 +01:00
Jeremy Dowell
83007878fc
updated: Group.filter documentation
2014-09-11 13:09:52 -05:00
Jeremy Dowell
298622f65f
added: Group.filter
...
takes a predicate function and passes child, index, and the entire child array to it.
return an ArrayList containing all children that the predicate returns true for.
2014-09-11 13:06:38 -05:00
photonstorm
e5cac96302
Preparing for 2.1.2
2014-09-11 12:02:20 +01:00
photonstorm
5b922be56e
Version 2.1.1. of Phaser is an emergency point release. It addresses a potential race condition that could happen in States that tried to change state from the create
method but had an empty preloader or pre-cached assets.
2014-09-11 10:38:40 +01:00
Federico Omoto
0bdb0bdde5
Unnecessary "if" in Line.fromSprite method
2014-09-09 17:24:36 -03:00
Federico Omoto
471c2f444b
Documentation fixes
2014-09-09 16:22:59 -03:00
photonstorm
b801630d78
Preparing for 2.1.1 development.
2014-09-09 16:50:23 +01:00
photonstorm
33d9b19e29
The Debug canvas is now cleared on State swap.
2014-09-09 15:28:58 +01:00
photonstorm
1f089d74c5
Phaser.Easing.Default is a new property that is used when a specific type of ease isn't given. It defaults to Linear.None but can be overridden to anything (thanks @alvinsight)
2014-09-09 14:01:49 +01:00
photonstorm
5eedc4c2c5
The physics config object is now stored locally in World.config.
2014-09-09 12:49:31 +01:00
photonstorm
3fc527ba53
Added Math.numberArray back in and renamed the replacement to Math.numberArrayStep to avoid breaking the API.
2014-09-09 12:49:17 +01:00
photonstorm
5e6c40e392
Fixed the jsdocs and crop method used on preloader sprites.
2014-09-09 12:48:38 +01:00
photonstorm
a1c9b64327
Now bails out of a few methods if RESIZE is set.
2014-09-09 12:48:21 +01:00
photonstorm
2e9dc682a1
Tidied up a redundant if
call.
2014-09-09 12:47:59 +01:00
photonstorm
b4e7da78ed
jsdocs updated.
2014-09-09 12:47:39 +01:00
photonstorm
c40c140631
Camera.roundPx is a new boolean. If set to true
it will call view.floor
as part of its update loop, keeping its boundary to integer values. Set to false
to disable this from happening ( #1141 )
2014-09-09 12:47:27 +01:00
photonstorm
79d873f47b
If you are using CocoonJS, please set your game render type to CANVAS and not WEBGL or AUTO. You should also disable any of the ScaleManager screen resizing or margin setting code. By default in this mode CocoonJS will now set 'screencanvas=true' which helps with performance significantly.
2014-09-08 22:34:53 +01:00
photonstorm
09915ebfde
Tidying up debug.
2014-09-08 22:34:53 +01:00
photonstorm
052e5042ed
jsdoc fix.
2014-09-08 22:34:53 +01:00
photonstorm
59f7c53019
P2.Body.addCapsule didn't use to pass the radius value through pxm, but now does so you have to specify it in pixels, not meters.
2014-09-08 22:34:53 +01:00
Richard Davey
3102ad534d
Swapped the order of the Camera.view floor to avoid the 1px jitter effect on the right of maps.
2014-09-06 10:26:54 +01:00
Richard Davey
d72117ab8d
Merge pull request #1170 from codevinsky/feature/utils
...
Phaser.Utils.range: easily create an array that contains a range of numbers.
2014-09-05 17:59:32 +01:00
photonstorm
7c02358eed
More FlexGrid updates.
2014-09-05 16:19:32 +01:00
photonstorm
22df587bd3
Swapped to using FlexLayers.
2014-09-05 15:46:21 +01:00
photonstorm
ff07317120
First version of the FlexLayer class.
2014-09-05 15:46:10 +01:00
photonstorm
4903e47a98
Rectangle.topRight returns a Point object that represents the top-right coordinate of the Rectangle.
2014-09-05 15:45:47 +01:00
Jeremy Dowell
06c6b23454
moved: Utils.range to Math.numberArray
2014-09-05 09:36:36 -05:00
photonstorm
72c0f50b6b
Lots of small enhancements and layer types.
2014-09-05 08:02:44 +01:00
photonstorm
0af4ec4da2
The StateManager will now check if a State has a method called resize
. If it does, and if the game is running in the RESIZE Scale Mode then this method will be called whenever the game resizes. It will be passed two parameters: width
and height
that will match the games new dimensions. Resizing can happen as a result of either the parent container changing shape, or the browser window resizing.
2014-09-05 06:22:10 +01:00
photonstorm
0c9eef8a91
FlexGrid added to the ScaleManager.
2014-09-05 06:02:25 +01:00
photonstorm
07f529bf12
First experimental build of FlexGrid.
2014-09-05 06:01:48 +01:00
photonstorm
f2a8a927f9
Group.addMultiple allows you to pass an array of game objects and they'll all be added to the Group in turn.
2014-09-05 06:01:25 +01:00
photonstorm
cb14fd1c01
Rectangle.centerOn(x,y) allows you to quickly center a Rectangle on the given coordinates.
2014-09-05 04:13:21 +01:00
Jeremy Dowell
1835453880
fixed: jshint errors
2014-09-04 19:31:53 -05:00
Jeremy Dowell
6c3fac5665
added: Phaser.Utils.range
2014-09-04 19:28:46 -05:00
photonstorm
ac9c9a1f9b
Fixed the assignment of the fullScreenTarget so FS mode works again now.
2014-09-05 01:07:51 +01:00
photonstorm
67f14713af
Removed Gestures stuff as it was all commented-out anyway.
2014-09-05 01:07:16 +01:00
photonstorm
4d14119a57
Removed console.log.
2014-09-05 00:14:22 +01:00
photonstorm
d5ffe1f971
Phaser.Mouse will now add a listener to the window
to detect mouseup
events. This is used to detect if the player releases the mouse while outside of the game canvas. Previously Pointer objects incorrectly thought they were still pressed when you returned the mouse over the canvas ( #1167 )
2014-09-04 23:29:43 +01:00
Richard Davey
7ee1564f2e
Signal.removeAll would ignore the context parameter and remove all bindings regardless (thanks @alect #1168 )
2014-09-04 22:24:47 +01:00
Richard Davey
55400ce988
World.createDistanceConstraint signature changed to include new local anchors (thanks @rhmoller #1169 )
2014-09-04 22:22:10 +01:00
photonstorm
9fa3f8f2b1
alphaMask update.
2014-09-04 16:53:19 +01:00
photonstorm
3a69ed944d
Fixed TypeScript defs for BitmapData.
2014-09-04 16:52:10 +01:00
photonstorm
9aaa8d80ca
jsdocs, fixes to load, draw, copy and addToWorld.
2014-09-04 05:05:30 +01:00
photonstorm
cbc6ac8e7d
New debug header.
2014-09-04 05:05:05 +01:00
photonstorm
cd7e4abecf
Add jsdocs.
2014-09-04 05:04:54 +01:00
photonstorm
7d9a4f4100
Phaser.Text wouldn't render the text to its local canvas if you passed the text on the constructor and didn't add it to the display list. If a string is given it now updates the local canvas on creation.
2014-09-04 02:18:12 +01:00
Richard Davey
168ce82fe8
Rectangle.bottom setter swapped the order of the calculation (thanks @JakeCoxon #1165 )
2014-09-03 22:42:24 +01:00
Richard Davey
fe0c03d5d7
Phaser.Text.destroy will now destroy the base texture by default ( #1162 )
2014-09-03 22:34:10 +01:00
Richard Davey
68368357ba
jshint fix
2014-09-03 22:26:05 +01:00
Richard Davey
42f19f4978
Phaser.Canvas.setImageRenderingCrisp now sets image-rendering: pixelated, perfect for pixel art and which is now supported in Chrome 38.
2014-09-03 22:16:03 +01:00
photonstorm
804eea9ca3
Optimised BitmapData.copy and refactoring continues.
2014-09-03 20:56:31 +01:00
photonstorm
15e6edc56b
BitmapData.copy no longer creates any temporary variables. It also accurately copies over Sprite/Image values before drawing them.
...
Creation now defaults to a texture size of 256x256.
2014-09-03 12:53:07 +01:00
photonstorm
f5ad22399f
BitmapData.copy is now the new uber copy function. Helper methods coming.
2014-09-03 11:12:06 +01:00
photonstorm
1f84024a3e
Cache.getImage now returns null if no image was found.
2014-09-03 11:11:48 +01:00
photonstorm
3b28d568e9
Ironed out the issues in BitmapData.fastCopy.
2014-09-03 01:28:58 +01:00
Richard Davey
773be312ce
BitmapData.fastCopy test.
2014-09-02 23:16:10 +01:00
photonstorm
de07f5b649
Testing out Frame and Animation clone features.
2014-09-02 21:03:16 +01:00
photonstorm
8bc5ba8d7d
Tween.generateData would skip the end values in the data array. They are now included as the object in the final array element.
2014-09-02 15:45:52 +01:00
photonstorm
865c6878bf
P2.World.getSprings used to return an empty array, but now returns all the Springs in the world ( #1134 )
2014-09-02 15:06:43 +01:00
photonstorm
d26f937f1c
RetroFont has a new property called frameData which contains the Frame objects for each of the letters in the font, which can be used by Sprites.
2014-09-02 00:41:53 +01:00
Richard Davey
895ab12262
Merge pull request #1158 from ctmartinez1992/dev
...
Added support to pass 2 array in Arcade collide and overlap
2014-09-01 21:31:33 +01:00
photonstorm
8f7141ca3f
New blit op
2014-09-01 20:22:47 +01:00
Carlos Martinez
ec9a8b6903
Firxed for travis build.
2014-09-01 15:03:29 +01:00
Carlos Martinez
94f9c0906f
this fixes the camera judders when following with float values.
2014-09-01 14:49:44 +01:00
Carlos Martinez
9843818f30
Merge branch 'dev' of https://github.com/photonstorm/phaser into dev
2014-09-01 14:19:50 +01:00
Carlos Martinez
0640cc0c03
Added support to pass 2 array in Arcade collide and overlap (response to an issue).
2014-09-01 14:01:36 +01:00
photonstorm
2cc8e57808
Fixed issue with the ScaleManager.
2014-09-01 08:19:43 +01:00
photonstorm
070e33f1e7
ArcadePhysics.overlap has been updated so that the Body.overlapX/Y properties are set to the amount the two bodies overlapped by. Previously they were zero and only populated during the separation phase, but now the data is available for just overlap checks as well. You can then use these values in your ovrelap callback as required - note that they are changed for every check, so a Sprite overlap tested against 10 other sprites will have the overlapX/Y values updated 10 times in a single collision pass, so you can only safely use the values in the callback ( #641 )
2014-09-01 03:54:55 +01:00
photonstorm
7fc37751b2
ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state.
2014-09-01 03:30:02 +01:00
photonstorm
047839d806
Fixed preUpdate so that the offset is reset regardless of the RESIZE scaleMode.
2014-09-01 03:20:09 +01:00
photonstorm
8fec5169f0
Added Sound._muteVolume which stops Firefox and IE9 crashing if you try to unmute a sound that hasn't yet been muted, which can also happen as a result of a game visibility change (thanks @osmanzeki #1108 #1123 )
2014-09-01 03:13:05 +01:00
photonstorm
80d1df4705
ScaleManager.setMinMax(minWidth, minHeight, maxWidth, maxHeight) is a handy function to allow you to set all the min/max dimensions in one call.
2014-09-01 03:07:17 +01:00
photonstorm
2f1f680d73
Docs fixes.
2014-09-01 02:59:24 +01:00
photonstorm
c6493b59c3
Removed use of _startHeight, left over from the Phaser v1 days that's no longer required.
2014-09-01 02:44:35 +01:00
photonstorm
fe9dbd15e5
The World bounds can now be set to any size, including smaller than the game dimensions. Before it was locked to a minimum size of the game canvas, but it can now be anything.
2014-09-01 02:41:07 +01:00
photonstorm
1a60d641b1
Canvas.removeFromDOM(canvas) will remove a canvas element from the DOM.
...
Game.destroy now removes the games canvas element from the DOM.
2014-09-01 02:38:21 +01:00
photonstorm
97d771c4e8
ScaleManager has a new scaleMode called RESIZE
which will tell Phaser to track the size of the parent container (either a dom element or the browser window if none given) and set the canvas size to match it. If the parent changes size the canvas will resize as well, keeping a 1:1 pixel ratio. There is also a new ScaleManager.setResizeCallback method which will let you define your own function to handle resize events from the game, such as re-positioning sprites for a fluid responsive layout ( #642 )
...
The width and height given to the Phaser.Game constructor can now be numbers or strings in which case the value is treated as a percentage. For example a value of "100%" for the width and height will tell Phaser to size the game to match the parent container dimensions exactly (or the browser window if no parent is given). Equally a size of "50%" would tell it to be half the size of the parent. The values are retained even through resize events, allowing it to maintain a percentage size based on the parent even as it updates.
2014-09-01 01:52:04 +01:00
photonstorm
5fb8c7eb85
ScaleManager window.resize handler would constantly dispatch enterPortrait and enterLandscape events on window resizing, regardless if it actually entered that orientation or not.
...
Stage.offset has been moved to ScaleManager.offset
Stage.bounds has been removed, you can access it via Stage.getBounds.
Stage.checkOffsetInterval has been moved to ScaleManager.trackParentInterval
ScaleManager.hasResized signal has been removed. Use ScaleManager.setResizeCallback instead.
2014-09-01 01:02:48 +01:00
Richard Davey
b08bfec372
Fixed Key jsdocs #1157
2014-08-31 19:05:31 +01:00
photonstorm
004deff508
Note: This commit will break all input, don't pull it down until I finish this work off later today please!
...
Moved the DOM offset from Stage to ScaleManager (a more logical location for it) and updated Pointer to use that.
Moved the Pointer offset check to look at the ScaleManager.
Used getBoundingClientRect(), will see if that works better than Phaser.Canvas.getOffset.
2014-08-31 12:17:07 +01:00
photonstorm
8c7a699f74
Getting ready to test auto resizing renderer.
2014-08-31 11:09:27 +01:00
photonstorm
4d0cae0e2d
jshint fixes for CocoonJS.App and continuing work on the new ScaleManager.
2014-08-31 10:17:02 +01:00
photonstorm
3e1eb10673
First pass at fully resizable canvas tracking and parenting.
2014-08-31 10:17:02 +01:00
Richard Davey
258e9d2646
Merge pull request #1152 from videlais/patch-5
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CocoonJSApp 'onSuspended' and 'onActivated' events
2014-08-31 00:12:11 +01:00
Richard Davey
bc71d61734
Merge pull request #1151 from videlais/patch-4
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CocoonJS doesn't support mouse wheel
2014-08-31 00:09:07 +01:00
Dan Cox
cccaa30459
CocoonJSApp 'onSuspended' and 'onActivated' events
...
This PR depends on [#1150 ] (https://github.com/photonstorm/phaser/pull/1150 )!
(I apologize for all the different pull requests in a short time period. I finally got some time to do some development tonight and have been making my way through many of my TODO items.)
This adds support for CocoonJS.App's 'onSuspended' and 'onActivated' events, making it so that the timers and sounds are stopped/started and muted/unmuted when the user swaps an app from the background to the fore or the reverse.
Because neither ['onActivated'] (http://doc.ludei.com/2.0.2/CocoonJS_App/symbols/CocoonJS.App.html#.event:onActivated ) nor ['onSuspended'] (http://doc.ludei.com/2.0.2/CocoonJS_App/symbols/CocoonJS.App.html#.event:onSuspended ) send an Event object themselves, this patch fakes sending an object by creating one during the function call and giving it a 'type' property for visibilityChange() to check against.
2014-08-29 23:13:13 -04:00
Dan Cox
46c8fe3a09
CocoonJS doesn't support mouse wheel
...
CocoonJS hasn't implemented the "DOMMouseScroll" and "mousewheel" events.
2014-08-29 22:45:52 -04:00
Dan Cox
3f7f6fac2c
Adjustment for JSLint
2014-08-29 22:33:33 -04:00
Dan Cox
c1872356fe
Detect CocoonJS.App
...
There's a bit of a story behind this, but I'll try to keep it short.
While I've been working on a patch to detect Cordova's 'pause' and 'resume' events for Phaser.Stage's checkVisibilityChange(), I came across this [thread] (http://www.html5gamedevs.com/topic/8834-cocoonjs-pause-game-on-app-switch/ ) over on the forum. My hope, at the time, was that someone else would come along and write this patch and I could use their work to finish my own code. But, since that hasn't happened yet (and might never), I'm sending in this PR first for the check that establishes a 'game.device.cocoonJSApp' boolean that I plan to use later.
2014-08-29 20:58:19 -04:00
photonstorm
410cfd2d71
Code reformatting.
2014-08-29 18:06:01 +01:00
photonstorm
92386221e4
Tile.setCollision now adjusts the tiles interesting faces list as well, this allows you to create one-way jump tiles without using custom callbacks on a specific tile basis (thanks @RafaelOliveira #886 )
2014-08-29 18:03:32 +01:00
photonstorm
5546e5903c
Tiled polylines are now imported into the map objects property as well as map collision ( #1117 )
2014-08-29 16:56:30 +01:00
photonstorm
0284d0b98c
If Time.elapsed was > Time.timeCap it would reset the elapsed value to be 1 / 60. It's now set to Time.timeCap and Time.timeCap defaults to 1 / 60 * 1000
as it's a ms value (thanks @casensiom #899 )
2014-08-29 16:37:57 +01:00
photonstorm
10e7d8ff7e
TilemapParser.getEmptyData now correct adds an empty bodies array into layers. This fixes an issue where p2 couldn't convert a csv map into collision tiles (thanks @sru #845 )
2014-08-29 16:30:29 +01:00
photonstorm
719b81c6e3
GamepadButton.justPressed and justReleased now correctly report if the button has just been pressed or released (thanks @padpadpad #1019 )
2014-08-29 16:08:38 +01:00
photonstorm
9047e4d5ca
Sorted out the issue with Images not working properly with texture atlases.
2014-08-29 15:55:23 +01:00
photonstorm
7b9c1a561e
GamePad and SinglePad onAxisCallback parameters have changed. You are now sent: this (a reference to the SinglePad that caused the callback), the axis index and the axis value in that order.
...
GamePad axis detection now works again properly in Firefox (#1035 )
2014-08-29 15:55:05 +01:00
photonstorm
32119e9892
Animation.onUpdate is a new event that is dispatched each time the animation frame changes. Due to its intensive nature it is disabled by default. Enable it with Animation.enableUpdate = true
( #902 )
2014-08-29 14:30:44 +01:00
photonstorm
9055fc7e01
The Pointer move callbacks are now sent an extra parameter: fromClick
allowing your callbacks to distinguish between the Pointer just moving, or moving as a result of being pressed down (thanks @iforce2d #1055 )
2014-08-29 14:19:47 +01:00
photonstorm
9b6ffc3f94
Moved Springs to not extend p2 Springs as they break when added to the p2.World. Springs and spring removal now working properly ( #1134 )
2014-08-29 14:13:20 +01:00
photonstorm
26a55bd202
SoundManager.destroy is a new method that will destroy all current sounds and reset any callbacks.
...
StateManager.clearCurrentState now handles the process of clearing down the current state and is now called if the Game is destroyed.
Game.destroy now clears the current state, activating its shutdown callback if it had one. It also now destroys the SoundManager, stopping any currently running sounds (#1092 )
2014-08-29 11:37:47 +01:00
photonstorm
69b9e5eb7c
Arcade.overlap and collide are now more consistent about allowing a Group vs. Group or Group vs. Array of Groups set (thanks @pyromanfo #877 #1147 )
2014-08-29 01:28:43 +01:00
Richard Davey
32989094f4
Merge pull request #1147 from pyromanfo/dev
...
Fix for group vs group within group collision (fixes #877 )
2014-08-29 01:27:01 +01:00
Allen Cook
5a3eeb8a9c
Fix for group vs group within group collision ( fixes #877 )
2014-08-28 20:23:02 -04:00
photonstorm
dd160f004b
jsdocs update for collideWorldBounds #1010
2014-08-29 01:16:05 +01:00
photonstorm
52ea95d9ce
Sound.restart used to cause the Sound to double-up if it was already playing when called. Now correctly stops the sound before restarting it (thanks @wombatbuddy #1136 )
2014-08-29 01:06:29 +01:00
photonstorm
dd9e7e6297
Pointer.dirty is a new boolean that is set by the InputHandler. It tells the Pointer to re-check all interactive objects it may be over on the next update, regardless if it has moved position or not. This helps solve issues where you may have a Button that on click generates a pop-up window that now obscures the Button (thanks @jflowers45 #882 )
2014-08-29 00:47:49 +01:00
photonstorm
b4ba7958c6
Added missing copy parameter to Image.crop, fixing jshint in the process.
2014-08-28 23:26:27 +01:00
photonstorm
cca955f1fd
Updated to latest version of Pixi.
2014-08-28 23:11:13 +01:00
Richard Davey
ffb413b741
Fixed issue with callbacks not having the correct context.
2014-08-28 21:54:30 +01:00
photonstorm
e3f73b87ba
Fixed some jsdocs issues and added the Image.alive property.
2014-08-28 17:04:59 +01:00
photonstorm
05922d6fb0
Lots of fixes to the Image class to restore texture loading and fix cropping so it works exactly the same as the Sprite now.
2014-08-28 17:04:59 +01:00
photonstorm
6fbaa36ddd
P2.PointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
...
P2.InversePointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
P2.PointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
P2.InversePointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
2014-08-28 17:04:58 +01:00
photonstorm
34426e7560
Loader.useXDomainRequest boolean automatically set to true
if the browser is specifically detected as IE9, but you can still override this. IE10 will use xhr.
2014-08-28 05:24:57 +01:00
Richard Davey
3a9f869882
Merge pull request #1129 from videlais/patch-2
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Device detection of Node-Webkit
2014-08-28 04:37:58 +01:00
photonstorm
2d4d1a050d
Tilemap.hasTile now checks the Tile.index value and will return false if the index is -1 (i.e. a non-active tile) (thanks @elgansayer #859 )
2014-08-28 04:30:13 +01:00
photonstorm
a7d9b2c8c5
The P2.World.postBroadphaseHandler now checks if the returned pairs array is empty or not before processing it (thanks @wayfu #934 )
2014-08-28 04:24:08 +01:00
photonstorm
0c88ba041a
If you used a single Game configuration object and didn't specify the enableDebug property it would crash on Debug.preUpdate (thanks @luizbills #1053 )
2014-08-28 04:19:10 +01:00
photonstorm
83619ba81e
InputHandler docs updated to avoid Pointer data-type confusion ( #1097 )
2014-08-28 04:07:24 +01:00
photonstorm
6216cf578c
BitmapFonts are now correctly added to the Cache._bitmapFont array and returned via Cache.getBitmapFont (thanks @prudolfs #1076 )
2014-08-28 03:52:26 +01:00
photonstorm
0f207c47a7
Calling P2.Body.destroy or ArcadePhysics.Body.destroy wouldn't null the parent sprite body, causing it to error in the next update (thanks @jonathanhooker #1077 )
2014-08-28 03:44:02 +01:00
photonstorm
ec687868de
Input.setMoveCallback has been removed due to deprecation.
...
BitmapData.refreshBuffer has been removed and replaced with BitmapData.update.
BitmapData.drawSprite has been removed due to deprecation. Use BitmapData.draw instead.
Pointer.moveCallback has been removed due to deprecation.
SinglePad.addButton has been removed due to deprecation.
P2.Body.loadData has been removed due to deprecation.
P2.World.defaultFriction and defaultRestitution have been removed due to deprecation.
Canvas.create noCocoon parameter has been removed due to deprecation.
Color.getColorInfo, RGBtoHexstring, RGBtoWebstring and colorToHexstring has been removed due to deprecation.
2014-08-28 03:40:59 +01:00
photonstorm
6e2cd37776
ScaleManager.destroy now removes the window and document event listeners, which are no longer created anonymously (thanks @eguneys #1092 )
...
Input.Gamepad.destroy now destroys all connected SinglePads and clears event listeners.
SinglePad.destroy now clears all associated GamepadButton objects and signals.
2014-08-28 03:31:47 +01:00
Dan Cox
a0840274f7
Tests for both Node and Node-Webkit
2014-08-27 22:00:14 -04:00
photonstorm
fa45d7feff
Events.onDestroy is a new signal that is dispatched whenever the parent is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084 )
...
Group.onDestroy is a new signal that is dispatched whenever the Group is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084 )
2014-08-28 02:56:06 +01:00
photonstorm
6b4510f693
TileSprite now has the alive
property, which should help with some Group operations (thanks @jonkelling #1085 )
2014-08-28 02:36:30 +01:00
photonstorm
d7f8950758
Debug.cameraInfo no longer crashes if the camera bounds are nulled (thanks @wayfu #1143 )
...
Camera.setBoundsToWorld no longer crashes if the camera bounds are nulled (thanks @wayfu #1143 )
2014-08-28 02:13:51 +01:00
Richard Davey
50179d76fb
Merge pull request #1015 from Zielak/dev
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Phaser.Camera.position for quick access
2014-08-28 02:02:40 +01:00
Richard Davey
ee579c2b0d
Merge pull request #989 from lucbloom/android-stock-browser
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Android stock browser check
2014-08-28 02:01:25 +01:00
Richard Davey
9941942941
Merge pull request #1030 from codevinsky/rope
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Phaser.Rope
2014-08-28 01:56:02 +01:00
Richard Davey
7fe4abc5c4
Merge pull request #1059 from lucbloom/spritesheet-to-framecount
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Sprite Sheet => frame count
2014-08-28 01:49:15 +01:00
Richard Davey
6a314a60d1
Merge pull request #1142 from darfux/dev
...
Fixed Group.removeBetween's default endIndex bug
2014-08-28 01:44:01 +01:00
Richard Davey
e8ca3a8d7b
Merge pull request #1130 from beeglebug/feature/clone-consistency
...
Improved consistency of clone methods on geometry classes
2014-08-28 01:40:51 +01:00
Richard Davey
cc69a4bf2c
Merge pull request #1127 from FedeOmoto/dev
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Game configuration object "renderer" property wrongly assigned to Game.r...
2014-08-28 01:36:49 +01:00
Richard Davey
afb094a6eb
Merge pull request #1126 from beeglebug/feature/tile-properties
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copy tile properties to tiles when parsing map
2014-08-28 01:35:20 +01:00
Richard Davey
cc1c7948f3
Merge pull request #1125 from beeglebug/fix/#1095-rectangle-contains-rect
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swapped argument order of Rectangle.containsRect - fixes #1095
2014-08-28 01:33:33 +01:00
Richard Davey
ec6259558e
Merge pull request #1111 from rex64/dev
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Added support for Tiled object's type field
2014-08-28 01:31:22 +01:00
photonstorm
ccc8369f43
InputHandler.checkBoundsRect was incorrectly assigning a property in Sprites fixed to the camera being dragged left (thanks @CraigBeswetherick #1093 )
2014-08-28 01:29:23 +01:00
photonstorm
7bfa6fa9f2
Loader.useXDomainRequest boolean added. If true
(the default is false
) it will use XDomainRequest when loading JSON files instead of xhr. In rare IE edge-cases this may be required. You'll know if you need it ( #1131 #1116 )
2014-08-28 01:23:45 +01:00
photonstorm
c87aa5103d
Fixed the RevoluteConstraint worldPivot and moved it to the end of the signature to minimise code changes.
2014-08-28 01:14:59 +01:00
photonstorm
aeb82dbee9
World.createRotationalSpring will now let you create rotational springs.
2014-08-28 00:58:50 +01:00
photonstorm
6acc8bf9f2
World.enableBodySleeping has been removed and replaced with World.sleepMode.
2014-08-28 00:45:57 +01:00
photonstorm
98ccae56de
P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called type
we have left the motionState
getter/setter in for now.
2014-08-28 00:39:47 +01:00
photonstorm
4935a4e4af
RevoluteConstraint fixed for new version of p2.
2014-08-28 00:24:56 +01:00
photonstorm
b25bdf3523
Fixed the DistanceConstraint parameters.
2014-08-28 00:15:28 +01:00
photonstorm
504b69ffaa
Updated p2.js to d1c7a340c42e4d5d1d939fba5fd13c5e49d6abd2
...
Updated grunt replace task to match p2s new UMD signature.
2014-08-28 00:01:35 +01:00
photonstorm
33c52eaf09
BitmapData alpha option added.
...
Pointer return type added.
pixi manifest updated to remove need for geom classes.
2014-08-27 21:26:29 +01:00
darfux
abdf54858c
Fixed Group.removeBetween's default endIndex bug
2014-08-26 21:02:13 +08:00
Stuart Lee
8ef5c5e0de
fixed arguments
2014-08-22 16:33:42 +01:00
Alvin
c7e256245a
Merge pull request #1107 from gamedolphin/test
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Fixed Point.rotate bug . Also added a little documentation for world wrap.
2014-08-22 12:32:06 +02:00
Dan Cox
2065c3a77a
Fixed trailing whitespace
2014-08-21 20:37:27 -04:00
beeglebug
bfd0b77fd4
typo
2014-08-21 22:50:09 +01:00
beeglebug
c85f4c04b0
may as well use the setter logic, saves duplicating code
2014-08-21 22:46:44 +01:00
beeglebug
2faab9b516
added clone and setTo functions
2014-08-21 22:45:10 +01:00
beeglebug
7ae5657113
extra null check on output to match rectangle
2014-08-21 22:44:40 +01:00
Dan Cox
fa0fa860c0
Device detection of Node-Webkit
...
Because the user-agent string can be (easily changed) [https://github.com/rogerwang/node-webkit/wiki/Manifest-format#user-agent ], one of the few ways to detect Node-Webkit is to look for the 'process' object and require() function. If they exist, Node support was enabled and 'process.version' will have the version of Node.js used to create the project.
However, if Node is (disabled) [https://github.com/rogerwang/node-webkit/wiki/Manifest-format#nodejs ], the 'process' object won't exist and the project will be executed as if it was in a single instance of a browser anyway.
2014-08-21 17:37:51 -04:00
beeglebug
5930a90546
added clone function to Line
2014-08-21 22:36:40 +01:00
beeglebug
8c0a400d65
rename out to output to match others
2014-08-21 22:36:24 +01:00
Federico Omoto
14028cafbc
Game configuration object "renderer" property wrongly assigned to Game.renderer
2014-08-21 17:57:07 -03:00
beeglebug
23f077a4e8
copy tile properties to tiles when parsing map
2014-08-21 21:08:05 +01:00
beeglebug
a435191fd0
swapped argument order of Rectangle.containsRect - fixes #1095
2014-08-21 20:59:08 +01:00
Dan Cox
fbd2de5b23
Cordova 'deviceready' event check
...
A slightly obnoxious but necessary hack to prevent a race condition between the loading of Apache Cordova and Phaser itself.
Without waiting for the 'deviceready' event, Phaser can often load first, preventing any console messages from appearing to the user. Because Cordova writes to the platform's console (via CordovaLog), it must first be loaded and signal its own 'deviceready' event before console or plugin usage can occur. Otherwise, all messages and functionality is ignored.
2014-08-21 00:11:41 -04:00
Alessandro Cuzzocrea
5e76eb4834
Added support for Tiled object's type field
2014-08-16 21:44:21 +02:00
Sandeep Nambiar
b25e2bd782
Sign Error
2014-08-13 05:49:39 +05:30
Sandeep Nambiar
daade10ecc
Should fix the Error in rotation
2014-08-13 05:19:21 +05:30
Sandeep Nambiar
9977d5e204
World Wrap and P2
...
Changes only to documentation for clarity.
2014-08-13 04:10:37 +05:30
Dan Cox
d54725212f
Device detection of Apache Cordova
...
Simple check if "window.cordova" is defined for device detection of Phaser running (most likely) under Apache Cordova.
2014-08-11 12:33:06 -04:00
Alvin
6da5831f73
Merge pull request #1099 from kay-is/master
...
Method documentation was missing parameters.
2014-08-08 09:56:39 +02:00
Kay Plößer
9ac06c44ba
Method documentation was missing parameters.
2014-08-07 14:47:54 +02:00
Richard Davey
15378e1d09
Merge pull request #1091 from photonstorm/alvin/dev
...
Fixed #1078 chromeOS no belongs to desktops
2014-08-06 16:12:33 +01:00
Alvin
79166bb268
Fixed #1078 chromeOS no belongs to desktops
2014-08-06 14:08:38 +02:00
Sam MacPherson
3b69c7ede1
group swap fix
2014-08-05 19:39:21 -04:00
photonstorm
36ecd81f29
Arcade Physics Body.skipQuadTree is a new boolean that if set to true
when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large.
...
Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.
2014-08-04 13:04:11 +01:00
Richard Davey
0c4c43be1e
Merge pull request #1080 from lucbloom/detect-kindle
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Added a UA string test for Kindle
2014-08-03 11:00:40 +01:00
photonstorm
aabdf6f97a
Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0.
2014-08-01 17:46:51 +01:00
Luc Bloom
84cf835e83
Added a UA string test for Kindle
...
Also added PS Vita so the “silk” detection doesn’t confuse that one.
2014-07-31 15:40:59 +02:00
Richard Davey
48869776f2
Merge pull request #1064 from txusinho/dev
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Fix for scale issues in CocoonJS using webgl renderer and screencanvas
2014-07-31 14:00:31 +01:00
Richard Davey
acceb692c3
Merge pull request #1071 from Dumtard/dev
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Fix for previous PR #1028
2014-07-31 13:48:15 +01:00
photonstorm
9bbc8ecce3
Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060 )
2014-07-31 13:39:26 +01:00
Charles Black
a90ab2e59b
P2 bounds now collides with everything by default
2014-07-27 16:06:55 -04:00
Txus Ordorika
b952884d9d
Fix for scale issues in CocoonJS using webgl renderer and screencanvas
2014-07-23 17:16:25 +02:00
Luc Bloom
0fc30e839e
Removed some more checks
2014-07-22 10:42:47 +02:00
Luc Bloom
7f3b542fdd
Removed the notion of Sprite Sheets vs single frame images
...
Instead of making a distinction between single frame images and Sprite
Sheets, I added a simple FrameData with one Frame to every image that
gets loaded. This way, a lot of the engine code can be simplified.
For instance, you can play animations on any Sprite without having to
check the “frame count” of its image anymore.
The engine doesn’t have to check for non-existing .frameData anymore.
An animation can keep on playing when an image happens to be set with 1
frame, continuing its animation when after that, another image is set
with multiple frames.
Think of it this way: an image with one frame is an animation of just
one frame.
2014-07-22 10:24:53 +02:00
photonstorm
122640e01b
Phaser.Loader was incorrectly getting the responseText from _xhr instead of _ajax on IE9 xDomainRequests (thanks @lardratboy #1050 )
2014-07-21 11:12:58 +01:00
jackrugile
05d856d4ea
remove escaping backslashes from retro font text set documentation
2014-07-20 15:15:02 -06:00
photonstorm
8e7e6f05e1
Adding .0 :)
2014-07-18 13:12:08 +01:00
photonstorm
113b69a5d1
Preparing for 2.1 development work.
2014-07-18 13:09:21 +01:00
photonstorm
ee49575714
Preparing for master.
2014-07-18 12:35:16 +01:00
Richard Davey
d8c755a544
Merge pull request #1017 from devinb83/dev-codepaused
...
codePaused should be set if manually called
2014-07-18 11:57:37 +01:00
photonstorm
24527eac3e
Group.checkAll allows you to check if the same property exists across all children of the Group and is set to the given value (thanks @codevinsky #1013 )
...
Group.checkProperty allows you to check if the property exists on the given child of the Group and is set to the value specified (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.getProperty will get an Objects property regardless of depth (thanks @codevinsky #1013 )
2014-07-18 11:52:39 +01:00
Richard Davey
3da788bd1d
Merge pull request #1013 from codevinsky/group-checkall
...
added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phase...
2014-07-18 11:37:38 +01:00
Richard Davey
491d7c2eec
Merge pull request #1036 from DarkDev-/dev
...
OritentationSprite fix, not using PIXI.TextureCache anymore
2014-07-18 11:32:50 +01:00
photonstorm
f9a6d1f376
Updating to Pixi 1.6.1
2014-07-18 11:22:55 +01:00
photonstorm
883c11e377
BitmapData.resize fixed to update the crop property too, resolves issues with images getting cut off with BitmapData.load.
2014-07-18 03:33:17 +01:00
photonstorm
9c1f39d284
jshint fix
2014-07-18 01:07:45 +01:00
photonstorm
49bb45c42e
Tilemap.swap now accurately swaps from A to B and from B to A (thanks @noidexe #1034 )
2014-07-18 00:29:24 +01:00
Richard Davey
91eb2ff842
Merge pull request #1033 from lucbloom/updateFrameData-fix
...
Frame data guards
2014-07-18 00:16:17 +01:00
Charles Black
31cc247462
AnimationManager.currentFrame update on play
2014-07-16 23:05:27 -04:00
photonstorm
82ef6d4aeb
If you add a Tween to the TweenManager and then immediately stop it, it will still exist in the TweenManager (thanks @gilangcp #1032 )
2014-07-16 19:50:58 +01:00
Johan Rosén
ba62326ce7
OritentationSprite fix, not using PIXI.TextureCache anymore
2014-07-16 17:07:53 +02:00
Luc Bloom
ccd4b502d7
Fram data guards
...
Sometimes, this._frameData is null. Guard agains it.
Sometimes, we transfer to an animation that contains lesser frames.
Guard against it.
2014-07-16 12:00:30 +02:00
photonstorm
f6935c01f8
Sprite.loadTexture will store the smoothed
property of the Sprite and re-apply it once the new texture is loaded.
2014-07-16 00:56:26 +01:00
photonstorm
90eec97707
Animation.updateFrameData allows you to load a new FrameData object into an existing animation, even if currently running (based on #1029 )
...
AnimationManager.loadFrameData will now update all existing Animations to use the newly loaded FrameData (based on #1029 )
2014-07-16 00:55:12 +01:00
photonstorm
aaf82f9d3a
Sprite.loadTexture has a new optional stopAnimation
boolean parameter which will halt the currently running animation (if any) after changing the texture (based on #1029 ).
2014-07-16 00:29:43 +01:00
photonstorm
d72e199291
Physics.bounds now correctly matches World.bounds on system start (thanks @Dumtard #1028 )
2014-07-16 00:14:47 +01:00
photonstorm
afeeeecbe0
Keyboard.processKeyPress now checks if the Keyboard Input handler is disabled or not before processing the key callbacks.
2014-07-16 00:12:59 +01:00
photonstorm
d10dea27b0
Pixi updated worldTransform from an Array to an Object and Phaser Image, BitmapText, Text and Graphics were still using array access to populate the world property, giving it incorrect results (thanks @alvinsight)
2014-07-15 22:44:02 +01:00
jdowell
f969c15aea
fixed: replaced 'snake' with key
2014-07-15 14:24:47 -05:00
jdowell
6432817c7f
added: Rope debug, segments, updateAnimation
2014-07-15 14:01:15 -05:00
jdowell
5a35e1a61d
Initial Rope Commit
2014-07-15 11:40:40 -05:00
Darek Zieliński
64ae6c6ba7
"Reuse a single Point object rather than creating a new one each time"
2014-07-15 18:32:20 +02:00
Richard Davey
afb379f2dd
Merge pull request #1024 from lucbloom/if-onShutDownCallback
...
Add a check around this optional function
2014-07-15 16:21:35 +01:00
Richard Davey
615d1b6526
Merge pull request #1026 from lucbloom/spritesheet-report-key
...
Report key when failing
2014-07-15 16:13:39 +01:00
Luc Bloom
7498e6aa6e
Report key when failing
...
While loading sprite sheet.
2014-07-15 16:47:49 +02:00
Richard Davey
053f862b6b
Merge pull request #1023 from lucbloom/sprite-textureChange-obsolete
...
Removed obsolete code in setTexture
2014-07-15 15:14:36 +01:00
photonstorm
538425193a
World.wrap when using the bounds of the object wouldn't adjust the bounds correctly, meaning wrapping outside the camera failed (thanks @jackrugile #1020 )
2014-07-15 14:22:24 +01:00
Richard Davey
f77b4d4e8f
Merge pull request #1014 from Dumtard/dev
...
Group create was not creating with p2 debug flag
2014-07-15 12:39:53 +01:00
Luc Bloom
5328069329
Removed obsolete code in setTexture
...
This code has no side-effects besides assigning “textureChange”, which
is used nor reset anywhere else.
2014-07-15 13:28:31 +02:00
Luc Bloom
f1cb146c10
Add a check around an optional function
...
My game crashes here if I update phaser.js to a new version. It happens
when my game switches to another State object.
2014-07-15 13:02:44 +02:00
photonstorm
64000dfcb6
Fixed small boolean check error.
2014-07-15 11:49:05 +01:00
photonstorm
f78a527ad5
Prevented objects with pixel perfect checks from over-riding other higher priority ID items ( #983 )
...
Rebuilt the way items are polled for Pointer events (drag, click, move). Now faster and more efficient, especially when some items in the stack require pixel perfect checks.
2014-07-15 11:20:57 +01:00
devinb83
4a632ed3a0
codePaused should be set if manually called
...
If pause is called manually, codePaused should be set regardless of whether the game is currently paused or not. This would fix issues where a developer might not want the game to automatically resume when the screen regains focus.
2014-07-14 12:57:37 -07:00
devinb83
2be45e93ae
QuadTree leveling Bug
...
Rather than level++ which changes the current node's level, the subnodes should get the current node's level + 1
2014-07-14 12:55:26 -07:00
Darek Zieliński
852054b772
Plus validation of non-point objects
2014-07-14 20:09:22 +02:00
Charles Black
7107d73188
group create with p2 debug
2014-07-14 14:05:44 -04:00
Darek Zieliński
ee1df55d84
Added position Point object for quick x/y coordinates access.
2014-07-14 20:03:34 +02:00
jdowell
aad74ff4d5
added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phaser.Group.checkAll
...
Added deep-property getting and setting via strings:
Phaser.Util.getProperty(someObj, 'foo.bar.baz');
Phaser.Util.setProperty(someObj, 'foo.bar.baz', 'lol');
Added a "checkAll" method to Phaser.Group that returns true/false if all of the children's given properties match the value passed in.
this.someGroup.checkAll('foo.bar.baz', 'lol'); // will return true if child[n].foo.bar.baz === 'lol'
Comes with standard 'force' ability.
2014-07-14 12:33:13 -05:00
Charles Black
6363b35e26
docs typo
2014-07-14 11:01:21 -04:00
photonstorm
e5078a2197
Fixed missing cacheKey parameter.
2014-07-14 12:56:05 +01:00
photonstorm
f0365835c9
Pixi 1.6.1
2014-07-14 12:56:05 +01:00
photonstorm
2c421d27ce
GameObjectFactory.spriteBatch now lets you specify null
as a parameter for the parent and automatically adds the batch to game.world
as a result. Also fixed jsdocs issues (@petarov #1000 )
2014-07-14 12:56:05 +01:00
Richard Davey
92815d8965
Merge pull request #1007 from mjeffery/dev
...
Added missing onPackComplete Signal
2014-07-14 12:17:53 +01:00
mjeffery
fcc23ef5d2
fixed onPackComplete Signal
2014-07-13 15:38:13 -04:00
Petar Petrov
78771d875b
Fix issue #883
...
Check if points is an Array before parsing arguments.
2014-07-12 22:50:48 +02:00
photonstorm
22462566b4
Restored old Image object.
2014-07-11 18:02:40 +01:00
photonstorm
79c5544869
Pixi 1.6 patches for RenderTextures and IE9 Float32 calls.
2014-07-11 18:02:24 +01:00
photonstorm
0353ee12be
Reverting to a 2.0.7 release to fix the issues with Image / RetroText / Buttons.
2014-07-11 16:30:25 +01:00
photonstorm
26fb6cb866
Temporary fix for #997
2014-07-11 16:04:15 +01:00
photonstorm
ded5eac8c7
Updated build files with patched Pixi UMD statement.
2014-07-11 11:53:44 +01:00
photonstorm
74679922d1
Debug.preUpdate was still being called in the Game Loop even if enableDebug was set to false (thanks @qdrj, #995 )
2014-07-11 11:52:48 +01:00
Jeroen Verfallie
01a761b77f
Fixed pixel perfect dragging, this was still using the old property 'pixelPerfect' instead of the new 'pixelPerfectClick'
2014-07-11 09:58:38 +02:00
photonstorm
d7bed24a27
Preparing for 2.1.0 build.
2014-07-10 23:14:29 +01:00
photonstorm
46eb906253
Pixi 1.6 merge.
2014-07-10 20:39:13 +01:00
Richard Davey
435fab5205
Merge pull request #990 from lucbloom/warn-texture-not-found
...
Warn about missing textures and show the key that the author was trying to use.
2014-07-10 19:16:07 +01:00
photonstorm
0d0a16ee2c
loadTexture fix.
2014-07-10 19:13:17 +01:00
photonstorm
a3cf246aee
Image.loadTexture fix and new dist files.
2014-07-10 19:03:17 +01:00
Luc Bloom
3f5bde89fc
Warn about missing textures
...
And show the key that the author was trying to use. It can be very
helpful for debugging which image a sprite was trying to load exactly.
2014-07-10 18:49:16 +02:00
Luc Bloom
4183237fb3
Android stock browser check
...
This is a class-static function of Phaser.Device to check wether we’re
running on an Android Stock browser. Autors might want to scale down on
effects and switch to the CANVAS rendering method on those devices.
Usage: var defaultRenderingMode = Phaser.Device.isAndroidStockBrowser()
? Phaser.CANVAS : Phaser.AUTO;
2014-07-10 18:00:29 +02:00
photonstorm
a7124cb44c
Swapped back to camera.screenView as that's the correct check for inCamera.
2014-07-10 16:38:15 +01:00
photonstorm
0966971427
jshint fixes and tidying up for release
2014-07-10 16:21:50 +01:00
photonstorm
25e7e6ffc4
Pretty huge refactoring to cut down on duplicated code.
2014-07-10 16:07:02 +01:00
photonstorm
34efa223cb
Small conditional check in case someone has removed the animations property.
2014-07-10 16:06:47 +01:00
photonstorm
6a0b8b5e73
Fixed and working Sprite.crop - removed lots of _cache vars no longer required and added two new private vars.
2014-07-10 14:47:12 +01:00
photonstorm
78759260de
Updated Pixi.Sprite
2014-07-10 14:46:48 +01:00
photonstorm
006d40f452
Updated docs for loadFrameData and removed debug line.
2014-07-10 14:46:28 +01:00
photonstorm
4a429c3c1f
Added null
check to Rectangle.clone and size.
2014-07-10 14:46:09 +01:00
photonstorm
813de7c125
More crop work.
2014-07-10 10:46:19 +01:00
photonstorm
d11d8051b1
You can now prevent the Debug class from being created or booted by using the Game configuration setting: enableDebug
. By default it is true
, set to false
to prevent the class from being created. Please note you are responsible for checking if this class exists before calling it, but you can do that via if (game.debug) { ... }
(request #984 )
2014-07-10 10:46:18 +01:00
photonstorm
a182598c65
Using a Game configuration object you can now specify the value of the preserveDrawingBuffer
flag for the WebGL renderer. By default this is disabled for performance reasons. But if you need to be able to take screen shots of your WebGL games using toDataUrl on the game canvas then you'll need to set this to true
( #987 )
2014-07-10 10:46:18 +01:00
photonstorm
73e8a9763b
Pixi updates
2014-07-10 10:46:18 +01:00
jackrugile
42df8356e7
Added options to disable horizontal and vertical world wrapping individually
2014-07-10 00:05:50 -06:00
photonstorm
63fb7780b3
Fixes issue of Pixi DisplayObject width/height sending an emitter scale into Infinity.
2014-07-09 11:37:22 +01:00
photonstorm
0ff2eb2fb9
jshint fixes
2014-07-09 11:36:45 +01:00
photonstorm
494c33a9f4
Rectangle.randomX will return a random value located within the horizontal bounds of the Rectangle.
...
Rectangle.randomY will return a random value located within the vertical bounds of the Rectangle.
2014-07-09 11:34:18 +01:00
photonstorm
003403c832
Color.getWebRGB will now accept either an Object or numeric color value.
2014-07-09 11:15:24 +01:00
photonstorm
2293b64c94
Removing debug / console.log output.
2014-07-09 05:49:13 +01:00
photonstorm
ffd51479e4
Crop test
2014-07-09 05:43:15 +01:00
photonstorm
4fc26e4a26
Updated to the latest version of Pixi.
2014-07-09 05:40:50 +01:00
photonstorm
dd88f2a6e2
Fixed BitmapText parser.
2014-07-09 05:39:49 +01:00
photonstorm
a70a938505
docs fix
2014-07-09 05:38:59 +01:00
photonstorm
3ff8b9f999
On-going crop tests.
2014-07-08 12:59:36 +01:00
photonstorm
f1bcd1d00b
Added Phaser.Utils.mixin.
2014-07-08 12:59:36 +01:00
photonstorm
0b2bea3564
Removed hasOwnProperty check from Tween.from because it breaks on extended or inherited Game Objects.
2014-07-08 12:59:36 +01:00
photonstorm
2a106473b4
Added more detail to the Tween docs.
2014-07-08 12:59:36 +01:00
photonstorm
2d676b00b4
Working through crop issues.
2014-07-08 12:59:36 +01:00
photonstorm
77d5be1d8e
When adding a new Animation to a Sprite it would incorrectly reset the current Sprite frame to the first frame of the animation sequence, it is now left un-touched until you call play
on the animation.
2014-07-08 12:59:35 +01:00
Alvin
7031d9ccc1
Fixed typo
2014-07-07 18:19:02 +02:00
Alvin
f6f70d35a4
Added game.add.plugin, a shotcut for game.plugins.add
2014-07-07 18:18:00 +02:00
Richard Davey
6ce183189f
Merge pull request #971 from psalaets/issue-970
...
reorder param list of Phaser.Physics.Arcade.Body.render
2014-07-07 10:29:51 +01:00
Richard Davey
e9886ad84d
Merge pull request #972 from psalaets/debug-rendering-ninja-aabb-and-circle
...
Debug rendering for Ninja aabb and circle
2014-07-07 10:26:37 +01:00
b-ely
e02a52b55d
Adding a return to the Tween#from method
2014-07-06 18:21:03 -05:00
Paul Salaets
cbf0a9011a
remove a little duplication
2014-07-05 21:53:32 -04:00
Paul Salaets
0c15ef6adc
move shape specific debug rendering into the shapes
2014-07-05 21:29:28 -04:00
Paul Salaets
77b86f43e3
support for debug rendering ninja AABB and circle bodies
2014-07-05 20:58:33 -04:00
Paul Salaets
79f550bc89
updating comments: default color and method name
2014-07-05 18:08:00 -04:00
Paul Salaets
0694dab909
reorder param list to be consistent with comment's ordering and other code
2014-07-05 17:50:13 -04:00
photonstorm
da822ab207
Fixing anchor issue :)
2014-07-03 17:21:06 +01:00
photonstorm
14109aeeb1
Animation.next will advance to the next frame in the animation, even if it's not currently playing. You can optionally define the number of frames to advance, but the default is 1. This is also aliased from the AnimationManager, so you can do Sprite.animations.next()
.
...
Animation.previous will rewind to the previous frame in the animation, even if it's not currently playing. You can optionally define the number of frames to rewind, but the default is 1. This is also aliased from the AnimationManager, so you can do `Sprite.animations.previous()`.
2014-07-03 16:23:36 +01:00
photonstorm
7c624f409f
Updated console.log and README.
2014-07-03 10:50:26 +01:00
photonstorm
e0b5e94f45
Fixed _destroy issue in Signal.
2014-07-03 10:50:12 +01:00
photonstorm
86f972a765
Updated to latest Pixi dev branch.
2014-07-03 10:49:58 +01:00
photonstorm
177d51f238
Signal.removeAll now has a new context
parameter. If specified only listeners matching the given context are removed (thanks @lucbloom for the idea, #880 )
2014-07-03 02:22:11 +01:00
photonstorm
92dbabb2df
Camera.updateTarget has had a make-over and now is a lot smoother under certain conditions (thanks @tjkopena, fix #966 )
2014-07-03 02:09:53 +01:00
photonstorm
6e94aa7cde
Updated applyForce docs.
2014-07-02 16:29:30 +01:00
photonstorm
8b160a1eb1
Tidied up formatting and docs.
2014-07-02 15:25:07 +01:00
photonstorm
8c41f6cc10
Game.onBlur and Game.onFocus events are now dispatched regardless if Stage.disableVisibilityChange is true or false, so you can respond to these events without your game automatically pausing or resuming ( #911 )
2014-07-02 14:57:28 +01:00
photonstorm
2916f0413f
Group.bringToTop (and consequently Sprite.bringToTop) no longer removes the child from the InputManager if enabled (thanks @BinaryMoon, fix #928 )
...
Group.sendToBack (and consequently Sprite.sendToBack) no longer removes the child from the InputManager if enabled.
Group.add has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.addAt has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.remove has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onRemovedFromGroup` event.
Group.removeBetween has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Group.removeAll has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Internal child movements in Group (such as bringToTop) now uses the new `silent` parameter to avoid the child emitting incorrect Group addition and deletion events.
2014-07-02 14:04:14 +01:00
photonstorm
2cef655ed6
Calling Tween.stop from inside a Tween update callback would still cause the tween onComplete event to fire (thanks @eguneys, #924 )
2014-07-02 05:47:38 +01:00
photonstorm
5ee9245acf
Rectangle.right when set would set the new width to be Rectangle.x + the value given. However the value given should be a new Right coordinate, so the width calculation has been adjusted to compensate (thanks @cryptonomicon, #849 )
2014-07-02 05:37:12 +01:00
photonstorm
58fc73348c
The StateManager has a preRenderCallback option, which checks for a preRender function existing on the State, but it was never called. Have decided to add this in, so the core Game loop now calls state.preRender right before the renderer runs (thanks @AnderbergE #869 )
2014-07-02 05:32:40 +01:00
photonstorm
c71ca3b849
Updated some Rectangle docs.
2014-07-01 22:10:13 +01:00
photonstorm
757136bf4f
Device.mobileSafari was no longer detecting Mobile Safari, now fixed (thanks @Zammy, #927 )
2014-07-01 19:19:49 +01:00
photonstorm
79bd7c400b
Key.duration wasn't set to zero after a Key.reset (thanks @DrHackenstein, #932 )
2014-07-01 16:57:55 +01:00
photonstorm
db22b019be
Swapped the ScaleManager creation order in Game, so both start and stop fullScreen requests work now.
2014-07-01 16:50:33 +01:00
Richard Davey
a127080794
Merge pull request #951 from sivael/dev
...
TileMap update performance
2014-07-01 16:17:20 +01:00
Richard Davey
dd11e2a5a9
Merge pull request #840 from villetou/WebAudioExternalNodeFix
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Web audio external node fix
2014-07-01 16:06:08 +01:00
Richard Davey
de270908de
Merge pull request #958 from renatodarrigo/patch-2
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Fix rawpad button array to support win and linux
2014-07-01 15:59:06 +01:00
Richard Davey
a425470f41
Merge pull request #925 from jonkelling/dev
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Fix for issue #917 , Physics.P2.Body#addToWorld
2014-07-01 15:52:29 +01:00
photonstorm
d2fc42520b
stopFullScreen has been changed to run against document instead of the canvas since the cancelFullScreen method is created on the document (thanks @j0hnskot, #863 )
2014-07-01 15:46:32 +01:00
Richard Davey
e1bc2b7bd6
Merge pull request #912 from j0hnskot/onDecoded-patch
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Fix for bug #906
2014-07-01 15:42:09 +01:00
Richard Davey
ba29d5bd4b
Merge pull request #910 from TatumCreative/dev
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Fix null returns for play()
2014-07-01 15:39:17 +01:00
Richard Davey
117aef650b
Merge pull request #956 from Phaiax/phaserdts-createcollisiongroup
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createCollisionGroup -> public, included in .d.ts file
2014-07-01 15:37:31 +01:00
Richard Davey
2fb9217776
Merge pull request #955 from Phaiax/issue952-p2bounds
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P2 bottom world wall position fix
2014-07-01 15:36:02 +01:00
Richard Davey
1a0ebe6d26
Merge pull request #954 from Phaiax/issue953-bodydebug
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inverting debug getter result
2014-07-01 15:35:35 +01:00
Richard Davey
3c191e4cea
Merge pull request #959 from woutercommandeur/dev
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Add mouse wheel support
2014-07-01 15:33:34 +01:00
Richard Davey
3cbda52ca5
Merge pull request #960 from Phaiax/replaceRGBissue
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replaceColor fix
2014-07-01 15:31:16 +01:00
Richard Davey
7fa3110c06
Merge pull request #961 from Phaiax/issue-bodyEnable
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Body.enable only exists in Arcade physics, so move conditions concerning...
2014-07-01 15:27:33 +01:00
Richard Davey
cde51d3c95
Merge pull request #940 from alvinsight/dev
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Added factorial and updated to pass jshint :)
2014-07-01 15:07:10 +01:00
photonstorm
181fd1ae56
Merged Pixi 1.5.4 with Phaser - all of the lovely new Pixi features are in, like complex Graphics objects and masking.
2014-07-01 15:03:46 +01:00
Phaiax
00bf349ff5
Body.enable only exists in Arcade physics, so move conditions concerning this into arcarde
2014-06-30 12:49:53 +02:00
photonstorm
3d80568e4c
Loader.isLoading is set to false if the filelist size is zero.
2014-06-30 09:24:25 +01:00
photonstorm
692ca928f0
Updated docs.
2014-06-29 21:19:37 +01:00
Phaiax
18229d1673
fix jshint warning
2014-06-29 18:23:43 +02:00
Phaiax
b14aff5844
Return type of Phaser.Color.packPixel changed
2014-06-29 18:02:59 +02:00
Wouter Commandeur
a863482439
Add constants for wheel up and down
2014-06-29 14:23:09 +02:00
Wouter Commandeur
7b8f08d5f9
appease travis
2014-06-29 13:49:45 +02:00
Wouter Commandeur
c716709f66
Add mouse wheel support
2014-06-29 13:45:39 +02:00
renatodarrigo
149016093c
Fix rawpad button array to support win and linux
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On Linux, rawpad button array doesn't get populated with GamepadButton objects, so I made a check to verify if it is an object or a number, then pass the correct value to appropriate function.
Also, uncommented the axischange lines.
2014-06-28 04:11:55 -03:00
Phaiax
394e70db06
inverting debug getter result
2014-06-28 01:33:02 +02:00
Phaiax
441d0a816e
P2 bottom world wall position fix
2014-06-28 01:28:59 +02:00
Phaiax
961d25cadc
createCollisionGroup -> public, included in .d.ts file
2014-06-28 01:25:51 +02:00
sivael
cdaab269a0
Update Tilemap.js
2014-06-27 14:36:06 +02:00
sivael
7fb5c8cf5d
Update Tilemap.js
2014-06-27 14:25:56 +02:00
sivael
c7cae6ece7
Update Tilemap.js
2014-06-27 14:21:45 +02:00
sivael
05ce6f60a1
TileMap update performance
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Discussion: http://www.html5gamedevs.com/topic/7409-tilemaps-changing/
It should remove the problem of updating stuff in a 100x100 tilemap making the engine recalculate every single update.(390 tiles changed in that map makes it a 100x100x390 loop.
Whould make the recalculate parameter in the setCollision functions unnecessary as well.
2014-06-27 14:10:11 +02:00
Richard Davey
56d1cef1c8
Merge pull request #941 from kay-is/master
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Changed a @method string
2014-06-24 22:39:55 +01:00
Kay Plößer
4b7698d3e1
Changed a @method string so the documentation method name matches the code method name.
2014-06-24 14:16:38 +02:00
Alvin
6f0a9115c4
Made the code jshint-friendly
2014-06-24 11:26:05 +02:00
Alvin
9e2ca08722
Added factorial and changed interpolation docs
2014-06-24 11:23:20 +02:00
j0hnskot
5ef8143322
Fixes bug #906
2014-06-24 01:59:44 +03:00
Richard Davey
e74cedf73e
Merge pull request #936 from lewster32/patch-2
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Fix checkPointerDown method
2014-06-23 23:45:08 +01:00
Richard Davey
e2578504e5
Merge pull request #937 from woutercommandeur/dev
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fix checking of segment intersection no more rounding needed.
2014-06-23 23:40:55 +01:00
photonstorm
cd60554c78
Added P2 body anchor docs to clarify #938
2014-06-23 23:34:27 +01:00
Wouter Commandeur
5ebacd0b30
stop travis complaints
2014-06-23 22:59:47 +02:00
Wouter Commandeur
37dcfce628
fix checking of segment intersection no more rounding needed.
2014-06-23 20:25:47 +02:00
Lewis Lane
187387126d
Fix checkPointerDown method
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checkPointerDown method was a verbatim duplication of checkPointerOver - added pointer.isDown check to passed pointer and altered wording of associated docs to make it clearer what the method is doing.
2014-06-22 23:03:15 +01:00
jonkelling
36d70697db
Fix for issue #917 , Physics.P2.Body#addToWorld
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Fix for issue #917 : Calling reset() on Sprite with a P2 body can result in body.data.world == null.
Calling addToWorld() would previously not check the _toRemove array, which could, if the timing were right, result in a Sprite being revived but then removed from the P2 World--the result of this being the Sprite's data would be in a mixed state causing it to appear visually but not function in the world.
2014-06-17 21:53:20 -05:00
Greg Tatum
50f91eae54
Shape changed not called on removeShape
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It looks like a bunch of these methods that modify the body don't call shapeChanged(). If you want I can add them all and resubmit.
2014-06-17 08:36:39 -05:00
j0hnskot
cb0d9c5a69
Fixes bug #906 by adding a check for isDecoded in the update loop.
2014-06-15 21:27:32 +03:00
j0hnskot
5aec4cff8f
Fixes bug #906 by adding a check for isDecoded in the update loop.
2014-06-15 21:23:13 +03:00
Greg Tatum
26a177d9a1
Fix null returns for play()
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The play() method in the AnimationManager could return null for a valid animation name.
2014-06-14 23:59:57 -05:00
photonstorm
3888653022
Added new loadTexture and setFrame calls. Will test crop support.
2014-06-11 14:38:14 +01:00
photonstorm
c0b34eddda
Fixed PS3 mappings.
2014-06-11 14:37:58 +01:00
photonstorm
69525799d7
New build files for testing.
2014-06-11 12:46:49 +01:00
photonstorm
907ba55478
Huge number of gamepad updates to get it working properly on Chrome again. Firefox debugging tomorrow.
2014-06-11 04:25:30 +01:00
photonstorm
0587d944b3
Added PlayStation 3 controller button mappings to Phaser.Gamepad (thanks @wayfu #887 )
2014-06-11 00:25:58 +01:00
photonstorm
50e47d89ee
ArcadePhysics.Body.setSize if you set offset x/y values previously and then passed zero values they would be ignored (thanks @casensiom fix #889 )
2014-06-11 00:21:04 +01:00
photonstorm
e923e230e0
TilemapLayers can now be used with an unbounded camera (a camera that can move beyond the world boundaries). Currently, when an unbounded camera moves outside of the world, tilemaps start acting weird because they only render themselves strictly within the world limits. With this change, the tilemap will continue scrolling and show empty space beyond its edge (thanks @jotson #851 )
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TilemapLayer.wrap property - if true the map is rendered as if it is on the surface of a toroid (donut) instead of a plane. This allows for games that seamlessly scroll from one edge to the opposite edge of the world without noticing the transition. Note that the World size must match the Map size (thanks @jotson #851 )
2014-06-11 00:15:02 +01:00
Richard Davey
fddd1e9f7a
Merge pull request #851 from jotson/dev
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Render tilemap when camera outside of world bounds, layer wrapping
2014-06-11 00:05:23 +01:00
Richard Davey
13700148fb
Merge pull request #891 from aivins/issue890
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Separate from TilemapLayer after custom callbacks.
2014-06-11 00:00:20 +01:00
Richard Davey
f433f20ca7
Merge pull request #892 from lewster32/patch-1
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Added notes to overlap/collide regarding non-recursiveness
2014-06-10 23:58:02 +01:00
Richard Davey
bf48b1a6c3
Merge pull request #894 from lstor/dev
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Fix getPixel for pixels with zero red value.
2014-06-10 23:52:26 +01:00
photonstorm
b979243a8d
Removed the cacheKey parameters from the AnimationParser methods as they're no longer used.
2014-06-10 23:50:12 +01:00
photonstorm
7c7d9153e6
Sprite.crop (and Image.crop) has been completely overhauled. You can now crop animated sprites (sprite sheet and texture atlas), you can define the x/y crop offset and the crop rectangle is exposed in the Sprite.cropRect property.
...
Sprite.updateCrop is available if you wish to update an externally referenced crop rectangle.
Sprites and Images now have their own textures objects, they are no longer references to those stored in the global Pixi.TextureCache. This allows you to redefine the texture frame dynamically without messing up any other Sprites in your game, such as via cropping. They still share global Base Textures, so image references are kept to a minimum.
Sprite.resetFrame will revert the Sprites texture frame back to its defaults dimensions. This is called when you call Sprite.crop with no rectangle, to reset the crop effect, but can be userful in other situations so we've left it as a public method.
2014-06-10 23:37:33 +01:00
photonstorm
6d10be6baa
When creating a Sprite or Image using a texture atlas it would set the frame twice, once in loadTexture and once when the initial frame is set. This has been reduced down to just a single setting now.
2014-06-10 11:21:07 +01:00
Lars Storjord
38e971c819
Fix getPixel for pixels with zero red value.
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Remove an erroneous if that causes getPixel() to fail if the red value
of the pixel is zero.
Fixes #881 .
2014-06-09 23:34:06 +02:00
photonstorm
ee5f6457c8
Swapped to using escaped Unicode characters for the console output.
2014-06-09 16:15:41 +01:00
photonstorm
b3baaba1a1
setFrame updates.
2014-06-09 15:23:18 +01:00
Lewis Lane
a16cb3f5a2
Added notes to overlap/collide regarding non-recursiveness
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Made it clear that the overlap and collide methods do not recursively check for collisions, i.e. in the case of being passed a Group containing other Groups or Tilemaps.
2014-06-09 08:05:23 +01:00
Andrew Ivins
ccd914620d
Separate from TilemapLayer after custom callbacks.
2014-06-09 14:28:14 +08:00
photonstorm
c0b3bd224e
Removed the Pixi texture cache calls.
2014-06-06 04:12:51 +01:00
photonstorm
7836f3acd9
Added RandomDataGenerator.between (an alias for integerInRange)
2014-06-06 04:12:35 +01:00
photonstorm
622978fa77
Finally managed to get crop x/y/width/height working across all texture types. Needs optimising for the trim rect, but works.
2014-06-06 04:12:16 +01:00
photonstorm
7d436a7dc3
Update to #868
2014-06-05 13:17:32 +01:00
photonstorm
9aa10f7521
Sound.pause will no longer fire a Sound.onStop signal, and the pause values are set before the onPause signal is dispatched (thanks @AnderbergE, fix #868 )
2014-06-05 02:55:20 +01:00
photonstorm
369e2cc2d0
Sound.destroy(true) would call remove on the SoundManager, which in turn would throw a TypeError as it tried to remove the sound events twice (thanks @AnderbergE, fix #874 )
2014-06-05 02:50:53 +01:00
photonstorm
b63900f669
Testing frame crop support.
2014-06-05 02:33:29 +01:00
Richard Davey
62dfd56983
Merge pull request #875 from JeanDavidDaviet/dev
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updated doc for Phaser.Tilemap#createBlankLayer
2014-06-05 02:29:17 +01:00
JeanDavidDaviet
89f860ad46
Updated doc for Input#deleteMoveCallback
2014-06-04 20:36:56 +10:00
JeanDavidDaviet
a4b279b9cc
updated doc for Phaser.Tilemap#createBlankLayer
2014-06-04 19:01:10 +10:00
Momin Khan
b4d6044f14
Updated docs for Tween.onUpdateCallback to indicate that you can specify the context
2014-06-03 23:56:49 -04:00
photonstorm
1c9e23f535
Emitter.start has a new parameter: forceQuantity which will force the quantity of a flow of particles to be the given value (request #853 )
...
Emitter.explode is a new short-cut for exploding a fixed quantity of particles at once.
Emitter.flow is a new short-cut for creating a flow of particles based on the given frequency.
2014-06-02 01:15:58 +01:00
photonstorm
12252944fa
Time.add allows you to add an existing Phaser.Timer to the timer pool (request #864 )
2014-06-02 00:54:42 +01:00
photonstorm
1d428a7ca4
Recoded Gamepad detection to stop it breaking on FF.
2014-06-02 00:48:44 +01:00
Wouter Commandeur
266eb10765
Fix Phaser.Line.intersectsPoints for floating point inaccuracy. Round the result to 3 decimals, should be enough precision and solves the problems.
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See: http://www.html5gamedevs.com/topic/6840-phaserlineintersects-does-not-work-for-floats/
2014-05-31 12:13:59 +02:00
photonstorm
1e9d0b2438
Tidying up.
2014-05-30 05:33:30 +01:00
photonstorm
917c7491cd
Canvas.create has deprecated the noCocoon parameter as it's no longer required. The parameter is still in the signature, but no longer used in the method.
2014-05-30 02:03:07 +01:00
photonstorm
6e8694d5f7
A Canvas style set from a game config object used an incorrect property (thanks @TatumCreative, fix #861 )
2014-05-30 02:01:33 +01:00
photonstorm
edc1507b4e
Resolved issue where Cocoon won't render a scene in Canvas mode if there is only one Sprite/Image on it.
2014-05-29 23:52:13 +01:00
photonstorm
eee1183a6a
Forces use of a Canvas Renderer under CocoonJS automatically.
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The SoundManager no longer requires a touch to unlock it, defaults to unlocked.
2014-05-29 23:17:18 +01:00
photonstorm
0c675f741f
Wrapped all events that CocoonJS doesn't support in conditional checks to avoid Cocoon Warnings.
2014-05-29 22:25:40 +01:00
photonstorm
5b5bdc80d9
Loader.pack will allow you to load in a new Phaser Asset Pack JSON file. An Asset Pack is a specially structured file that allows you to define all assets for your game in an external file. The file can be split into sections, allowing you to control loading a specific set of files from it. An example JSON file can be found in the resources
folder and examples of use in the Phaser Examples repository.
...
Loader.totalQueuedPacks returns the number of Asset Packs in the queue.
Loader.totalLoadedPacks returns the number of Asset Packs already loaded.
2014-05-29 17:05:13 +01:00
photonstorm
4004cc92e3
First working pass at the Asset Pack Loader update.
2014-05-29 15:57:47 +01:00
photonstorm
066ab633a6
Loader.tilemap has renamed the mapURL
parameter to url
and mapData
to data
to keep it consistent with the other Loader methods.
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Loader.physics has renamed the `dataURL` parameter to `url` and `jsonData` to `data` to keep it consistent with the other Loader methods.
2014-05-29 04:44:23 +01:00
photonstorm
af1508de8f
BitmapData.addToWorld will create a new Phaser.Image object, assign the BitmapData to be its texture, add it to the world then return it.
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BitmapData.copyPixels now accepts a Sprite, Image, BitmapData, HTMLImage or string as its source.
2014-05-29 03:30:21 +01:00
photonstorm
2219e6f1c9
Timer.ms would report the game time ms value if the Timer hadn't yet been started, instead of 0.
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Timer.seconds would report the game time value if the Timer hadn't yet been started, instead of 0.
2014-05-28 23:27:26 +01:00
photonstorm
30cf226fc2
Rebuild on offset change.
2014-05-28 01:08:28 +01:00
John Watson
14e1f0fcc6
Render tilemap when camera outside of world bounds, layer wrapping
...
Prior to this change, TilemapLayers always restricted themselves to
rendering strictly within the world bounds. If the camera was allowed
to go beyond the world bounds, then the tilemap would appear to stop
scrolling once the camera hit the world edge. This allows the tilemap
to continue scrolling, showing empty space beyond the edge of the map.
Additionally, when the new "wrap" parameter is true, the tilemap will
render its opposite edge in the empty space. This simulates the map as
if it was the surface of a toroid (donut) rather than a flat plane.
2014-05-27 14:51:44 -07:00
photonstorm
0c76e9aada
Sprite animation data wasn't reset when going from a sprite sheet to a single frame in Sprite.loadTexture (thanks @lucbloom, fix #850 )
2014-05-27 14:23:41 +01:00
photonstorm
5a0d5b4887
RetroFont now uses Phaser.scaleModes.NEAREST by default for its RenderTexture to preserve scaling.
2014-05-27 13:36:38 +01:00
photonstorm
cdde45a292
Phaser.RenderTexture incorrectly passed the scaleMode to Pixi.RenderTexture, causing the renderer to error.
2014-05-27 13:35:47 +01:00
photonstorm
8d94b4a91c
Swapped keypress callback order.
2014-05-27 11:32:18 +01:00
photonstorm
9c35dfde0c
ArcadePhysics.Body has a new boolean property enable
. If false
the body won't be checked for any collision or overlaps, or have its pre or post update methods called. Use this for easy toggling of physics bodies without having to destroy or re-create the Body object itself.
2014-05-27 11:22:58 +01:00
photonstorm
5b9bd96583
RetroFont.updateOffset allows you to modify the offsetX/Y values used by the font during rendering.
2014-05-27 05:23:34 +01:00
photonstorm
890d90af4d
Keyboard.addCallbacks now has a new parameter for keypress event capture.
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Keyboard.pressEvent stores the most recent DOM keypress event.
Keyboard.processKeyDown now runs the callback after all the objects have been created and/or updated.
Keyboard.processKeyUp now runs the callback after all the objects have been created and/or updated.
Phaser.Keyboard.lastChar will return the string value of the last key pressed.
Phaser.Keyboard.lastKey will return the most recently pressed Key object.
2014-05-27 04:26:37 +01:00
photonstorm
68f1bbd9a5
RetroFont charsPerRow paramters is now optional. If not given it will take the image width and divide it by the characterWidth value.
2014-05-27 04:26:23 +01:00
photonstorm
f007a77f3d
Fixed Gamepad issue that incorrectly checked non-webkit prefix gamepads.
2014-05-26 22:02:53 +01:00
photonstorm
cd963242cd
jshint fix + draw sprite fix
2014-05-26 20:15:11 +01:00
photonstorm
86c228d380
Group.destroy now removes any set filters (thanks @Jmaharman fix #844 )
2014-05-26 20:13:00 +01:00
photonstorm
c5d9f12858
BitmapData.alphaMask has 2 new optional parameters: sourceRect and maskRect to give more fine-grained control over where the source and mask are drawn and their size
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BitmapData.draw now has two optional parameters: width and height, to let you stretch the image being drawn if needed.
2014-05-24 03:58:00 +01:00
photonstorm
7846da7c90
BitmapData.alphaMask 'mask' parameter is now optional, if not given it will use itself as the mask.
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BitmapData.alphaMask now calls BitmapData.update after running.
2014-05-24 03:17:58 +01:00
photonstorm
6e9c9c10b8
BitmapData.alphaMask can now also take a Phaser.Sprite, Phaser.Image or BitmapData object as a source type.
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BitmapData.alphaMask has 4 new optional parameters: x, y, x2 and y2 to control exactly where the source and mask images are drawn.
2014-05-24 03:15:13 +01:00
photonstorm
be66a694a8
jsdoc and jshint fixes.
2014-05-24 02:53:48 +01:00
photonstorm
f3ef3aed19
BitmapData.draw can now take a BitmapData object as a source type.
2014-05-24 02:43:59 +01:00
photonstorm
934f6a816c
BitmapData.resize now properly updates the baseTexture and texture dimensions.
2014-05-24 02:02:49 +01:00
photonstorm
7b696dddfe
BitmapData.extract has 4 new parameters: r2, g2, b2, a2 which let you re-color the extract pixels as they are drawn to the new BitmapData.
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BitmapData.load will take a game object or string and resize the BitmapData to match it and then draw the pixels in.
2014-05-24 01:29:47 +01:00
photonstorm
bcddfc83c0
Sprite.alive property now explicitly defined on the Sprite prototype (thanks @lewster32, #841 )
2014-05-21 21:48:29 +01:00
Ville Touronen
2e7c8de118
Fixed connecting to an externalNode in Sound.play() and Sound.resume().
2014-05-21 00:09:46 +03:00
photonstorm
2a73652ed8
Preparing for 2.0.6 "Jornhill" development.
2014-05-20 10:56:45 +01:00
photonstorm
43e079a53a
Readme update.
2014-05-20 10:31:55 +01:00
photonstorm
88306b6e12
P2 World array reset fix.
2014-05-20 10:03:00 +01:00
Richard Davey
00819626fc
Merge pull request #835 from draklaw/tilemap-removeTile-fix
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Tilemap removeTile sets tiles to null
2014-05-20 00:09:28 +01:00
photonstorm
a8256f4ef7
defs typo fix
2014-05-20 00:08:39 +01:00
Simon Boyé
7e43248412
Fixed Tilemap.removeTile issue to put tile of index -1 instead of null.
2014-05-19 22:58:52 +02:00
photonstorm
7b876d5fc4
ScaleManager.bounds is a Rectangle object that holds the exact size of the game canvas, taking DOM offset and game scale into account.
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Pointer.withinGame is now accurate based on game scale and updated as the Pointer moves.
Stage.bounds is now updated if the game canvas offset changes position. Note that it gives the un-scaled game dimensions.
2014-05-19 18:49:59 +01:00
photonstorm
c9656e48de
Group.hasProperty fixed to not use hasOwnProperty, but a series of in
checks (thanks @mgiuffrida for the idea, #829 )
2014-05-19 13:11:58 +01:00
Richard Davey
ee30dd634a
Merge pull request #831 from woutercommandeur/dev
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Add movement data for pointerlocked mouse
2014-05-19 11:48:25 +01:00
photonstorm
da75a22e82
Cache.checkKey added - allows you to pass in a Cache type and a key and return a boolean.
...
Cache.checkCanvasKey(key) - Check if a Canvas key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTextureKey(key) - Check if a Texture key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkSoundKey(key) - Check if a Sound key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTextKey(key) - Check if a Text key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkPhysicsKey(key) - Check if a Physics key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTilemapKey(key) - Check if a Tilemap key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBinaryKey(key) - Check if a Binary key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBitmapDataKey(key) - Check if a BitmapData key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBitmapFontKey(key) - Check if a BitmapFont key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkJSONKey(key) - Check if a JSON key exists in the cache (thanks to @delta11 for the proposal)
2014-05-19 11:34:14 +01:00
Wouter Commandeur
ce34da80c6
Only update movement when mouse is locked
2014-05-17 12:01:40 +02:00
Wouter Commandeur
e041eea968
whitespace adjustments
2014-05-17 11:32:11 +02:00
Wouter Commandeur
449c7ebfb0
Add mouse movement to pointer. This should be used with pointerLock.
2014-05-17 11:27:31 +02:00
photonstorm
cfadaf3e70
Tilemap.layer is a getter/setter to the current layer object (which can be changed with Tilemap.setLayer)
2014-05-15 22:30:32 +01:00
photonstorm
1d13855abb
Tilemap.searchTileIndex allows you to search for the first tile matching the given index, with optional skip and reverse parameters.
2014-05-15 19:56:56 +01:00
photonstorm
3f3655a138
jshint fix
2014-05-15 15:38:28 +01:00
photonstorm
2650e6c47e
RetroFont.text would throw WebGL errors due to an issue with Pixi.RenderTexture. Fixed in Phaser and submitted code to Pixi.
...
RenderTexture.resize would throw WebGL errors due to an issue with Pixi.RenderTexture. Fixed in Phaser and submitted code to Pixi.
2014-05-15 15:32:59 +01:00
Richard Davey
21011c3d03
mouseout handler
2014-05-14 22:56:42 +01:00
photonstorm
5d8a11ae29
Input.addMoveCallback allows you to bind as many callbacks as you like to the DOM move events (Input.setMoveCallback is now flagged as deprecated)
...
Input.deleteMoveCallback will remove a previously set movement event callback.
2014-05-14 03:01:24 +01:00
photonstorm
b90bcc442c
If an object was drag enabled with bringToTop, the onDragStop event wouldn't fire until the mouse was next moved (thanks @alpera, fix #813 )
2014-05-14 02:42:55 +01:00
photonstorm
bdcc9fcbc4
Updated jsdocs re: Image/Sprite.crop ( #820 )
2014-05-14 02:18:18 +01:00
photonstorm
cc9a234c8c
Color.getRGB would return incorrect color components if a color value without alpha was given, now works with both 0xRRGGBB and 0xAARRGGBB.
...
Color.getWebRGB now works regardless if you give an 0xRRGGBB or 0xAARRGGBB color value.
2014-05-14 02:09:44 +01:00
photonstorm
798d7a4fd1
Stage.backgroundColor now properly accepts hex #RRGGBB and color values 0xRRGGBB again ( fix #785 )
2014-05-14 01:59:21 +01:00
photonstorm
0bfa249ed5
Key.justPressed and justReleased incorrectly set the delay value to 2500ms. Now defaults to 50ms (thanks @draklaw, fix #797 )
2014-05-14 00:24:09 +01:00
Richard Davey
5770b654a6
Merge pull request #791 from tigermonkey/dev
...
[tilemap] parse polygon, ellipses and rectangles
2014-05-14 00:06:53 +01:00
photonstorm
b2c68c1369
Graphics.drawTriangles will draw an array of vertices to the Graphics object (thanks @codevinsky, #795 )
...
Polygon.area will calculate the area of the Polygon (thanks @codevinsky, #795 )
2014-05-14 00:04:31 +01:00
photonstorm
5047606118
Button.onOverMouseOnly is a boolean that causes onOver events to fire only if the pointer was a mouse (i.e. stops onOver sounds triggering on touch)
2014-05-13 23:43:44 +01:00
Richard Davey
e3f834314e
Merge pull request #795 from codevinsky/graphics-drawTriangles
...
Graphics.drawTriangles and Polygon.area
2014-05-13 23:43:16 +01:00
Richard Davey
335ff53390
Merge pull request #819 from max-m/patch-1
...
Improve TileMap's setCollsion functions
2014-05-13 23:38:07 +01:00
Maximilian Mader
d7ba7b3a62
Improve TileMap's setCollsion functions
...
Now one can decide in 'setCollision', 'setCollisionBetween', 'setCollisionByExclusion' and 'setCollisionByIndex' to recalculate the collision faces or not.
I was able to decrease the time it takes to set the collisions from 1880ms to 440ms in my case,see http://www.html5gamedevs.com/topic/6328-camera-rendered-area-move-tilemaplayer/?p=38037
2014-05-12 17:42:54 +02:00
Georgios Kaleadis
d032d71938
happy semicolon, do not cry jshint 😭
2014-05-11 12:56:38 +02:00
Georgios Kaleadis
03849162a8
ensure that phaser never overrides an existing pixi class
2014-05-11 10:34:13 +02:00
Samuel Batista
d5366972bc
Typo fix
2014-05-10 02:15:16 -04:00
photonstorm
86f6b114e8
Sound.stop on Samsung S4 would randomly throw a DOM error. Wrapped the audio stop in a try/catch (thanks FSDaniel)
2014-05-09 16:39:45 +01:00
photonstorm
78ec29facc
RandomDataGenerator.integerInRange would return a non-integer value if you passed in a float.
2014-05-09 16:39:45 +01:00
photonstorm
e06f249d9b
Commented out 2 functions that don't currently work.
2014-05-09 16:39:45 +01:00
photonstorm
bac618e842
jsdoc updates.
2014-05-09 16:39:45 +01:00
photonstorm
8b1e736418
BitmapData.rect provides a quick way to draw a Rectangle to a BitmapData.
2014-05-09 16:39:45 +01:00
Joel Robichaud
48acfff3cd
Fixed a problem with the Timer class where a timer that is _codePaused after a game pause would not be considered to be _codePaused.
2014-05-09 10:33:38 -04:00
Joel Robichaud
936d38cfdb
Fixed a problem with the Timer class wheere the total pause time would be incorrect after unpausing it twice in a row (game pause followed by code pause).
2014-05-09 10:33:29 -04:00
Joe Flowers
821da772aa
Updates Silk UA test to avoid Safari conflict
2014-05-08 00:28:27 -04:00
photonstorm
a60246d3c2
typeof fix.
2014-05-08 02:25:53 +01:00
photonstorm
c32706f98c
Phaser.Utils.transposeArray will transpose the given array and return it.
...
Phaser.Utils.rotateArray will rotate the given array by 90 or 180 degrees in either direction and return it.
2014-05-08 02:17:37 +01:00
photonstorm
5eb7ae2cb0
Plugins moved to their own new repo.
2014-05-08 01:57:21 +01:00
photonstorm
410bc389ed
Tidying up ready to move the plugins to their own repo.
2014-05-08 01:57:21 +01:00
Richard Davey
aac4ff2226
Merge pull request #808 from muclemente/dev
...
Added undefined check processPixelRGB
2014-05-07 23:48:28 +01:00
Richard Davey
570e8acabb
Joystick updates.
2014-05-07 18:10:13 +01:00
Richard Davey
281e84ee9b
Start of the Virtual Joystick plugin.
...
Fixes to Point.angle.
2014-05-07 16:35:08 +01:00
Murilo Clemente
c882ebef2f
Added undefined check processPixelRGB
...
Phaser.BitmapData#processPixelRGB:
I was getting an undefined error when phaser tried to call setPixel32
using “result.r”.
With this additional undefined check the problem stopped and I’m able
to run this method with all my needed images.
2014-05-06 22:43:35 -03:00
photonstorm
041bbd430c
Tilemap.getTile has a new nonNull parameter. If true it won't return null
for empty tiles, but will return the actual Tile in that location.
2014-05-07 01:30:48 +01:00
photonstorm
6070bc63bc
Sound.play now returns the Sound object (thanks @AnderbergE, fix #802 )
2014-05-07 00:12:41 +01:00
photonstorm
c94e842c75
InputManager.minPriorityID lets you set the minimum priority level an object needs to be to be checked by a Pointer. Useful for UI layer stacking.
2014-05-07 00:11:28 +01:00
photonstorm
ebd608939a
PluginManager.add now accepts additional parameters and if given a function it will pass them all to the Plugin constructor.
2014-05-07 00:11:02 +01:00
photonstorm
91f8f96a76
TilemapWalker allows you to set a location marker into a tilemap. You can then move around with commands such as moveForward, turnLeft, etc.
...
New consts: Phaser.Tilemap.NORTH, SOUTH, EAST and WEST to use with the TileMapWalker Plugin.
2014-05-07 00:10:48 +01:00
photonstorm
2b40c8a7c7
Pointer.type and Pointer.exists properties added.
...
QuadTree.retrieve can now accept either a Sprite with a physics body or a Phaser.Rectangle as its parameter.
ArcadePhysics.getObjectsUnderPointer will return all children from a Group that overlap with the given Pointer.
2014-05-06 02:45:10 +01:00
jdowell
f10c772ff3
Graphics.drawTriangles && Polygon.area
...
Demo:
http://phaser-triangles.herokuapp.com
2014-05-02 12:30:49 -05:00
photonstorm
ad7e2aff1f
Input.getPointerFromId will return a pointer with a matching pointerId value, if any. pointerId is a value set by the browser in the DOM event.
2014-05-02 12:21:57 +01:00
photonstorm
842abb82d3
Pointer.pointerId added which is set by the DOM event (if present in the browser). Note that browsers can and do recycle pointer IDs.
2014-05-02 12:14:05 +01:00
Richard Davey
776e384b27
Merge pull request #792 from codevinsky/tween-from
...
Phaser.Tween.from
2014-05-01 23:50:07 +01:00
photonstorm
4466b3cd5d
Input.getPointerFromIdentifier docs update to reflect where the identifier comes from. Pointer properties now set to give it fixed defaults (thanks @JirkaDellOro, #793 )
2014-05-01 23:35:40 +01:00
jdowell
224553ed21
Phaser.Tween.from
...
Added a reverse tweening function that will accept properties of where you want to start the tween from and will end the tween at the current property or properties that are passed in.
Usage:
```language-javascript
var sprite = game.add.sprite(game.world.centerX, game.world.centerY, 'yeoman');
game.add.tween(sprite).from({x: 0 - sprite.width}, 1000, Phaser.Easing.Bounce.Out, true);
```
2014-05-01 10:34:14 -05:00
Richard Davey
474924db94
Merge pull request #790 from woutercommandeur/dev
...
Fix Phaser.Line.intersectsPoints by properly checking the boundaries
2014-05-01 12:28:46 +01:00
Pablo Barbáchano
7f733a0b82
[tilemap] parse polygon, ellipses and rectangles
2014-05-01 13:13:53 +02:00
photonstorm
1f24d95e1a
New force
parameter added to Group.set, setAll, setAllChildren, setProperty which controls if a property is created even if it doesn't exist.
...
Group.hasProperty will check a child for the given property and return a boolean.
2014-05-01 11:45:17 +01:00
photonstorm
422e769a3e
Tilemap.createFromObjects will now force the creation of the property again even if it doesn't exist (regression fix from 2.0.4)
2014-05-01 11:42:15 +01:00
Wouter Commandeur
cc102a1924
Fix Phaser.Line.intersectsPoints by properly checking the boundaries
2014-05-01 11:28:00 +02:00
photonstorm
032fc11576
Emitter.makeParticles updated to use Array.isArray() check on the key/frame values, so non-string objects can be passed in (thanks @AnderbergE, fix #786 )
2014-05-01 02:41:53 +01:00
photonstorm
69c868f67d
Moved the this._reversed flag outside of the property loop in Tween (as per tween.js issue 115)
2014-05-01 02:40:36 +01:00
photonstorm
bd4c2176f0
Added an additional tile index check to P2.World.convertTilemap.
2014-05-01 02:40:17 +01:00
photonstorm
fd9d454bc6
Documentation updates.
2014-05-01 02:38:12 +01:00
photonstorm
b40769019b
The P2 DistanceConstraint method signature has changed. Updated Phaser so maxForce is now passed as object ( fix #788 )
2014-04-30 16:54:56 +01:00
Wouter Commandeur
fbd6d9c33e
Fix pointOnLine
...
Corrected algorithm via: http://stackoverflow.com/questions/11907947/how-to-check-if-a-point-lays-on-a-line-between-2-provided-points
2014-04-30 11:50:01 +02:00
photonstorm
55dc748953
Tilemap.getTile and getTileXY used to return null
in 2.0.3 but returned a Tile object in 2.0.4 (with an index of -1), they now return null
again.
2014-04-29 21:28:14 +01:00
photonstorm
fa613c5fe1
ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782 )
...
P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776 )
P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783 )
2014-04-29 19:34:38 +01:00
Wouter Commandeur
b1953bd0a0
fix creation of RevoluteConstraint by passing maxForce in the options
2014-04-29 20:12:56 +02:00
photonstorm
eb86f612b3
Prep for 2.0.5 development.
2014-04-29 16:25:10 +01:00
photonstorm
9fd4ac5950
Fixed and tested on IE9.
2014-04-29 15:38:33 +01:00
photonstorm
75a848f0ef
Loader now uses XDomainRequest in IE9 to load JSON data to help with CORS issues.
2014-04-29 14:41:26 +01:00
photonstorm
1d37cde66f
Updated p2 to latest build and patched for Float32Array + UMD issues.
2014-04-29 02:34:16 +01:00
photonstorm
937085afda
Added Uint32Array polyfill for BitmapData manipulation, and optional dataview polyfill for IE9 P2 requirements in the resources folder.
2014-04-29 02:09:58 +01:00
photonstorm
b32312dca5
Animation.setFrame allows you to set the animation to a specific frame (thanks @adamholdenyall, #706 )
2014-04-28 23:35:08 +01:00
photonstorm
74108148ac
CSV Tilemap tiles would incorrectly set the Tile layer reference, causing collision to fail (thanks @Chapelin, fix #692 )
2014-04-28 23:21:57 +01:00
photonstorm
add6b3966c
jshint fix
2014-04-28 21:22:11 +01:00
photonstorm
a5cbd8f2a6
Fixed an issue where Sounds that had been paused via game code would un-mute if the game paused and resumed.
2014-04-28 20:30:47 +01:00
photonstorm
15c9621402
Timer._now seeded on creation.
2014-04-28 15:25:05 +01:00
photonstorm
e85bbf8bc5
Text.updateText now sets the lineCap to round
to avoid occassional font glitching issues in Chrome.
2014-04-28 15:17:47 +01:00
photonstorm
360d744472
Camera.unfollow allows you to easily unfollow a tracked object (thanks @alvinsight, #755 )
2014-04-28 14:56:48 +01:00
photonstorm
8812d20162
Testing some small time tweaks.
2014-04-28 14:52:09 +01:00
Gaëtan Renaudeau
1f948d8994
Fix #771 : make smoothstep(x,a,b) work if a > b
2014-04-28 15:16:51 +02:00
photonstorm
f12168a888
Fixed jshint error.
2014-04-28 13:48:23 +01:00
photonstorm
e9436293a8
Tilemap.addTilesetImage will now raise a console.warn if you specify an invalid tileset key and not create the tileset rather than pick the default set.
2014-04-28 13:47:27 +01:00
photonstorm
348e3c14bd
LoaderParser.bitmapFont updated so xml parsing works properly on IE9 (thanks @georgiee)
2014-04-28 13:35:30 +01:00
photonstorm
838027a93b
Timer.timeCap is a new setting allowing your Timers to protect against unexpectedly large delta timers.
2014-04-28 13:22:29 +01:00
photonstorm
95fe57e4fe
BitmapData.extract working :)
2014-04-28 05:33:52 +01:00
photonstorm
de9fc08e7d
Color.updateColor - updates an existing color object to update the rgba property.
...
Color.HSVColorWheel will return an array with 360 color objects for each segment of an HSV color wheel, you can optionally set the saturation and value amounts.
Color.HSLColorWheel will return an array with 360 color objects for each segment of an HSL color wheel, you can optionally set the saturation and lightness amounts.
2014-04-28 04:19:26 +01:00
photonstorm
27d62aa147
Color.HSVColorWheel will return an array with 360 color objects for each segment of an HSV color wheel.
2014-04-28 03:25:45 +01:00
photonstorm
65022ccc55
Blank Tilemaps no longer create null
tiles, but instead create Tile objects with an index of -1 which can be replaced and updated like any other tile.
...
Tilemap.fill would throw an error if called on a blank tilemap full of null values (thanks @DrHackenstein, fix #761 )
2014-04-28 02:42:38 +01:00
photonstorm
b1153299c0
Tilemap.fill would throw an error if called on a blank tilemap full of null values (thanks @DrHackenstein, fix #761 )
2014-04-28 02:23:07 +01:00
photonstorm
ce6215c98a
Improved the docs to do with Sound duration / durationMS and added the extra output to the Debug.soundInfo (issue #630 )
2014-04-28 02:08:19 +01:00
photonstorm
3f23b3dc52
Fixed issue where Animations resuming from a pause would skip frames (thanks @merixstudio, fix #730 )
2014-04-28 01:48:46 +01:00
photonstorm
1ef617ca82
Updated Tilemap.destroy documentation to clarify layer removal (issue #740 )
2014-04-28 01:39:45 +01:00
photonstorm
3a86d3ccfc
Timer resume catch-up moved out of the core Time loop.
2014-04-28 01:17:39 +01:00
photonstorm
174bfa9b95
Game Pause / Resume Timer issues resolved. Doing a commit with all the debugging in so I can roll-back if needed.
2014-04-28 01:05:30 +01:00
photonstorm
1d48b3c5f2
Your State can now have a pauseUpdate method, which is called constantly when the game is paused.
...
The Input system is now updated even while the game is paused.
2014-04-28 00:07:40 +01:00
photonstorm
f15c17ba41
jshint fixes
2014-04-27 12:10:29 +01:00
photonstorm
6e5415fc31
Point.interpolate - Interpolates the two given Points, based on the f
value (between 0 and 1) and returns a new Point.
2014-04-27 11:16:06 +01:00
photonstorm
8dd67ea6ec
Point.dot - get the dot product of two Point objects.
...
Point.cross - get the cross product of two Point objects.
Point.cross - get the cross product of two Point objects.
Point.perp - make the Point perpendicular (90 degrees rotation)
Point.rperp - make the Point perpendicular (-90 degrees rotation)
Point.normalRightHand - Right-hand normalize (make unit length) a Point.
Point.angle - Returns the angle between this Point object and another object with public x and y properties.
Point.angleSq - Returns the angle squared between this Point object and another object with public x and y properties.
Point.getMagnitudeSq - Calculates the length squared of the Point object.
Point.project - Project two Points onto another Point.
Point.projectUnit - Project two Points onto a Point of unit length.
Point.multiplyAdd - Adds two 2D Points together and multiplies the result by the given scalar.
Point.negative - Creates a negative Point.
2014-04-27 11:09:57 +01:00
photonstorm
6e0c182fa5
Added _startHeight mod, but disabled until further testing.
2014-04-27 10:17:37 +01:00
photonstorm
7a64f53006
Fixed Polygon.contains for coordinates to the left of the polygon (thanks @vilcans, fix #766 )
2014-04-27 09:56:29 +01:00
photonstorm
2cba2a0e2b
Point.dot - get the dot product of two Point objects.
...
Point.cross - get the cross product of two Point objects.
Point.cross - get the cross product of two Point objects.
Point.perp - make the Point perpendicular (90 degrees rotation)
Point.rperp - make the Point perpendicular (-90 degrees rotation)
2014-04-26 20:35:31 +01:00
photonstorm
bcd64fd44b
More Timer tests.
2014-04-26 16:16:18 +01:00
photonstorm
b0afc562b5
And take 3
2014-04-25 20:01:09 +01:00
photonstorm
3db5d27c82
ArrayList.callAll check added (ping @jflowers45 #746 )
2014-04-25 19:38:10 +01:00
photonstorm
b6c2b4e0bf
Updated to [Pixi.js 1.5.3]( https://github.com/GoodBoyDigital/pixi.js/releases/tag/v1.5.3 )
2014-04-25 16:55:09 +01:00
photonstorm
29040b39d7
Tidied up the ArrayList. May rename to Stack?
2014-04-25 15:24:55 +01:00
photonstorm
54b71ddc23
Phaser.ArrayList is a new iterative object, similar in principal to a linked list but operating on a single array without modifying the object structure.
...
Input and Pointer now use the new ArrayList instead of a LinkedList, which resolve list item removable during callback issues.
Input.reset no longer resets every interactive item it knows of, because they are removed during the destroy phase and can now persist between States if needed.
2014-04-25 15:11:54 +01:00
photonstorm
45aa486e27
Found better way of specifying region.
2014-04-25 04:13:59 +01:00
photonstorm
251bc10327
jshint fixes.
2014-04-25 02:52:14 +01:00
photonstorm
11ca2deaf6
Finally - fully working setHSL and shiftHSL.
2014-04-25 02:45:35 +01:00
photonstorm
6fb4ad06d7
Added in various new methods such as hslToRgb.
2014-04-25 02:45:35 +01:00
Richard Davey
a1e5c266a1
Merge pull request #757 from georgiee/pausable-pysics
...
[Enhancement] Pausable P2 World
2014-04-24 13:32:35 +01:00
Georgios Kaleadis
f41ac206dd
fix elapsed time bug
2014-04-24 12:49:12 +02:00
Georgios Kaleadis
33fc41a9b0
fix comment
2014-04-24 11:59:55 +02:00
Georgios Kaleadis
339da73160
pausable p2 world
2014-04-24 11:56:52 +02:00
photonstorm
387ff4f0fa
BitmapData.processPixelRGB lets you perform a custom callback on every pixel in the BitmapData.
2014-04-24 05:20:45 +01:00
photonstorm
c88fa2bd91
Loads of BitmapData updates. More details soon.
2014-04-24 03:49:49 +01:00
photonstorm
0f1e0a3d4e
Updated the Device little / big endianess check.
2014-04-23 23:35:36 +01:00
photonstorm
b6cc150a15
Game.scratch is a single handy BitmapData instance that can be used as a visual scratch-pad, for off-screen bitmap manipulation (and is used as such by BitmapData itself).
...
Updated TS defs.
2014-04-23 22:14:47 +01:00
photonstorm
87bcb6677d
Group.classType allows you to change the type of object that Group.create or createMultiple makes to your own custom class.
2014-04-23 21:49:58 +01:00
photonstorm
4ec5665148
Fixed #750 - Invalid typescript mapping for TileSprite.autoScroll function in TS defs.
...
Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
Body.loadData flagged as deprecated.
2014-04-22 23:31:07 +01:00
photonstorm
944e03ddb8
P2.Body.loadPolygon has been updated to correct center of mass issues (thanks @georgiee, fix #749 )
2014-04-22 22:33:25 +01:00
Georgios Kaleadis
c0189c02c1
fixed loadPolygon center of mass
2014-04-22 19:56:25 +02:00
photonstorm
e0f850bc21
jshint fix
2014-04-22 11:33:03 +01:00
photonstorm
06878407e8
RandomDataGenerator.integerInRange uses a new method of rounding the value to an integer to avoid distribution probability issues (thanks PhaserFan)
2014-04-22 11:01:15 +01:00
photonstorm
5aaac8fbd4
Lots of jsdocs updates in the State class to make it more clear what the various properties and methods do.
2014-04-22 02:52:58 +01:00
photonstorm
e4887c8177
If Tween.yoyo was true but repeat was 0 then it wouldn't yoyo. Now if yoyo is set, but not repeat, the repeat count gets set to 1 (thanks @hilts-vaughan, fix #744 )
2014-04-22 02:12:21 +01:00
photonstorm
6ace9e6031
Made jsdocs clear that Point.set/setTo 2nd parameter is optional ( fix #743 )
2014-04-22 02:02:56 +01:00
photonstorm
f3922002a1
Circle.distance used an incorrect Math call if you wanted a rounded distance value (thanks @OpherV, fix #745 )
...
Point.distance used an incorrect Math call if you wanted a rounded distance value (thanks @OpherV, fix #745 )
2014-04-22 01:52:24 +01:00
photonstorm
0b1fb5a637
Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746 )
...
InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
2014-04-22 01:43:22 +01:00
photonstorm
a582f21a02
Fixed jsdoc and started extractAlpha
2014-04-20 21:17:01 +01:00
photonstorm
f24622191d
Small jsdoc fix.
2014-04-20 10:47:09 +01:00
Richard Davey
bf10cfa58f
Added ghosting info to Keyboard docs.
2014-04-20 01:57:32 +01:00
Richard Davey
e033ec9e86
The Emitter no longer checks minParticleScale = maxParticleScale, allowing for fixed scale particles again
2014-04-20 01:57:32 +01:00
Opher Vishnia
22b62726ad
Fixed typo in world.setMaterial
...
The function contained a typo: bodies is an Array and so bodies.setMaterial is undefined
2014-04-19 19:39:50 +03:00
photonstorm
3e6a88fff6
Group.remove now checks the child to see if it's a member of the root Group before removing it, otherwise Pixi throws an Error.
2014-04-17 12:47:36 +01:00
Richard Davey
82e23d852d
Merge pull request #734 from georgiee/fix-animation-destroy
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Phaser.Animation#destroy fixed null reference of game
2014-04-17 12:33:01 +01:00
photonstorm
713bd203ee
ArcadePhysics.collideSpriteVsGroup checks if Sprite has a body before carrying on, now safely skips sub-groups or other non-Sprite group children.
...
QuadTree.retrieve now checks to see if the given Sprite has a body before carrying on.
2014-04-17 12:31:14 +01:00
photonstorm
ce592d48bf
Group.destroy checks parent before removing (thanks @clark-stevenson, fix #733 )
2014-04-17 12:18:39 +01:00
Georgios Kaleadis
41095c2933
change order in destroy method, first clear references then null all values
2014-04-17 13:16:24 +02:00
photonstorm
7c9f079ce5
Group.setProperty will now check if the property exists before setting it, this applies to Group.setAll and anything else using setProperty internally.
2014-04-17 12:11:37 +01:00
photonstorm
b77c034f61
World.wrap will take a game object and if its x/y coordinates fall outside of the world bounds it will be repositioned on the opposite side, for a wrap-around effect.
2014-04-16 22:59:19 +01:00
photonstorm
089dfbb960
Group.resetCursor will reset the Group cursor back to the start of the group, or to the given index value.
2014-04-16 21:39:04 +01:00
photonstorm
6979103634
Fix for #732 (Timer.onComplete not firing).
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jsdoc updates across Math and InputHandler.
2014-04-16 18:50:54 +01:00
Gary
1cf9ff9f2f
Fixed that the TimerEvent should flag as pendingDelete before calling the callback, because callback might trigger the reorder function
2014-04-16 05:46:03 +08:00
photonstorm
3b73c17997
ArcadePhysics.Body.phase is checked in postUpdate to prevent it from being called multiple times in a single frame.
2014-04-15 02:50:25 +01:00
Richard Davey
d9e5b4078d
Merge pull request #724 from jotson/dev
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Math.atan2 calls are using arguments in the wrong order
2014-04-15 02:08:53 +01:00
John Watson
252032359d
Merge branch 'dev' of github.com:jotson/phaser into dev
2014-04-14 17:15:09 -07:00
John Watson
27bdbbafaa
Fixed Math.atan2 arguments in wrong order
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https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/atan2
2014-04-14 17:14:31 -07:00
photonstorm
563e581049
Tidied up jsdoc blocks.
2014-04-15 00:57:35 +01:00
photonstorm
eeff786eb2
StateManager.restart incorrectly skipped the first additional parameter after clearCache (thanks @mariusbrn, fix #722 )
2014-04-14 23:34:13 +01:00
photonstorm
25a93cf4af
AnimationManager.play will now call Animation.stop on the current animation before switching to the new one (thanks @nihakue, #713 )
2014-04-14 23:29:09 +01:00
photonstorm
5d0ea6453b
AnimationManager.destroy now iterates through child animations calling destroy on all of them, avoiding a memory leak (thanks stauzs)
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Animation.destroy didn't correctly clear the onStart, onLoop and onComplete signals.
2014-04-14 22:53:05 +01:00
photonstorm
a7f6165e39
InputManager.resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
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Keyboard.reset has a new `hard` parameter which controls the severity of the reset. A soft reset doesn't remove any callbacks or event listeners.
Key.reset has a new `hard` parameter which controls the severity of the reset. A soft reset doesn't remove any callbacks or event listeners.
2014-04-14 21:53:08 +01:00
photonstorm
055cb8058d
Device.crosswalk detects if your game is running under Intels Crosswalk XDK.
2014-04-14 16:40:14 +01:00
photonstorm
e9cb345261
P2.World.convertTilemap now correctly checks the collides parameter of the tiles as it converts them.
2014-04-14 13:52:53 +01:00
photonstorm
f70e4d7d90
Fixed the use of the destroy parameter in Group.removeAll and related functions (thanks @AnderbergE, fix #717 )
2014-04-14 12:57:29 +01:00
photonstorm
f33ba5dcc7
Timer has removed all use of local temporary vars in the core update loop.
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Timer.clearPendingEvents will purge any events marked for deletion, this is run automatically at the start of the update loop.
The main Timer loop could incorrectly remove TimeEvent if a new one was added specifically during an event callback (thanks @garyyeap, fix #710 )
2014-04-14 11:51:50 +01:00
jdowell
c9a67936d8
Added OnFileStart signal to loader
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We've had a number of people in the channel ask for the ability to know when a file has started loading and to get the file names of said files.
Added the OnFileStart signal to do just that.
2014-04-11 13:17:26 -05:00
photonstorm
0d15350755
Preparing for 2.0.4 development.
2014-04-11 14:29:38 +01:00
photonstorm
eb23903174
Corrected initial particle scale.
2014-04-11 03:26:14 +01:00
photonstorm
a2b2d558a5
jsdoc and jshint fixes.
2014-04-11 03:02:19 +01:00
photonstorm
77f8e5eefc
P2 Fixtures Collection Class (@georgiee please test it works ok! #704 )
2014-04-11 00:43:30 +01:00
photonstorm
3a1c202e24
jsdoc fixes for SignalBindings.
2014-04-11 00:19:37 +01:00
Richard Davey
b7b1e7428a
Merge pull request #704 from georgiee/fixture-list
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P2 Fixtures Collection Class
2014-04-11 00:19:05 +01:00
photonstorm
a01cc2e1ca
Objects with an InputHandler now deactivate it when the object is removed from a Group but not destroyed ( fix #672 )
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Lots of jsdoc fixes in Body and World.
Removed un-used events from World (such as onImpact).
2014-04-11 00:06:22 +01:00
Georgios Kaleadis
13e5cacd71
added a p2 fixture collections helper class
2014-04-10 23:45:35 +02:00
Georgios Kaleadis
1213cae0a4
additionally save fixtures by key
2014-04-10 21:28:14 +02:00
photonstorm
289b5b2532
Removed un-used vars.
2014-04-10 17:25:35 +01:00
photonstorm
9ddcc5d0ea
p2.World.defaultRestitution has been deprecated and is now p2.World.restitution.
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p2.World.defaultFriction has been deprecated and is now p2.World.friction.
p2.World now uses 4 bodies for the world boundaries, rather than 1 body with 4 shapes. This helps the broadphase massively.
p2.World bounds are now included in the callback events such as beginContact and impact events.
2014-04-10 17:11:16 +01:00
photonstorm
780fb48ab3
P2.World has a new contactMaterial property, which can be configured like a normal P2 Contact Material and is applied when two bodies hit that don't have defined materials.
2014-04-10 14:51:20 +01:00
photonstorm
8449f77152
Fixed World.restitution typo.
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Updated World to use the new p2 defaultContactMaterial.
2014-04-10 14:41:50 +01:00
photonstorm
78aa24f04b
Emitter.setScale now allows you to scale the x and y axis of the particles independently.
2014-04-10 05:18:06 +01:00
photonstorm
8c434a83ab
Fixed issue with Particles not being updated by the Emitter and rebuilt the dist files.
2014-04-10 04:19:43 +01:00
photonstorm
8bb22551aa
Added jsdocs to Particle and Emitter. Fixed p2 UMD.
2014-04-10 01:48:55 +01:00
photonstorm
95b0532f59
Emitter.setScale has a new 'rate' parameter which allows particles to change in scale over time, using any Easing value or timescale.
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Emitter.setAlpha has a new 'rate' parameter which allows particles to change alpha over time, using any Easing value or timescale.
Emitter.bringToTop and Emitter.sendToBack are booleans that let you optionally set the display order of the Particle when emitted.
2014-04-10 01:36:05 +01:00
photonstorm
ff7dd65496
jshint fixes.
2014-04-10 00:57:46 +01:00
photonstorm
770ced8ac1
Group.customSort allows you to sort the Group children based on your own sort function.
2014-04-10 00:56:53 +01:00
photonstorm
be52515ed4
PluginManager parent parameter removed as it's redundant. Also most core functions tidied up and jsdocs fixed.
2014-04-09 16:12:25 +01:00
photonstorm
50981fd729
Emitter now has minParticleAlpha and maxParticleAlpha values for setting a random alpha on emitted particles.
...
Emitter.particleAnchor allows you to control the anchor of emitted Particles. Defaults to 0.5 (same as before) but now under your control.
Emitter now emits Phaser.Particle objects instead of Phaser.Sprites, which can be extended as required.
Emitter has had various local properties removed that were already declared in Phaser.Group which it extends.
2014-04-09 14:29:23 +01:00
photonstorm
a5d3558f09
Updated Time docs for deltaCap.
2014-04-09 12:15:34 +01:00
photonstorm
b9cb2417b6
Group.removeBetween now properly iterates through the children.
2014-04-09 03:19:36 +01:00
photonstorm
01ccbd97c0
Key.enabled boolean allows you to toggle if a Key processes its update method or dispatches any events without deleting and re-creating it.
2014-04-09 02:29:41 +01:00
photonstorm
e764be430e
Emitter.minParticleScale and maxParticleScale wasn't resetting the Body size correctly.
2014-04-09 00:59:53 +01:00
photonstorm
8fc2a465cd
New Phaser package, small docs updates and preparing P2.World for new bounds code and v0.5.0 migration.
2014-04-08 03:31:13 +01:00
photonstorm
451f68be96
Updated p2 to 6abc900ff9
(which has probably broken stuff, but we'll test it tomorrow).
2014-04-08 03:30:45 +01:00
photonstorm
01eec6cef5
Keyboard.stop nulls the function references after removing the event listeners (thanks @bmceldowney, #691 )
2014-04-07 12:29:26 +01:00
photonstorm
bf32590cfe
Fixed a few jsdoc errors.
2014-04-07 12:29:26 +01:00
Richard Davey
0c9bcc2ef2
Merge pull request #680 from Raeven0/dev
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correct Tilemap.hasTile(...) parameter typing
2014-04-07 12:29:19 +01:00
Richard Davey
eef7cc2d6d
Merge pull request #688 from jonthulu/cursorFix
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Fixed bug in group.next when cursor is at the last child.
2014-04-03 21:22:43 +01:00
Jon White
0aca0962df
Fixed bug when group.remove is called when the cursor is on the last children index.
2014-04-03 10:42:55 -05:00
Jon White
ab3ae750e2
Fixed bug in group.next when cursor is at the last child.
2014-04-03 10:13:27 -05:00
Richard Davey
1311c830a8
Merge pull request #684 from jonthulu/groupMove
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Fixed bug where move up and move down method in groups did not work.
2014-04-02 23:04:47 +01:00
Jon White
e24c8f63ea
Fixed bug where move up and move down method in groups did not work.
2014-04-02 15:39:20 -05:00
Raeven0
7fa9e4639e
correct Tilemap.hasTile(...) parameter typing
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Member methods of Tilemap which take a layer parameter use getLayer on
that parameter to allow passing int, string, and TilemapLayer objects.
Tilemap.hasTile(...) should do so as well.
2014-04-01 20:26:16 -05:00
photonstorm
de17263472
jshint fix
2014-04-01 20:57:52 +01:00
photonstorm
4d06298e64
Fixed silly SoundManager bug :)
2014-04-01 19:51:48 +01:00
photonstorm
f4dc686028
New build files for testing.
2014-04-01 16:13:00 +01:00
photonstorm
38d722c1e5
Tilemap.removeTile(x, y, layer) lets you remove the tile at the given coordinates and updates the collision data.
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Tilemap.removeTileWorldXY lets you remove the tile at the given pixel value coordinates and updates the collision data.
If you pass `null` to Tilemap.putTile as the tile parameter it will pass the call over to Tilemap.removeTile.
2014-04-01 13:36:42 +01:00
photonstorm
61429d8467
StateManager.restart allows you to quickly restart the *current* state, optionally clearing the world and cache.
2014-04-01 11:25:04 +01:00
photonstorm
a4ed94e039
Key.reset now clears any callbacks associated with the onDown and onUp events and nulls the onHoldCallback if set. Key.reset is called by Keyboard.reset when changing state.
2014-04-01 04:41:43 +01:00
photonstorm
439cefd481
ArcadePhysics.Body.hitTest(x, y) will return a boolean based on if the given world coordinate are within the Body or not.
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Fixed jsdoc method tags in Body.
2014-04-01 03:54:20 +01:00
photonstorm
03b80887f2
SoundManager.removeByKey(key) will remove all sounds from the SoundManager that have a key matching the given value.
2014-04-01 03:42:30 +01:00
photonstorm
3728f25d68
SoundManager.remove(sound) now lets you remove a sound from the SoundManager, destroying it in the process.
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Sound.destroy will remove a sound and all local references it holds, optionally removing itself from the SoundManager as well.
2014-04-01 03:38:13 +01:00
photonstorm
b6ad11701e
Various jshint fixes.
2014-04-01 01:30:20 +01:00
Richard Davey
e1529a3ffb
Merge pull request #662 from ralphsmith80/master
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issue#661 update state before values are cleared
2014-04-01 00:56:35 +01:00
photonstorm
9762bff5eb
Updated docs to specify callback parameter order ( #667 )
2014-04-01 00:50:24 +01:00
photonstorm
407f71b70e
Tidied up Sound.js
2014-04-01 00:40:26 +01:00
Richard Davey
12b99a1ae1
Merge pull request #675 from lewster32/dev
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Added Phaser.Point.centroid function.
2014-04-01 00:40:11 +01:00
Richard Davey
9a663d0d78
Merge pull request #676 from Cryszon/pointerPositionUp
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Added positionUp to Pointer
2014-04-01 00:28:08 +01:00
nickryall
76736a666e
Rounded lineJoins for text stroke
2014-04-01 09:03:14 +13:00
nickryall
5f7d38e9fd
Rounded lineJoins for text stroke
2014-04-01 09:00:35 +13:00
nickryall
772d9ca9f2
Renable input on Phaser.Image fix
2014-04-01 08:54:08 +13:00
Kimmo Salmela
a23c6ee6fd
Added positionUp to Pointer
2014-03-31 20:36:51 +03:00
Lewis Lane
1d1e47d68d
Update Point.js
2014-03-31 16:03:18 +01:00
Lewis Lane
14b16fb583
Update Point.js
2014-03-31 16:01:35 +01:00
Lewis Lane
c5629008e9
Updated Phaser.Point.centroid function.
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Performance boosts and bugfix with averaging.
2014-03-31 16:00:55 +01:00
Lewis Lane
5e2e520e26
Added Phaser.Point.centroid function.
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Added static Phaser.Point.centroid function to calculate the centroid or midpoint of an array of points.
2014-03-31 15:21:40 +01:00
photonstorm
3f8911d95f
SoundManager.boot will check to see if the AudioContext was created before carrying on (thanks @keyle, fix #669 )
2014-03-31 11:22:44 +01:00
photonstorm
4f5b329c07
Fixed Pixi UMD wrapper.
2014-03-31 11:06:15 +01:00
photonstorm
16853d0e82
Updated to Pixi 1.5.2 release.
2014-03-31 11:04:02 +01:00
photonstorm
686706173a
Timers can now have a start delay value (thanks @georgiee, #660 )
2014-03-31 10:49:53 +01:00
Richard Davey
d57cc9a9e0
Merge pull request #660 from georgiee/timer-start-delay2
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Allow a timer to have a start delay
2014-03-31 10:46:30 +01:00
photonstorm
1a92f5b7d0
If you inputEnable = false a gameobject you couldn't re-enable it again using inputEnable = true, only directly via the handler (thanks @nickrall, fix #673 )
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Updated the PhysicsEditor plugin to maintain position, radius, mask bits, category bits and sensor flags (thanks @georgiee, #674 )
2014-03-31 10:43:43 +01:00
nickryall
8400df1b33
Renable input on Phaser.Image fix
2014-03-31 21:29:35 +13:00
Georgios Kaleadis
0d77b36fc4
fixed p2 physics loading format and added the ability to extract a single fixture
2014-03-31 11:19:08 +03:00
Georgios Kaleadis
0a456d81c1
remove physics loader flags in p2 world, fix naming in loader
2014-03-31 10:46:17 +03:00
Ralph Smith
7e9fbd3c27
issue#661 update state before values are cleared
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this prevent loosing state values related to physics bodys
and inputs before `state.update` is called.
2014-03-28 09:12:32 -05:00
Georgios Kaleadis
697ba8b35b
allow a timer to have a start delay
2014-03-28 13:06:25 +02:00
Georgios Kaleadis
d2a348f0bb
return the result of body#setCircle
2014-03-28 09:48:23 +02:00
photonstorm
76c0913b37
Setting up for 2.0.3 development.
2014-03-28 02:18:58 +00:00
photonstorm
5b73bb21bb
Sprite would glitch if it had an ArcadePhysics Body that was re-positioned out of loop.
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Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler.
Newly generated docs
2014-03-28 01:42:49 +00:00
Richard Davey
2092a7e360
Merge pull request #653 from bmceldowney/dev
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Removing tilemap layer retrieval for object layers in convertCollisionObjects()
2014-03-26 15:48:42 +00:00
Richard Davey
06c953a293
Merge pull request #647 from xtian/grunt-jshint
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Run jshint as part of build process and fix jshint errors
2014-03-26 15:46:35 +00:00
Ben McEldowney
2cd538e498
removing erroneous tilemap layer retrieval for object layers in convertCollisionObjects()
2014-03-26 07:48:47 -07:00
photonstorm
953ae83350
Updated TS defs ( fix #650 )
2014-03-26 13:24:11 +00:00
photonstorm
fc0e239719
ArcadePhysics.Body preUpdate has been modified to stop Sprites with non-1 scaling from gaining delta and moving off the screen ( fix #644 ).
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Lots of ArcadePhysics.World methods have been marked as private where they shouldn't be called directly (separateX, etc)
2014-03-26 10:48:30 +00:00
Christian Wesselhoeft
428505f600
Enable jshint immed
flag.
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
3b4c034452
Constrain Windows Scripting Host env to Loader.js
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
f409a735f0
Fix jshint issues in src/Phaser.js
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
bdbf2783ad
Fix jshint issues in src/gameobjects
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
04d88b6c35
Fix jshint issues in src/geom
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
ebad4c1d38
Fix jshint issues in src/input
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
2ea76d1216
Fix jshint issues in src/loader
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
debb6bdcf9
Fix jshint issues in src/core
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
9faa27ce4f
Fix jshint issues in src/animation
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
35c24f4ec3
Fix jshint issues in src/utils
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
1c286c1ae5
Fix jshint issues in src/physics/p2
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
b375daa3f6
Fix jshint issues in src/physics/ninja
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
5f267baeb0
Fix jshint issues in src/physics/arcade
2014-03-25 14:56:04 -07:00
Christian Wesselhoeft
0b08877f76
Fix jshint issues in src/particles/arcade
2014-03-25 14:56:04 -07:00
Christian Wesselhoeft
89a1639952
Fix jshint issues in src/tilemap
2014-03-25 14:56:04 -07:00
Christian Wesselhoeft
61f18b675c
Trim trailing whitespace.
2014-03-25 14:56:04 -07:00
photonstorm
344ab46d78
Line.fromSprite now sets "fromCenter" to false by default as Sprite.center is deprecated in 2.x. Documentation and Examples updated to reflect this.
2014-03-25 12:44:20 +00:00
photonstorm
6483b61db7
Tween.generateData would enter an eternal loop if the total resulted in a float. Now wrapped in Math.floor.
2014-03-25 03:08:51 +00:00
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
photonstorm
0c156ccd90
Fixed some md issues in Contributing and Readme.
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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
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.
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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.
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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
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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
Richard Davey
f0034008f5
Merge pull request #614 from georgiee/physics-phaser-exporter
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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
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
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
photonstorm
684ee9c064
ArcadePhysics.Body has a deltaMax object, which allows you to cap the delta applied to the position to +- this value.
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ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608 )
2014-03-20 00:20:02 +00:00
Georgios Kaleadis
5b78c5c46e
fixed wrong motion state constants in phaser p2 body
2014-03-19 22:56:26 +01:00
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.
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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
96365a3a1f
The StateManager is now responsible for clearing down input, timers, tweens, physics, camera and the World display list.
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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).
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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
photonstorm
79ffda3f18
ArcadePhysics.separate doesn't pass over to seperateX/Y if overlapOnly is true ( fix #604 )
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ArcadePhysics.collideSpriteVsSprite checks if both objects have bodies before processing.
ArcadePhysics.Body now checks the ArcadePhysics.World bounds, not the game bounds.
ArcadePhysics.Body has reverted to the 1.1.3 method of preUpdate, so you can now position sprites with x/y, drag them, etc, regardless of the Body.moves flag (issue #606 )
ArcadePhysics.World now has setBounds and setBoundsToWorld methods, which are called automatically on world resizing.
ArcadePhysics.Body no longer sets the offset to match the anchor.
2014-03-19 02:28:20 +00:00
photonstorm
9490041c79
ArcadePhysics.separate doesn't pass over to seperateX/Y if overlapOnly is true ( fix #604 )
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ArcadePhysics.collideSpriteVsSprite checks if both objects have bodies before processing.
2014-03-19 02:05:29 +00:00
photonstorm
11fdd62436
World.destroy incorrectly clashed with the Group.destroy method it over-rode, renamed to World.shutdown and updated StateManager accordingly.
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World.shutdown now removes all children iteratively, calling destroy on each one, ultimately performing a soft reset of the World.
Objects with a scale.x or y of 0 are no longer considered valid for input (fix #602 )
InputHandler will set the browser pointer back to default if destroyed while over (fix #602 )
Group.destroy has a new parameter: `soft`. A soft destruction won't remove the Group from its parent or null game references. Default is `false`.
InputHandler.validForInput is a new method that checks if the handler and its owner should be considered for Pointer input handling or not.
Group.replace will now return the old child, the one that was replaced in the Group.
2014-03-19 00:54:49 +00:00
photonstorm
eec9f70c1c
Math.removeRandom allows you to remove (and return) a random object from an array.
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Updated TypeScript defs to fix getRandom (fix #583 )
2014-03-18 16:51:58 +00:00
photonstorm
870d534e50
Fixed the Loader.preloadSprite crop effect on WebGL.
2014-03-18 16:23:44 +00:00
photonstorm
a7ff5f884c
Added basic Webcam plugin.
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Added Device.getUserMedia detection.
Updated config.php so you can toggle physics engines on/off via flags.
Updated Gruntfile.js so it builds a Phaser + Pixi but no Physics libs.
2014-03-18 15:14:28 +00:00
Kimmo Salmela
97a838edbb
Added support for radians in wrapAngle
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My first time proposing a change in GitHub, so I hope I did it correctly.
2014-03-18 13:40:07 +02:00
photonstorm
928b883c17
Swapped the order of the _pollGamepads gamepads check, to stop the Chrome 'webkitGamepads is deprecated' error in the console.
2014-03-18 00:10:43 +00:00
photonstorm
4a407f12a1
Button.onInputUpHandler wouldn't set an upFrame for a frame ID of zero, made the check more strict.
2014-03-17 23:57:27 +00:00
photonstorm
46d5069110
Tilemap.createFromObjects has a new parameter: adjustY, which is true by default. Because Tiled uses a bottom-left coordinate system Phaser used to set the Sprite anchor to 0,1 to compensate. If adjustY is true it now reduces the y value by the object height instead.
2014-03-17 23:54:04 +00:00
photonstorm
90ef694347
Tilemap.createFromObjects used to set the Sprite anchor to 0,1 because Tiled uses a bottom-left coordinate system. It now calculates the offset in TilemapParser.
2014-03-17 23:27:13 +00:00
photonstorm
2ecb0c7c76
P2.removeBody will check if the body is part of the world before removing, this avoids a TypeError from the p2 layer.
2014-03-17 22:34:19 +00:00
photonstorm
08aa381238
p2 object re-created on system start.
2014-03-17 21:16:59 +00:00
photonstorm
a8502f3498
Removed State.destroy empty method and replaced with State.shutdown, as that is what the StateManager expects ( fix #586 )
2014-03-17 19:43:28 +00:00
photonstorm
3ebd0d9303
Updated Device.isConsoleOpen as it no longer works in Chrome. Revised code and documentation accordingly ( fix #593 )
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Revised p2 clear process.
2014-03-17 19:39:56 +00:00
photonstorm
96296c6582
The P2 World wouldn't clear down fully on a State change, now properly clears out contacts, resets the bitmask, etc.
2014-03-17 18:57:46 +00:00
photonstorm
bc8b2424ce
Removed the examples build script from the Gruntfile ( fix #592 )
2014-03-17 16:10:19 +00:00
photonstorm
30a04985f7
Working through blank tilemap fix.
2014-03-17 16:10:19 +00:00
Stefan Holmgren
e3480ffd3c
Add destroy methods to Ninja Body, AABB and Circle
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The Sprite.destroy() method calls the Body’s destroy() method if a body
exists. If using Ninja physics, destroying a Sprite will not work,
since the destroy method wasn’t implemented in Ninja’s Body.
Also added destroy() methods to Ninja’s AABB and Circle. Tile already
have a destroy() method.
2014-03-16 12:14:46 +01:00
photonstorm
b9ac0d565e
Fixed Tile callback check in Arcade Physics ( fix #562 )
2014-03-16 00:53:50 +00:00
photonstorm
ec2275e18c
Group enableBody parameter was incorrectly assigned to the debug var (thanks BurnedToast, fix #565 )
2014-03-16 00:45:47 +00:00
Richard Davey
227810ee01
Merge pull request #571 from dreadhorse/dev
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Ninja world collision to check right and bottom bounds
2014-03-16 00:41:51 +00:00
photonstorm
db88bd2f22
Fixed the IE11 version check ( fixes #579 )
2014-03-16 00:39:42 +00:00
photonstorm
fee4d36b91
Group.getAt comparison updated ( fixes #578 )
2014-03-15 23:53:05 +00:00
Stefan Holmgren
51102797ed
Ninja world collision to check right and bottom bounds
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The world collision algorithm need to check the right and bottom of the
bounds in case the bound’s x or y are not equal to 0
2014-03-15 06:19:26 +01:00
Richard Davey
fc5504f8d8
Fixed Sprite.destroy with an arcade body
2014-03-15 01:06:01 +00:00
photonstorm
5e11b1ad87
The Static, Kinematic and Dynamic consts that P2.Body uses were incorrect ( fixes #563 )
2014-03-14 19:20:35 +00:00
photonstorm
901a7f13d1
Updated docs for 2.0 release and updated README.
2014-03-14 06:36:05 +00:00
photonstorm
44a5741148
Fixed games. Updated Body.moves handling.
2014-03-14 04:49:55 +00:00
photonstorm
0e29bd4300
Tile Collision Callbacks working properly. CSV / Blank map examples added. Multiple tilesets per map working again. That's it folks!
2014-03-14 04:21:56 +00:00
photonstorm
f3ff9c197f
Fixed all the tilemap examples.
2014-03-14 03:26:06 +00:00
photonstorm
017a017b96
TilemapLayer.getRayCastTiles will let you get all tiles that hit the given line for further processing.
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Fixed Tilemap collision. Added new TILE_BIAS const to aid with fast/small sprites.
2014-03-14 02:33:58 +00:00
photonstorm
f678d1fd31
Line now has x, y, width, height, top, bottom, left and right properties, so you can effectively get its bounds.
2014-03-14 00:19:45 +00:00
photonstorm
a83a76bc5d
Line.coordinatesOnLine will return all coordinates on the line using Bresenhams line algorithm.
2014-03-14 00:05:03 +00:00
photonstorm
ec0b22268d
Added Body.tilePadding to help with small/fast moving bodies vs. tile collision.
2014-03-13 23:15:32 +00:00
photonstorm
5297497632
Tilemap collision finally getting closer.
2014-03-13 22:49:08 +00:00
photonstorm
e955145707
Added p2 kill and reset test + nearing completion on tilemap collision.
2014-03-13 21:14:18 +00:00
photonstorm
c8e63582a4
Lots of small tweaks to pass jshint.
2014-03-13 16:49:52 +00:00
photonstorm
c2d38fe16b
jshint passed all the p2 physics and fixed Debug.spriteBounds.
2014-03-13 16:16:14 +00:00
photonstorm
b666874592
Fixed Body.reset and Tanks game.
2014-03-13 15:57:49 +00:00
photonstorm
dc434dd1ff
Render Debug moved into Arcade class.
2014-03-13 15:41:56 +00:00
photonstorm
41bc616a3b
preUpdate rotation fix.
2014-03-13 13:29:54 +00:00
alvinsight
c9f89f5a3b
New examples for ninja physics, bitmap text, and documented the map function
2014-03-13 13:25:39 +00:00
photonstorm
181ef7ce53
Added World.frameRate - The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.
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Added World.useElapsedTime - If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value. #554
2014-03-13 13:19:02 +00:00
photonstorm
c3f687eda9
Prismatic Constraint done. That's all of them! jshint time.
2014-03-13 13:09:33 +00:00
photonstorm
87684bb15f
Revolute Constraint done.
2014-03-13 12:14:14 +00:00
photonstorm
39add47ac3
enableBody added to Group constructor. Also: game.add.physicsGroup(Phaser.Physics.ARCADE) is a thing :)
2014-03-13 11:45:55 +00:00
photonstorm
6b55fea953
Distance and Gear constraints done.
2014-03-13 11:13:22 +00:00
photonstorm
ef359e8992
P2 Springs example done and working nicely.
2014-03-13 10:32:34 +00:00
photonstorm
aa6b1821bd
Get First Dead example.
2014-03-13 10:14:06 +00:00
photonstorm
8318a58f69
Fixed bug causing Text with empty or no given text to break. Added World.createSpring.
2014-03-13 09:43:00 +00:00
photonstorm
0584d3eadf
P2 collision groups and callbacks working as expected, new example done.
2014-03-13 09:14:12 +00:00
photonstorm
94448d2497
P2 postBroadphase example and handler done. Group.enableBodyDebug added. Sprites no longer remove bodies from the world if exists = false, instead they set safeDestroy to true, which removes the body on the next preUpdate, to avoid mid-step destruction issues.
2014-03-13 07:29:23 +00:00
Richard Davey
580ee6b75e
Merge pull request #550 from qdrj/1.2
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add missing Keyboard.removeKey method
2014-03-12 21:20:13 +00:00
photonstorm
1966bfc0f8
Added in Game.focusLoss and focusGain methods and onBlur and onFocus signals to listen for. Made small time related fix and tested on iOS6 and iOS7 home screen button + lock button and all working fine.
2014-03-12 21:19:00 +00:00
qdrj
d1aa302b79
add missing Keyboard.removeKey method
2014-03-12 22:29:32 +04:00
photonstorm
84741f065f
New P2 examples. And fixed Camera.atLimit value.
2014-03-12 16:33:53 +00:00
photonstorm
fc788f909c
P2 Body Begin and End Contact events done and working nicely.
2014-03-12 15:26:20 +00:00
photonstorm
d2762719b8
RandomDataGenerator is now started on Game creation instead of boot. You can pass a seed array in the game config object (feature request #547 )
2014-03-12 13:53:30 +00:00
photonstorm
e6d520f983
Removed the coreUpdate Game loop stuff and reverted to previous method.
2014-03-12 13:45:30 +00:00
photonstorm
274fd4a7e9
You can now hitTest against P2 bodies + example created.
2014-03-12 13:26:27 +00:00
photonstorm
abf26df741
New P2 examples and fixed Body debug assignment parameter.
2014-03-12 06:25:29 +00:00
Dan Cox
3b7039ad32
Documentation change: swap for swapTile
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In both Phaser 1.1.6 and 1.2, it says "swapTile" when it means "swap".
2014-03-11 23:56:12 -04:00
Dan Cox
5fcc8db8a4
Tilemap.swap() called twice should not flip values
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Repeat calls to swap() should not affect index values a second time.
"swap(1,2); swap(1,2)" should not be the same as "swap(2,1)."
(This also affects Phaser 1.1.6.)
2014-03-11 23:41:37 -04:00
photonstorm
a07cf894a0
Fixed Kenny tiles. Fixed Ninja Circle vs. World bounds. Added Ninja tilemap to Tiles conversion. Created test.
2014-03-12 02:44:34 +00:00
photonstorm
4910f27a88
You can now over-ride the pxm and mpx functions with your own via the physics config object.
2014-03-12 00:12:26 +00:00
photonstorm
cb5a8c7515
Renamed px2p and p2px to: pxm and mpx (px to meters and meters to px). Also removed from Math.
2014-03-12 00:07:27 +00:00
photonstorm
83e197772d
Moved Time update back into core loop.
2014-03-11 20:30:26 +00:00
photonstorm
8683d41c76
New Text examples.
2014-03-11 20:21:07 +00:00
photonstorm
e9ae465272
Sorted out Body gravity settings and updated the example.
2014-03-11 16:26:03 +00:00
photonstorm
6bddf1a914
The main Game class has been modified so that the update methods no longer have any if/else checks in them. Now split into coreUpdate, etc.
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Put QuadTree back into Debug class.
Debug class now clears down on WebGL.
Updated RetroFont.type.
Fixed QuadTree example.
2014-03-11 16:14:01 +00:00
photonstorm
4aba75a522
Debug canvas now clears on WebGL.
2014-03-11 15:37:28 +00:00
photonstorm
58887d9bc6
Moved all of the Tilemap to P2 body methods into P2 itself (makes more sense this way) and tidied them up.
2014-03-11 15:02:59 +00:00
photonstorm
d2d77f37dd
Finished Ninja Physics updates.
2014-03-11 14:21:20 +00:00
photonstorm
170776ada1
rnd updated so the array picks use length -1 ( fixes #541 )
2014-03-11 10:56:54 +00:00
photonstorm
384451bef7
Particles back in and working again. Also updated most of the examples and put Body.gravity back in as well.
2014-03-11 02:49:55 +00:00
photonstorm
f321cab77e
The physics configuration object can now be used to start physics systems specifically.
2014-03-11 01:23:41 +00:00
photonstorm
a6467f9b60
Fixed Arcade, Ninja and P2 enable methods. Modified core Physics enable. Added world enable test.
2014-03-11 01:11:08 +00:00
photonstorm
6ef9e30753
Added z property to remaining game objects and updated TypeScript defs.
2014-03-10 23:16:49 +00:00
photonstorm
53797171a3
Fixed Group.sort. Added z-depth property to all core game objects. Fixed P2 const overwrite.
2014-03-10 23:01:10 +00:00
photonstorm
b4cb281f1c
Renamed Phaser.Physics.P2 const to Phaser.Physics.P2JS to avoid issue #540
2014-03-10 22:15:03 +00:00
photonstorm
85d5fdfb2f
Sorted out orientationImage in ScaleManager, throwing a preUpdate error ( fix #534 )
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Tightened up the currentFrame allocation in AnimationManager.
2014-03-10 19:06:16 +00:00
Charles Black
3d64410d7c
Fix copy paste errors
2014-03-10 11:53:08 -04:00
Richard Davey
200d92d4cd
Merge pull request #537 from Dumtard/1.2
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Cache.destory fix
2014-03-10 15:27:12 +00:00
photonstorm
13ff8985e1
Merged @georgiee p2 BodyDebug and reformatted for jshint pass. Looks awesome :) #536
2014-03-10 15:25:43 +00:00
Charles Black
6768cfd970
Cache.destory now destroys cache correctly
2014-03-10 11:22:06 -04:00
Richard Davey
751af10c52
Merge pull request #536 from georgiee/debug-draw-p2
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Debug draw p2
2014-03-10 14:50:01 +00:00
photonstorm
1fe331956a
Added in p2.total
2014-03-10 14:47:29 +00:00
photonstorm
9f997daa46
Lots of examples fixes and put Group.sort back in.
2014-03-10 14:33:18 +00:00
Georgios Kaleadis
569770ed21
update
2014-03-10 14:28:44 +01:00
photonstorm
c694ec9c7b
Updated Outro.
2014-03-10 12:21:07 +00:00
Georgios Kaleadis
95e2081f3a
more p2 fixes
2014-03-10 13:17:37 +01:00
Georgios Kaleadis
c611d51751
minimal runable new p2 integration
2014-03-10 13:15:05 +01:00
Dan Cox
806b8eb82a
Update LoaderParser.js
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Remove "navigator.isCocoonJS" here as CocoonJS has neither window.DOMParser nor will a createElement('div') work under Accelerated Canvas/WebGL mode. (Under WebView mode, there will probably be a DOMParser object. Most have it.)
2014-03-10 02:59:32 -04:00
photonstorm
8fff38618d
Tidied up the Examples, fixed Arcade Physics Body, added Body enable support to Group and fixed QuadTree.
2014-03-10 03:06:28 +00:00
photonstorm
c4183d200f
Changed the define function calls to use named modules, allows pixi, phaser and p2 to reside in 1 file and still be located by requirejs (thanks brejep, #531 )
2014-03-10 01:39:36 +00:00
photonstorm
051526bedd
Updated Pixi and P2.
2014-03-10 01:13:57 +00:00
photonstorm
45ab4673cc
ScaleManager.fullScreenTarget allows you to change the DOM element that the fullscreen API is called on (feature request #526 )
2014-03-10 01:13:01 +00:00
photonstorm
c73b4eaea0
json is now the default tilemap format when not defined (thanks RyanDansie, #528 )
...
Updated docstrap
2014-03-10 00:50:06 +00:00
photonstorm
4db1fc0079
Restored Phaser.QuadTree - should get all remaining Arcade Physics examples working again.
2014-03-07 15:14:53 +00:00
photonstorm
480c1819d6
Working through AABB vs. AABB tests.
2014-03-07 05:30:56 +00:00
photonstorm
4cac6408d8
Ninja.AABB updated with all the correct properties, now works fully as with Circle. Created new tests, all Ninja shapes now set Body.touching values correctly. TileSprites work as bodies. Trying out AABB vs. AABB collision now.
2014-03-07 04:43:55 +00:00
photonstorm
f22af81653
TileSprites now have a physics body property and call it in the pre and post updates. As with all physics bodies it's null by default.
2014-03-07 03:23:32 +00:00
photonstorm
1c68ff9042
Tilemap.createFromObjects allows you to specify you own object type to be created if you want a class that extends Phaser.Sprite.
2014-03-07 03:19:07 +00:00
photonstorm
a51ae03246
Tweens are now bound to their own TweenManager, not always the global game one. So you can create your own managers now (for you clark :)
2014-03-07 01:26:09 +00:00
photonstorm
3b2573de9a
Objects that are 'fixedToCamera' are now still correctly placed even if the camera is scaled ( #512 )
2014-03-06 17:12:12 +00:00
photonstorm
d75f6e163f
Updated tilemap type to string ( fixes #516 )
2014-03-06 16:53:52 +00:00
photonstorm
081c083176
InputHandler.enableSnap now correctly assigns the snap offset parameters ( fixes #515 )
2014-03-06 16:45:29 +00:00
photonstorm
6815c5909a
New tiles and new map test.
2014-03-06 09:48:42 +00:00
photonstorm
e97a207816
Added in Circle to the Ninja physics system.
2014-03-06 07:18:59 +00:00
photonstorm
3e93f24583
New split physics system is implemented. Still tidying-up, but ArcadePhysics, P2 and Ninja Physics are in and configured. Lots more examples required, and tilemap collision mostly broken in Arcade at the moment. Time to implement in Ninja.
2014-03-06 06:29:19 +00:00
photonstorm
2bab4fd2fb
Testing lines.
2014-03-05 04:40:37 +00:00
photonstorm
12a2a2ec16
Testing map collision
2014-03-05 03:18:24 +00:00
photonstorm
22b1ce9b9d
Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games.
2014-03-05 02:36:08 +00:00
photonstorm
5a6ae5f696
Tilemap.putTile now correctly re-calculates the collision data based on the new collideIndexes array ( fixes #371 )
...
Tilemap.putTile can now insert a tile into a null/blank area of the map (before it could only replace existing tiles)
2014-03-04 03:08:35 +00:00
photonstorm
8c2502d37d
Group.xy(index, x, y) allows you to set the x and y coordinates of a Group child at the given index.
...
Group.reverse() reverses the display order of all children in the Group.
New labs demo.
Fixed some Easing docs issues.
2014-03-04 01:27:57 +00:00
photonstorm
67ad898294
Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples)
...
Added new Retro Font examples.
2014-03-03 22:43:35 +00:00
photonstorm
7183322259
Renamed Phaser.BitmapFont to Phaser.RetroFont because I believe it will cause confusion otherwise. Also tidied up the asset fonts folder.
2014-03-03 17:05:28 +00:00
photonstorm
6cc09fce67
Updated Pixi to fix roundToPixel error.
2014-03-03 16:13:50 +00:00
photonstorm
833960b3c8
Animation.looped has been renamed to Animation.loop. It's a boolean you can toggle at run-time to turn on/off animation looping.
...
A single Animation object now has 3 new events: onStart, onLoop and onComplete.
Animation.loopCount holds the number of times the animation has looped since it last started.
Animation.stop has a new parameter: dispatchComplete. If true it'll dispatch an Animation.onComplete event.
2014-03-03 16:05:55 +00:00
photonstorm
4a370c82cf
You can now load in CSV Tilemaps again and they get created properly ( fixes #391 )
...
You can now create blank Tilemaps and then populate them with data later.
2014-03-03 13:45:47 +00:00
photonstorm
502d74ee39
Keyboard.event now stores the most recent DOM keyboard event.
2014-03-03 11:18:56 +00:00
photonstorm
d8f5832fa2
Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
...
Loads of updates across most the Tilemap files. Not finished yet, still CSV loading to do and a multi-tileset issue to resolve, but it's a lot more flexible now.
2014-03-03 05:19:46 +00:00
photonstorm
6f513042c1
Tween no longer copies all the object properties into the _valuesStart
object on creation.
...
Fixed shadow bug in Debug.text
Fixed tween examples.
2014-03-03 02:40:59 +00:00
photonstorm
76040d303e
Added in the Gestures support contribution for testing.
2014-03-03 01:42:11 +00:00
photonstorm
c4a68e3e87
The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499 )
...
All the Debug methods have had the word 'render' removed from the start. So where you did `debug.renderSpriteInfo` before, it's now just `debug.spriteInfo`.
Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
2014-03-03 00:46:03 +00:00
photonstorm
418a161b46
Testing webgl debug overlay.
2014-03-02 20:51:44 +00:00
photonstorm
442e6bb776
Events.onInputUp would be dispatched twice if the Sprite had drag enabled, now only dispatched once (thanks Overbryd, fixes #502 )
...
Changed webfont URI back to //
2014-03-02 11:31:26 +00:00
Richard Davey
3794a846d4
Merge pull request #504 from georgiee/fix-single-polygon
...
Phaser.Physics.Body#loadPolygon
2014-03-02 11:26:31 +00:00
photonstorm
0eb23d4b11
RandomDataGenerator.integerInRange(min, max) now includes both min
and max
within its range ( #501 )
2014-03-02 11:21:30 +00:00
photonstorm
52118be088
Sound.onMarkerComplete event is now dispatched when a marker stops. See Sound.onLoop for a looping marker event (thanks registered99, fixes #500 )
2014-03-02 11:11:20 +00:00
photonstorm
66bdf56349
The physics world is now cleared on state swap ( fixes #505 )
2014-03-02 11:04:04 +00:00
photonstorm
33da238e97
Updated pixi.js
2014-03-02 10:58:51 +00:00
photonstorm
7ff4e51ab1
Time.reset does a removeAll on any Timers.
...
Device no longer things a Windows Phone or Windows Tablet are desktop devices (thanks wombatbuddy, fixes #506 )
2014-03-02 10:56:39 +00:00
Georgios Kaleadis
a1bb3ea23b
pop first element if there is only one shape
2014-03-01 12:04:30 +01:00
photonstorm
664d5b3e2c
Fixed issue where Image, Sprite, etc wouldn't call preUpdate or postUpdate of its children.
...
Fixed issue where renderOrderID wasn't being assigned correctly, causing the Input Handler to be unable to select the "top" item on a display list (would all default to zero)
Fixed issue where Stage would assign renderOrderIDs in reverse, should be in sequence.
Fixed issue where objects where checking World for the currentRenderOrderID by mistake instead of Stage.
Basically, input handling works a lot better now for Groups and nested objects :)
2014-02-28 19:45:15 +00:00
photonstorm
8dcfef8db0
Updated to latest Pixi build (can do away with our own local patch now).
...
Group.sendToBottom(child) is the handy opposite of Group.bringToTop()
Group.moveUp(child) will move a child up the display list, swapping with the child above it.
Group.moveDown(child) will move a child down the display list, swapping with the child below it.
2014-02-28 18:55:07 +00:00
photonstorm
8662cd2fd4
Brand new Grunt task - creates each core library as its own file and a combined phaser.js.
...
New build script now cleanly splits Phaser, Pixi and p2 so they are each UMD wrapped and each available in the global scope (now more requireJS friendly!).
phaser-no-libs.js allows you to use your own version of p2.js or pixi.js with Phaser. Warning: This is totally unsupported. If you hit bugs, you fix them yourself.
Fixed silly instanceof bug in game objects (sorry guys).
2014-02-28 09:30:53 +00:00
photonstorm
4562939e4e
Fixed stupid error in destroy().
2014-02-28 06:17:18 +00:00
photonstorm
e45a929b00
Body.loadPolygon now parses all shapes that may exist in a JSON data file, and re-creates them all on the Body. Assumes shapes are CCW + Convex (tested working with Lime Exportor). Almost fixes #449 but Body rotation seems to screw orientation of shapes.
2014-02-28 05:46:02 +00:00
photonstorm
8dc28f4800
Animation.speed added. You can now change the animation speed on the fly, without re-starting the animation (feature request #458 )
2014-02-28 04:32:12 +00:00
photonstorm
e3d53ad6a3
Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
...
If the game was set to NO_SCALE and you swapped orientation, it would pause and resize, then fail to resize when you swapped back (thanks starnut, fixes #258 )
2014-02-28 04:15:28 +00:00
photonstorm
09d4a35b7f
Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it.
2014-02-28 03:55:06 +00:00
photonstorm
34ee2b0b20
Fixed issue with CocoonJS detection in Device.
...
Fixed docs issue in Tilemap.
Created landscape pointer test, confirmed working fine (issue #276 )
2014-02-28 03:09:04 +00:00
photonstorm
43cd5e4b3f
Fixed the Tunnel filter. Had to patch Pixi to do it :( But no other choice for now until they merge my pull request.
2014-02-27 23:28:28 +00:00
photonstorm
3568dc4ff1
Pixi GrayFilter ported over (thanks nickryall #404 )
...
Fixed Time.totalElapsedSeconds, which gets the other filters working again too.
2014-02-27 22:35:06 +00:00
photonstorm
a8bd5db7ba
Fixed smoothed value in Sprite and Image too.
2014-02-27 21:57:57 +00:00
photonstorm
5c30fd019f
Stage.smoothed was returning the opposite of its actual setting ( #494 )
2014-02-27 21:56:47 +00:00
photonstorm
10b3dbf74a
Loader.replaceInFileList wouldn't over-write the previous entry correctly, which caused the Loader.image overwrite parameter to fail (thanks basoko, fixes #493 )
2014-02-27 21:41:54 +00:00
photonstorm
7e12075be1
Buttons are now cleanly destroyed if part of a Group without leaving their InputHandler running.
...
You can now safely destroy a Group and the 'destroyChildren' boolean will propogate fully down the display list.
Calling destroy on an already destroyed object would throw a run-time error. Now checked for and aborted.
Calling destroy while in an Input Event callback now works for either the parent Group or the calling object itself.
In Group.destroy the default for 'destroyChildren' was false. It's now `true` as this is a far more likely requirement when destroying a Group.
All GameObjects now have a 'destroyChildren' boolean as a parameter to their destroy method. It's default is true and the value propogates down its children.
2014-02-27 20:05:16 +00:00
photonstorm
53c10ca31f
The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now.
...
The grunt task now has a new `noUmd` option which builds Phaser without the UMD wrapper.
2014-02-27 17:00:14 +00:00
photonstorm
4d284029c7
Tweens now resume correctly if the game pauses (focus loss) while they are paused.
...
Tweens don't double pause if they were already paused and the game pauses.
2014-02-26 23:27:22 +00:00
photonstorm
86374d4437
Phaser.Timer will no longer resume if it was previously paused and the game loses focus and then resumes ( fixes #383 )
...
Phaser.Timer.stop has a new parameter: clearEvents (default true), if true all the events in Timer will be cleared, otherwise they will remain (fixes #383 )
2014-02-26 20:12:17 +00:00
photonstorm
db090601b8
The Timer will no longer create negative ticks during game boot, no matter how small the Timer delay is ( fixes #366 )
2014-02-26 19:52:23 +00:00
photonstorm
d0fa50f014
Fixed issue stopping SoundManager.volume from working correctly on a global volume basis (fix # 488)
2014-02-26 14:40:55 +00:00
photonstorm
5ab104ad4b
Loader.script now has callback (and callbackContext) parameters, so you can specify a function to run once the JS has been injected into the body.
2014-02-26 02:45:06 +00:00
photonstorm
1aea08d0f7
AnimationParser.spriteSheet wasn't taking the margin or spacing into account when calculating the numbers of sprites per row/column, nor was it allowing for extra power-of-two padding at the end ( fix #482 , thanks yig)
...
AnimationManager.add documentation said that 'frames' could be null, but the code couldn't handle this so it defaults to an empty array if none given (thanks yig)
Also updated TypeScript definitions and StateManager.add docs.
2014-02-26 01:32:38 +00:00
photonstorm
29fcfc515d
Fixed TilemapParser - would spit out a tileset warning if margin/spacing were set ( fix #485 , thanks Cybolic)
2014-02-26 01:20:24 +00:00
photonstorm
994eaff92b
StateManager fixes for when you change state in the create function.
...
TilemapLayer update for WebGL.
2014-02-26 00:58:19 +00:00
photonstorm
db2e3733c2
Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors ( fixes #232 )
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Fullscreen mode now works in Internet Explorer and uses the new fullscreen non-prefix call.
2014-02-25 21:16:56 +00:00
photonstorm
741249043c
ScaleManager has 2 new events: ScaleManager.enterFullScreen and ScaleManager.leaveFullScreen, so you can respond to fullscreen changes directly.
...
Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors (fixes #232 )
2014-02-25 17:10:37 +00:00
photonstorm
be27442139
Fixed Fullscreen example and State preloading.
2014-02-25 16:26:11 +00:00
photonstorm
1646157c0c
Fixed documentation error.
2014-02-25 14:54:56 +00:00
photonstorm
13c99f3491
Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale.
...
If your game references the old Phaser.StageScaleMode consts like SHOW_ALL you need to update them to Phaser.ScaleManager, i.e. Phaser.ScaleManager.SHOW_ALL.
All of the Project Templates have been updated to reflect the above change.
2014-02-25 14:46:48 +00:00
photonstorm
fdde4cb7e6
Sorry, removing console.logs :)
2014-02-25 11:58:17 +00:00
photonstorm
b4dbaf9950
StateManager.start can now have as many parameters as you like. The order is: start(key, clearWorld, clearCache, ...) - they are passed to State.init() (NOT create!)
2014-02-25 11:56:57 +00:00
photonstorm
c53a06849e
Stop Group.callAll splitting empty strings.
2014-02-25 05:20:19 +00:00
photonstorm
a24d252430
Fixed issue where Stage.update wasn't called.
2014-02-25 04:58:09 +00:00
photonstorm
a1b502fc06
Stage.smoothed allows you to set if sprites will be smoothed when rendered. Set to false if you're using pixel art in your game. Default is true. Works in Canvas and WebGL. Setting the game anti-aliased parameter now works properly too.
...
Sprite.smoothed and Image.smoothed allows you to set per-Sprite smoothing, perfect if you just want to keep a few sprites smoothed (or not).
Fixes #381 .
2014-02-25 04:41:57 +00:00
photonstorm
b255fea85f
Time.advancedTiming is a new boolean property. If true Time.fps, fpsMin, fpsMax, frames, msMin and msMax will be calculated, otherwise they remain at their defaults.
2014-02-25 04:05:28 +00:00
Richard Davey
8fafb3de56
Merge pull request #470 from indiejones/1.2
...
Method expects body
2014-02-25 04:05:21 +00:00
photonstorm
8fb2f20482
Swapping between tabs will pause and resume tweens correctly, allowing their onComplete events to still fire ( fixes #292 )
2014-02-25 03:33:47 +00:00
photonstorm
cc06a62b90
Pausing the game will now mute audio and resuming will un-mute, unless it was muted via the game ( fixes #439 )
2014-02-25 03:12:12 +00:00
photonstorm
415342d986
Vastly improved visibility API support + pageshow/pagehide + focus/blur. Working across Chrome, IE, Firefox, iOS, Android (also fixes #161 )
2014-02-25 02:59:24 +00:00
photonstorm
beaac18b8f
Active animations now monitor if the game pauses, and resume normally when the game un-pauses ( fixes #179 )
2014-02-24 23:06:45 +00:00
photonstorm
36df5516dd
Fixed full-screen anti-alias issue ( #478 ).
2014-02-24 20:33:22 +00:00
photonstorm
d9cadc70ac
The Keyboard class has had a complete overhaul. Phaser.Key objects are created automatically, there are fixes against duration and keys reset properly on visibility loss.
...
Keyboard.removeKey has been removed. The way the new keyboard manager works means it's no longer required.
Fixes issue #462
2014-02-24 15:58:02 +00:00
photonstorm
46e85c8394
Updated version to 2.0.0 (fixes npm install issue #476 )
2014-02-24 12:00:28 +00:00
photonstorm
e088d5c67f
Documentation fix.
2014-02-24 00:35:11 +00:00
photonstorm
e37188d168
Phaser.Input.Key isUp now defaults to 'true' ( #474 )
2014-02-24 00:18:12 +00:00
Jonas Malm
276ef9c268
Method expects body
...
Fixes crash in map.generateCollisionData
2014-02-23 17:42:39 +01:00
photonstorm
a6d77d00a0
World gravity restored.
2014-02-23 11:42:24 +00:00
Richard Davey
94133e4c11
Updated Sound.play loop check
2014-02-22 03:05:41 +00:00
Richard Davey
b2da49eefa
Enhanced page visibility checks added
2014-02-22 02:36:02 +00:00
photonstorm
be4d42a1c2
The StateManager now looks for a function called 'resumed' which is called when a game un-pauses ( fixes #358 )
2014-02-22 00:01:19 +00:00
photonstorm
ea4873e286
SoundManager.play() does not do anything with destroyOnComplete ( fix #333 )
2014-02-21 23:55:11 +00:00
photonstorm
57796a60be
TileSprites can now receive full Input events, dragging, etc and be positioned in-world and fixed to cameras ( fixes #321 )
2014-02-21 19:21:00 +00:00
photonstorm
1448562abd
Loader can now load JSON files specifically (game.load.json) and they are parsed and stored in the Game.Cache. Retrieve with game.cache.getJSON(key) ( #329 )
...
Also fixed UTF encoding on the animation file.
2014-02-21 18:48:06 +00:00
photonstorm
fb5920feec
We now force IE11 into Canvas mode to avoid a Pixi bug with pre-multiplied alpha. Will remove once that is fixed, sorry, but it's better than no game at all, right? :(
...
Loader.setPreloadSprite() will now set sprite.visible = true once the crop has been applied. Should help avoid issues (#430 ) on super-slow connections.
2014-02-21 17:29:51 +00:00
photonstorm
5a00a0ad97
TilemapParser will now throw a warning if the tileset image isn't the right size for the tile dimensions ( fixes #377 )
2014-02-21 16:57:45 +00:00
photonstorm
3ac8fba9e8
Body.x/y didn't use pxpi. Also fixed out of bounds example.
2014-02-21 16:35:37 +00:00
photonstorm
5c4dd26d25
Fixed for renderSpriteInfo.
2014-02-21 15:50:02 +00:00
photonstorm
3ead8aee7b
Updated Mouse to use event.button not event.which, so the const references are correct ( fix #464 )
2014-02-21 15:47:00 +00:00
photonstorm
7ee0c20bb3
Added Debug.renderSpriteBounds() back and wrapped Body.velocity and force in px2p calls.
2014-02-21 15:34:15 +00:00
photonstorm
d7ababa398
BitmapData.alphaMask will draw the given image onto a BitmapData using an image as an alpha mask.
2014-02-21 15:09:04 +00:00
photonstorm
07af06fc4e
Fixing up documentation, missing functions, examples and alpha masks.
2014-02-21 14:50:18 +00:00
photonstorm
eb38ae35f8
renderXY added back into RenderTexture.
2014-02-21 13:44:39 +00:00
photonstorm
a61d030256
Display Objects now clean-up their children properly on destroy.
2014-02-21 13:25:08 +00:00
photonstorm
dd8a393bc9
Updated version of p2
2014-02-21 12:40:49 +00:00
photonstorm
5f6fc9db05
When adding a Group if the parent value is null the Group won't be added to the World, so it's up to you to add it when ready. If parent is undefined it's added to World.
2014-02-21 12:33:15 +00:00
photonstorm
efd760479d
Sprite and Image now remove any masks that may have been set when they are destroyed.
2014-02-21 12:18:23 +00:00
photonstorm
cf3796d60c
Phaser.Animation.frame now returns the frame of the current animation, rather than the global frame from the sprite sheet / atlas ( fix #466 )
2014-02-21 10:31:17 +00:00
photonstorm
251b819bdb
Fixed InputHandler group check #463
2014-02-21 10:06:53 +00:00
Georgios Kaleadis
b2303c64a3
endless loop when in Phaser.Group when destroy children fixed (use parent not group)
2014-02-20 13:26:10 +01:00
photonstorm
91c0299d4c
Fixed issues with the contacts and world bounds. New labs demo created.
2014-02-20 04:21:14 +00:00
photonstorm
9fcab5ef26
Lots of doc fixes (thanks nhowell)
2014-02-20 03:44:44 +00:00
photonstorm
4ad7b304c6
Added Game configuration option: forceSetTimeOut
2014-02-20 01:31:13 +00:00
photonstorm
f07c10e38e
Fix typo for Phaser.InputHandler#pointerDragged for docs #451
2014-02-19 19:05:54 +00:00
photonstorm
1762983bc0
Fixed loadPolygon reference. Need to test decomp data next.
2014-02-19 17:09:01 +00:00
photonstorm
95b3872508
Fixing documentation errors #450
2014-02-19 16:59:27 +00:00
photonstorm
aac31bdaa4
debug#renderShapeConvex fixed, fix in p2 physics body creation #446
2014-02-19 15:43:05 +00:00
photonstorm
1d3616f52c
Do not invert (physics) shape size data for circle, rectangle, capsuel & line #445
2014-02-19 15:21:03 +00:00
photonstorm
812de7d994
Fix typos in Phaser.Group#forEachExists for docs #447
2014-02-19 15:06:22 +00:00
photonstorm
5f79bb4330
Fix typos of method names in Button.js for doc #444
2014-02-19 15:01:59 +00:00
photonstorm
7394403bb6
Fresh build. Updated docs and re-built phaser.js.
2014-02-19 05:28:19 +00:00
photonstorm
d9080052c3
Disabled World bounds by default.
...
Body.collides now takes a group level callback.
Added Body.createBodyCallback and Body.createGroupCallback.
2014-02-19 05:22:37 +00:00
photonstorm
f6807e23c6
Fixed Body.removeFromWorld
2014-02-19 04:05:12 +00:00
photonstorm
08e5f18257
Fixed some doc typos.
...
You can now pass a physicsConfig object with the game constructor that is given to p2.World, allowing you to set the broadphase, etc.
2014-02-19 03:51:48 +00:00
photonstorm
d057a9fe11
Device, Canvas and GamePad classes all updated for better CocoonJS support (thanks Videlais)
2014-02-19 02:45:42 +00:00
photonstorm
14646e811c
QuadTree deprecated and moved to plugins. Body.collideWorldBounds added back and working. CollisionGroups pretty much finished.
2014-02-19 02:12:27 +00:00
photonstorm
5968dd053b
CollisionGroup and collision masks working. Need to refine a little, but all the essentials are there.
2014-02-19 01:51:14 +00:00
photonstorm
7a8c96db37
Working gravity + contacts + platformer demo :)
2014-02-18 17:25:54 +00:00
photonstorm
1e29e28333
Added ContactMaterials and lots of new World help functions for assigning and creating them.
2014-02-18 16:37:53 +00:00
photonstorm
15be3f86f3
Added ContactMaterial support.
2014-02-18 15:28:42 +00:00
photonstorm
3d0b5bde75
Updated World vastly. No longer extends p2.World due to a few vars we can't alias cleanly, adds in lots of new helper methods.
...
Ready for Materials and Constraints.
InversePointProxy is for aliasing a p2 typed array when the values need reversing before applying (gravity for example).
2014-02-18 15:16:26 +00:00
photonstorm
335684ac57
Removed width/height parameters from addParticle, not needed.
2014-02-18 12:32:26 +00:00
photonstorm
63145d7735
New labs demo. Added moveForward and moveBackward to Body.
2014-02-18 04:49:03 +00:00
photonstorm
5d5c64d22f
Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
...
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00
photonstorm
375e9e379a
Fixed issue with trimmed JSON Hash texture atlases not parsing correctly.
2014-02-17 19:58:45 +00:00
photonstorm
cad14848e8
Removed input handler from Graphics as it's just meant to be used as a texture really, if you need input events you can apply Graphics to a Sprite.
...
You can now create a Physics Body directly via game.physics.createBody(), and Body has been updated so it's no longer always bound to a Sprite.
Debug.renderPhysicsBody now works with Rectangles, Lines and multiple Convex shapes.
Starting to get the Tiled polyline parsing working nicely. Not too far off a complete tilemap collision.
2014-02-17 17:54:10 +00:00
photonstorm
78bf874888
Fresh build. Added pre/post update hooks to Graphics.
2014-02-17 11:27:31 +00:00
photonstorm
d026f968de
You can now set the Stage.backgroundColor using either hex or numeric values.
2014-02-16 14:54:04 +00:00
photonstorm
cfa2c96637
Updated to latest pixi and p2.js
2014-02-16 14:32:16 +00:00
photonstorm
85eaaef688
Filters fixed to work with Pixi 1.5.
2014-02-15 03:12:24 +00:00
photonstorm
9837984a4d
Working Springs demo.
2014-02-15 02:56:24 +00:00
photonstorm
e5812710cc
Added Spring class. Fixed reason why World wasn't pre and post updating (Stage didn't have an exists property).
2014-02-15 02:19:37 +00:00
photonstorm
e5e643b103
fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
...
fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
Also fixed the issue with World.preUpdate/postUpdate not being called and various small documentation issues.
2014-02-15 01:27:42 +00:00
photonstorm
e5a4620b87
Loader.physics now lets you load Lime + Corona JSON Physics data, which can be used with Body.loadPolygon and Body.loadData.
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Cache.addPhysicsData and Cache.getPhysicsData allow you to store parsed JSON physics data in the cache, for sharing between Bodies.
2014-02-14 23:51:49 +00:00
photonstorm
b94c78cf61
Removed loads of old Debug methods and fixed up Debug.renderPhysicsBody so it iterates through and renders the shapes of a Body.
2014-02-14 22:30:24 +00:00
photonstorm
8fcf5ee415
Debug rendering of physics bodies.
2014-02-14 21:49:02 +00:00
photonstorm
1097a699c3
Fixed anchor issue with Sprite.body.
2014-02-14 18:06:00 +00:00
photonstorm
291f8ef14c
Fixed issue with physics world not being centered if you resized it.
2014-02-14 17:52:59 +00:00
photonstorm
1b5837d71d
World preUpdate, update and postUpdate have all been moved to Stage. So all children are updated regardless where on the display list they live. Fixes #419
2014-02-14 17:29:31 +00:00
photonstorm
539a0f2256
BitmapFont fixes and updates and Cache support for it added. Working sweet now.
2014-02-14 16:38:06 +00:00
photonstorm
ef95fbaa00
BitmapFont moved to extending RenderTexture instead of BitmapData. Now applied as a texture to a Sprite/Image.
2014-02-14 13:50:50 +00:00
photonstorm
c3f306c795
Testing BitmapFont as a texture.
2014-02-14 12:07:04 +00:00
photonstorm
7d2a818d0d
Added BitmapFont to the GameObjectFactory.
2014-02-14 06:16:36 +00:00
photonstorm
15b83e1c88
Added the new BitmapFont class. This is for rendering retro style fixed-width bitmap fonts into an Image object.
2014-02-14 06:04:29 +00:00
photonstorm
b38b00c2c1
Loader.bitmapFont now has 2 extra parameters: xSpacing and ySpacing. These allow you to add extra spacing to each letter or line of the font.
2014-02-14 04:34:57 +00:00
photonstorm
24f2e2a46d
BitmapText updated and bought in-line with the new Text class. Moved to use the new Bitmap Text XML loader which should work fine on CocoonJS now and also supports multiple bitmap fonts per cache.
2014-02-14 03:34:35 +00:00
photonstorm
58e44f75e3
SpriteBatch converted. It's an extended Group and Batch merged and works amazingly :) Ported over the maggots demo to test and wow!
2014-02-14 01:39:01 +00:00
photonstorm
3e99391cbf
Updated all Game Objects so they all have preUpdate, update and postUpdate functions (even if empty). Updated World so when it iterates through them all it no longer checks if those functions are present before calling them. Was wasting a lot of time doing that before.
2014-02-14 01:09:52 +00:00
Richard Davey
ec4eab07a7
Merge pull request #413 from Fishrock123/1.2-return-type
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Strict type return (boolean) for `Sprite.exists` getter.
2014-02-13 23:29:08 +00:00
photonstorm
35e4c03bad
TileSprites are now much more tidy and can run from a frame in a texture. They can also be animated. New TileSprite.autoScroll function added.
2014-02-13 23:13:10 +00:00
Fishrock123
19c5b7c22c
Strict type return (boolean) for Sprite.exists
getter.
2014-02-13 11:05:19 -05:00
photonstorm
90e9edbf05
Updated TileSprite so it just directly extends the Pixi original. This means no input events or body for a TileSprite.
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Removed un-needed stuff from Graphics.
Removed un-used events.
Made docs in StateManager more clear re: shutdown (#410 )
2014-02-13 15:03:46 +00:00
photonstorm
30fbbec675
BitmapData.addTo removed and enhanced BitmapData.add so it can accept either a single Sprite/Image or an Array of them.
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BitmapData has had all of the EaselJS functions removed. It was just taking up space and you can do it all via BitmapData.context directly.
Camera following now working again.
2014-02-13 14:19:41 +00:00
photonstorm
9d6d3127ad
Few more reference fixes.
2014-02-13 13:00:15 +00:00
photonstorm
e9fb8f6389
Updates across the board moving Stage.canvas to Game.canvas
2014-02-13 12:55:58 +00:00
photonstorm
0786e86ee5
Stage.scale has been moved to Game.scale. The same game scaling properties exist as before, but now accessed via Game.scale instead.
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Stage.aspectRatio has been moved to StageScaleMode.sourceAspectRatio (so now game.scale.sourceAspectRatio)
Stage.scaleMode has been moved to StageScaleMode.scaleMode (so now game.scale.scaleMode)
Stage.fullScreenScaleMode has been moved to StageScaleMode.fullScreenScaleMode (so now game.scale.fullScreenScaleMode)
Stage.canvas has been removed. It was only ever an alias for Game.canvas anyway, so access it via that instead.
2014-02-13 12:50:10 +00:00
photonstorm
bdb8908fee
Groups now update their children across preUpdate, update and postUpdate.
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Sprite.exists = false removes Body from world.
2014-02-13 12:26:39 +00:00
photonstorm
312ec462bc
Sprite.exists now toggles the Body as well. Sprite.exists = false will remove an active Body from the World.
2014-02-13 09:55:46 +00:00
photonstorm
b85f40df12
Phaser.Stage now extends PIXI.Stage, rather than containing a _stage object.
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(Warning: currently breaks camera based code and pointers, as the scale property is removed).
2014-02-12 23:12:36 +00:00
photonstorm
f6113ac6c4
Physics World events added.
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Group has new 'addToWorld' parameter, which fulfills the same function as the old useStage.
Stage now extends PIXI.Stage rather than owns one.
2014-02-12 19:45:09 +00:00
photonstorm
424d1126bc
Fixed updateTransform and added Body shape methods.
2014-02-12 14:50:32 +00:00
photonstorm
62aa0fc570
Remove some debug info.
2014-02-12 08:24:47 +00:00
photonstorm
c6cc2c9d71
Updated p2.js to latest build. Checked tests. Added Debug draw (needs rotation support).
2014-02-12 05:34:31 +00:00
photonstorm
2c100754bb
Body.setPolygon converted and working, along with some other p2 Body methods hoisted up.
2014-02-12 03:22:49 +00:00
photonstorm
ab5c07dfe8
Updated to Pixi 1.5 final.
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InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
2014-02-12 01:25:36 +00:00
photonstorm
da878b2181
Updated the Gruntfile. Also:
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InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
Previously using a Pixel Perfect check didn't work if the Sprite was rotated or had a non-zero anchor point, now works under all conditions + atlas frames.
2014-02-11 13:23:54 +00:00
photonstorm
43d9fc4f52
Fixed issue where loadTexture would sometimes incorrectly try to apply the texture update twice. Also fixed bug in Math.angleBetween.
2014-02-11 04:08:32 +00:00
photonstorm
5b64b01068
New 'thrust' demo. Added Body.moveLeft, moveRight, moveUp, moveDown, rotateLeft, rotateRight and thrust methods. Also hooked up force and created an asteroids style example.
2014-02-11 01:52:10 +00:00
photonstorm
58102168aa
Added setBoundsToWorld and got it building the bounds body + 4 (optional) Planes around the edges for collision.
2014-02-10 23:28:32 +00:00
photonstorm
1184d8bd76
PointProxy added to allow for easy setting of force and velocity. More p2 tests done. World update done.
2014-02-10 22:54:56 +00:00
photonstorm
2de934756c
Body property updates. Still working out best way to handle velocity assignment.
2014-02-10 19:33:27 +00:00
photonstorm
47e23096bd
Integrating p2.js.
2014-02-10 16:01:30 +00:00
photonstorm
d2366d5fa5
Fix for issue #376 - IE11 didn't populate the Device.ieVersion value. Now extracted from Trident revision, but still use Device.trident instead for IE11+ checks.
2014-02-10 02:23:45 +00:00
photonstorm
ae74cb02dd
Fixes #382 Error when using InputHandler#onInputUp & sprite destroys itself during the event.
2014-02-10 02:14:59 +00:00
photonstorm
0294a4735d
Fixes issues reported in #389
2014-02-10 01:49:58 +00:00
photonstorm
d44775c095
Phaser.Ellipse added. A fully compatible port of the PIXI.Ellipse class, can be used in Sprite/Image hitArea tests.
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Phaser.Polygon added. A fully compatible port of the PIXI.Polygon class, can be used in Sprite/Image hitArea tests.
2014-02-10 01:37:50 +00:00
photonstorm
f9f2f2a9ae
Converted the Pixi.Ellipse class.
2014-02-10 01:18:53 +00:00
photonstorm
e15bebd269
Text.lineSpacing allows you to control the spacing between each line that is rendered.
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Text.inputEnabled allows you to enable all input events over Text objects: dragging, clicking, etc - anything that works on a Sprite works on Text now too.
2014-02-09 22:48:35 +00:00
photonstorm
9ee5cdaded
Merge branch 'origin/dev'
2014-02-09 19:59:03 +00:00
photonstorm
bca64c2adb
Huge update to Phaser.Text. Much more lean, but loads of great new options added including drop shadows, gradient fills, fonts with spaces in the name, etc.
2014-02-09 13:36:02 +00:00
photonstorm
4aa945f991
Removed PixiPatch as it's no longer needed. Re-worked all of the Sprite autoCull and inWorld checks and cached the bounds. Fixed the Body calculations so physics is working again.
2014-02-09 03:48:31 +00:00
photonstorm
e8b432f518
Fixed bug where changing State would cause the camera to not reset if it was following an object.
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World.reset now calls Camera.reset which sends the camera back to 0,0 and un-follows any object it may have been tracking.
2014-02-08 13:45:18 +00:00
photonstorm
243820c973
Fixing up Pixis setBackgroundColor.
2014-02-08 09:14:44 +00:00
photonstorm
ee3f6d8e7f
Tilemap had the wrong @method signatures so most were missing from the docs.
2014-02-08 07:24:40 +00:00
photonstorm
67bd653eb4
Graphics updated and restored. Working through fixing up Physics.
2014-02-07 19:44:14 +00:00
photonstorm
c429787877
Button now extends Phaser.Image not Phaser.Sprite, all the same functionality as before remains, just no animations or physics body.
2014-02-07 18:55:29 +00:00
photonstorm
bf13c7b569
Updated Sprite to use the new smaller, leaner code. Farewell insane cache objects and multiple point processing!
2014-02-07 18:44:58 +00:00
photonstorm
dd43d59cce
InputManager.getLocalPosition(displayObject, pointer, output) will return the local coordinates of the specified displayObject and pointer.
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InputManager.hitTest will test for pointer hits against a Sprite/Image, its hitArea (if set) or any of its children.
2014-02-07 18:01:58 +00:00
photonstorm
bc3a3fd43d
You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks.
2014-02-07 17:14:10 +00:00
photonstorm
890e52008a
Mouse callback tests.
2014-02-07 07:32:11 +00:00
photonstorm
9b9baa83a9
Added Image.frame and Image.frameName support in.
2014-02-07 06:52:49 +00:00
photonstorm
d583b364bd
Game.add.renderTexture now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getTexture(key).
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Game.add.bitmapData now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getBitmapData(key).
2014-02-07 06:25:28 +00:00
photonstorm
773b4d5ed1
More animation tests.
2014-02-07 04:12:23 +00:00
photonstorm
ddc255382d
Updated Rectangle to use prototype based getters and setters (re: iOS speed discussion on the forum).
2014-02-07 02:31:29 +00:00
photonstorm
3cae06d1ad
Phaser.AnimationParser now sets the trimmed data directly for Pixi Texture frames. Tested across JSON Hash, JSON Data, Sprite Sheet and XML.
2014-02-07 00:57:41 +00:00
photonstorm
6cabb03a82
Sprite.crop() now takes a Phaser.Rectangle instead of explicit parameters.
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Phaser.Image is a brand new display object perfect for logos, backgrounds, etc. You can scale, rotate, tint and blend and Image, but it has no animation, physics body or input events.
Previously if you used Sprite.crop() it would crop all Sprites using the same base image. It now takes a local copy of the texture data and crops just that.
2014-02-06 23:13:39 +00:00
photonstorm
4b7fc8d506
Change to boot order to try and resolve short-TTL timers.
2014-02-06 22:42:35 +00:00
Richard Davey
0b18625811
Merge pull request #367 from georgiee/develop
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Phaser.Timer#stop
2014-02-06 21:20:29 +00:00
photonstorm
3748811d11
Testing new Image object.
2014-02-06 19:34:05 +00:00
Georgios Kaleadis
8ef403cfe7
Timer checks now for running inside while loop. Any event which causes a call to Timer#stop is now safe.
2014-02-06 17:28:39 +01:00
photonstorm
4ed20e0f77
Removed all intances of Sprite.group from Group and replaced with the already existing parent property.
2014-02-06 13:15:45 +00:00
photonstorm
e88b10323a
Updated Phaser geometry classes so they over-ride the PIXI native ones, means we can do away with a whole bunch of over-rides and object changes in Sprite, etc.
2014-02-06 12:29:07 +00:00
Mario Carballo Zama
df2a048594
Added description for pad len parameter
2014-02-06 00:20:40 -06:00
photonstorm
8eae8feecc
More Group fixes to the new format. Updated list of included Pixi files to remove un-needed ones.
2014-02-06 03:34:27 +00:00
photonstorm
4cfce8b4d2
Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting.
2014-02-06 02:31:36 +00:00
photonstorm
9737710200
Upgraded to Pixi.js 1.4.4
2014-02-06 00:19:46 +00:00
photonstorm
68d5c73fea
Explicitly paused Timer continues if you un-focus and focus the browser window.
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Added TimerEvent.pendingDelete and checks in Timer.update, so that removing an event in a callback no longer throws an exception.
2014-02-05 22:35:35 +00:00
photonstorm
eddce653e9
Preparing for 1.1.5 development.
2014-02-05 21:02:41 +00:00
photonstorm
e7a9b96d27
Final release 1.1.4 examples finished.
2014-02-05 16:55:02 +00:00
photonstorm
02b75b9e23
Updated doc files.
2014-02-05 16:55:02 +00:00
photonstorm
0896c2fac7
Updating copyright year and README.
2014-02-05 16:54:59 +00:00
photonstorm
8e77e8cedb
Lots of TypeScript defs updates for the new Physics / Body classes.
2014-02-05 16:54:58 +00:00
photonstorm
846e9c5061
Removed debug info and tidying up ready for release.
2014-02-05 16:54:58 +00:00
photonstorm
1af86771ba
And we have level/ground jitter fixed :) Starstruck is running again properly now too. Time to commit and remove lots of debug data.
2014-02-05 16:54:58 +00:00
photonstorm
84f0f00f49
n-way collision checks and onBeginContact and onEndContact done and working. Also fixed issue in TweenManager.removeAll.
2014-02-05 16:54:58 +00:00
photonstorm
8315973c5d
Body/Group testing complete. Now focusing on n-way collision.
2014-02-03 04:09:45 +00:00
photonstorm
28f71ed86d
Fixed the Sprite / World / Group body issue. So invaders now works again, as do the new examples.
2014-02-03 04:09:45 +00:00
photonstorm
3488880956
Sprite vs. Sprite Group Body Tests.
2014-02-03 04:09:45 +00:00
photonstorm
5e182d317b
Fixed lots of examples and added the missing Line.js.
2014-01-31 14:12:20 +00:00
photonstorm
27fc447928
New polygon collision object examples and Body scale fixes.
2014-01-31 10:34:18 +00:00
photonstorm
45b6d5a741
Removed: Debug.renderSpriteTouching, Debug.renderLocalTransformInfo, Debug.renderWorldTransformInfo, Debug.renderSpriteCollision and Debug.dumpLinkedList.
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Debug.renderPhysicsBody(body, color) is extremely useful for debugging the new physics bodies. Will draw the outline + points in the color given.
Debug.renderBodyInfo(sprite, x, y, color) will display lots of Sprite body data.
2014-01-31 05:42:20 +00:00
photonstorm
13a86765cb
Phaser.CANVAS_PX_ROUND is a boolean. If 'true' the Canvas renderer will Math.floor() all coordinates before drawImage, stopping pixel interpolation. Defaults to false.
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Phaser.CANVAS_CLEAR_RECT is a boolean. If 'true' (the default) it will context.clearRect() every frame. If false this is skipped (useful if you know you don't need it)
Collision now works between Sprites positioned via sprite.x/y, sprite.body.x/y or sprite.body.velocity.
If you are tweening a sprite and still want physics collision, set `sprite.body.moves = false` otherwise it will fight against the tween motion.
2014-01-31 04:14:02 +00:00
photonstorm
68b7d22e0d
Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets.
2014-01-31 03:32:12 +00:00
photonstorm
6e4e99f436
Added Game Update loop step debugging - has proved utterly invaluable! Resolved camera jitter issues, gravity / downward force on tile/boundary issues and most tilemap collision issues.
2014-01-31 02:06:45 +00:00
photonstorm
651858372c
Added Game core loop stepping support. Super-useful for debugging, and helped me track down the issue with jittery physics collision. Double-win!
2014-01-29 17:10:13 +00:00
photonstorm
d51a37211c
Phaser.Line added to the group of geometry classes, with full point on line/segment and intersection tests (see new examples)
2014-01-29 00:21:28 +00:00
photonstorm
5b85c910cb
New lineIntersectLine() function working nicely.
2014-01-28 17:13:07 +00:00
photonstorm
82cb66f47b
Updated intersects code, tilemap collision is running again. Still finding gravity pushing sprites through tiles.
2014-01-28 06:52:56 +00:00
photonstorm
9deb5514a2
ArcadePhysics.setBoundsToWorld implemented. Body.setCircle, setRectangle and setPolygon all working. Tidying up Body class. Need to add tile collision special case handler next.
2014-01-28 05:01:17 +00:00
photonstorm
90c09374af
Velocity integration tidied up. Now moving to sync Body with Sprite center point.
2014-01-28 01:29:35 +00:00
photonstorm
fbe508ab1b
Direct assignment of Body values, allows for sloped ground walking.
2014-01-27 17:08:20 +00:00
photonstorm
dbdb2a2026
Adjusted delta timer cap and fixed some typos and more examples.
2014-01-27 17:08:20 +00:00
photonstorm
4505aa50f6
Integrated SAT. Fixed lots of examples. Fixed documentation. Added new examples and built new phaser.js file for testing.
2014-01-27 06:29:26 +00:00
photonstorm
45518b3ecd
Adding checkCollision tests.
2014-01-24 17:30:37 +00:00
photonstorm
e3aaec8ac0
Removed Time delta cap, removed drag references from Emitter and tested doing a custom polygon collision.
2014-01-24 03:53:11 +00:00
photonstorm
ea9e22f472
SAT implemented and working nicely at long last :)
2014-01-23 21:45:35 +00:00
photonstorm
110ab4e253
More robust gravity handling avoiding 'sticky walls'. Added new platform test with mixture of mass tile collision and physics.
2014-01-23 01:50:43 +00:00
photonstorm
20108e47f3
Working through re-integrating tilemap collision. So far, so good.
2014-01-22 16:16:53 +00:00
photonstorm
1370ba52b5
Fixed Sci-Fly and restored tile collision handling.
2014-01-22 14:49:06 +00:00
photonstorm
b2c49ef853
Merging previous changes back in again.
2014-01-22 14:31:18 +00:00
photonstorm
f6af6fe0a3
Not fully working, but commit for posterity. Time to rollback if we're ever going to get this released.
2014-01-22 12:31:35 +00:00
photonstorm
7a0e9a478c
New Math functions added.
2014-01-22 10:54:49 +00:00
photonstorm
15a002e720
Finally getting there! Body collision almost as good as it can be (without a full-on physics system). Just a few last tweaks to do.
2014-01-21 16:12:50 +00:00
Richard Davey
c9d07c7346
Testing out new Body structure
2014-01-20 23:07:56 +00:00
photonstorm
128c7143d5
Lots more physics tests and updates.
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PLEASE DO NOT upgrade to this release if you need your game working and it uses any of the physics functions, as they're nearly all broken here.
Just pushing up so I can share it with someone.
2014-01-20 20:14:34 +00:00
photonstorm
abdaaa0010
Tidied up the docs and removed some Body vars no longer needed. Now to attempt stacking.
2014-01-15 14:40:25 +00:00
photonstorm
58fb248575
Optimised Body loop, removed sleep properties, implemented minBounceVelocity. Working as expected at last :)
2014-01-15 14:40:25 +00:00
photonstorm
283e38aaae
Time to optimise the rebound a little.
2014-01-15 14:40:25 +00:00
photonstorm
be6489fbc9
Body bounce + blocking values nearly sorted.
2014-01-15 14:40:24 +00:00
photonstorm
651737fdd0
More physics tweaks.
2014-01-15 14:40:24 +00:00
Adam Nalisnick
7c66a6b6cc
Removed an errant ';' from the end of an 'else if' causing a circle to be drawn each time a graphics object is updated
2014-01-14 20:54:50 -05:00
Richard Davey
d8bf13eaaa
Merge pull request #309 from jcd-as/dev1
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fix sprite vs sprite overlap check
2014-01-14 14:35:06 -08:00
photonstorm
bd66be1804
Updated Tilemap classes and further tests.
2014-01-14 22:34:41 +00:00
jcs
01a314018d
fix sprite vs sprite overlap check
2014-01-14 13:51:55 -08:00
photonstorm
ff7cad102c
All of the setCollision methods now have a 'collides' parameter so you can enable or disable collision, not only enable it. Also fixed Loader example.
2014-01-14 11:58:00 +00:00
jcs
b4e767161b
change Emitter's particleDrag property to particleFriction to match the changes to the physics engine
2014-01-13 20:29:16 -08:00
jcs
6cde583e82
Merge branch 'dev' of https://github.com/photonstorm/phaser into dev
2014-01-13 20:20:06 -08:00
jcs
ab02040bea
fix Tilemap.putTile
2014-01-13 20:18:08 -08:00
photonstorm
32f5a2fa36
More examples updates. Fixed Starstruck tilemap code, removed un-needed ArcadePhysics methods and rebuilt the js files for testing.
2014-01-14 03:33:03 +00:00
photonstorm
011d2d8e05
The way the collision process callback works has changed significantly and now works as originally intended.
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The World level quadtree is no longer created, they are now built and ripped down each time you collide a Group, this helps collision accuracy.
Bodies are no longer added to a world quadtree, so have had all of their quadtree properties removed such as skipQuadtree, quadTreeIndex, etc.
QuadTree.populate - you can pass it a Group and it'll automatically insert all of the children ready for inspection.
Removed ArcadePhysics binding to the QuadTree, so it can now be used independantly of the physics system.
2014-01-14 02:43:09 +00:00
Richard Davey
17af96d46a
Merge pull request #306 from jcd-as/dev
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fix Tilemap.setCollision
2014-01-13 17:19:25 -08:00
photonstorm
bd9898db7e
New merged separate function that now uses processCallback the way it was always meant to be used.
2014-01-14 01:18:46 +00:00
jcs
befcf74f44
fix Tilemap.setCollision
2014-01-13 16:46:29 -08:00
photonstorm
e7c2b6ae9c
Fixed nearly all of the tilemap examples to use the new tilemap system.
2014-01-14 00:31:58 +00:00
photonstorm
71f82477ea
Tidying up all of the map files, sorting out Tiled paths and updated the tilemap examples for 1.1.4.
2014-01-13 19:45:15 +00:00
photonstorm
c6fa2cb7b6
Added the new Timer, TimerEvent and Time methods to the TypeScript definitions files.
2014-01-13 14:18:15 +00:00
photonstorm
0a0e775ea5
Removed temp. debug vars.
2014-01-09 17:12:24 +00:00
photonstorm
10d105d5ce
Acceleration tested and working fine. Proper accurate friction added and working really nicely, so much better than 'drag' used to. Considering removing drag, although will break the API history.
2014-01-09 03:42:58 +00:00
photonstorm
754219a978
Fixed some documentation typos.
2014-01-09 01:23:23 +00:00
Richard Davey
5f9acdca4b
Merge pull request #299 from Niondir/dev
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Phaser Definitions Update
2014-01-08 17:02:59 -08:00
photonstorm
c6c579e6b3
Phaser.Timer is now feature complete and fully documented. You can create Phaser.TimerEvents on a Timer and lots of new examples have been provided.
2014-01-09 00:59:37 +00:00
Tarion
c21365703d
Phaser Definitions Update
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Added "GetCurrentState" to StateManager
2014-01-08 22:57:13 +01:00
photonstorm
35e61172e1
Device.quirksMode is a boolean that informs you if the page is in strict (false) or quirks (true) mode.
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Canvas.getOffset now runs a strict/quirks check and uses document.documentElement when calculating scrollTop and scrollLeft to avoid Chrome console warnings.
The Time class now has three new methods: addEvent, repeatEvent and loopEvent. See the new Timer examples to show how to use them.
2014-01-08 11:21:48 +00:00
photonstorm
67e2caafbc
Added new Contributors guide.
2014-01-08 11:21:48 +00:00
photonstorm
428e331a11
Groups can now be added to other Groups as children via group.add() and group.addAt().
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Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive.
2014-01-06 01:39:23 +00:00
photonstorm
aa3a86df6e
Timer class overhaul.
2014-01-04 02:53:32 +00:00
photonstorm
7aa45b5872
Added BitDeli badge, also updating Timer class.
2014-01-03 12:43:58 +00:00
photonstorm
c3183dcea9
Angular Physics re-implemented, most tests now working as expected.
2014-01-03 04:50:31 +00:00
Richard Davey
f7329e0661
Further physics modifications
2014-01-03 02:24:06 +00:00
photonstorm
5526a7322b
Warning: This version has a new ArcadePhysics handler in it. Don't upgrade if you need this for live game code, wait until we go to master. Otherwise, this commit contains lots of new physics demos and a new updateMotion and Body class to try and fix, once and for all, the physics issues with applied forces.
2014-01-02 23:28:22 +00:00
photonstorm
902ffee808
Loader.progressFloat contains the actual non-rounded progress value, where-as Loader.progress contains a rounded value. Use progressFloat if you've > 100 files to load.
2013-12-31 17:35:40 +00:00
photonstorm
d1cd1df9a5
Lots of fixes and updates to the Button class, InputHandler for snap offsets, Sound looping and Stage scaling.
2013-12-31 17:03:09 +00:00
photonstorm
86f6ddcbc8
Two new particle examples and a group animation example. Also fixed CocoonJS sound issue and Cache sound locked bug.
2013-12-31 03:37:11 +00:00
photonstorm
3b87ce9fc9
Brand new Gamepad API support fully implemented (thanks to Karl Macklin), with examples to show use.
2013-12-31 01:45:30 +00:00
photonstorm
29d7cc36a0
Merge branch 'gamepadsupport' of https://github.com/karlmacklin/phaser into karlmacklin-gamepadsupport
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Conflicts:
README.md
2013-12-31 00:44:11 +00:00
photonstorm
ba74bea4b4
New Group.destroy example and patched the desyrel font xml.
2013-12-30 21:36:50 +00:00
photonstorm
ce4cf531d4
Added class constructors, fixed Stripshader, added relative Tween example and updated Tween source.
2013-12-30 16:54:00 +00:00
photonstorm
fdbdd81b7b
Updated some docs, added the new renderHidden parameter for Canvas and updated the RenderTexture examples as a result.
2013-12-27 00:26:21 +00:00
Richard Davey
2c8077835c
Merge pull request #251 from cocoademon/physics_self_collide_fix
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Don’t test self-collisions
2013-12-26 15:10:28 -08:00
Richard Davey
923a10ee81
Input no longer sets cursor to default if already set to none
2013-12-26 00:52:01 +00:00
photonstorm
167a498a5e
Phaser.Game constructor can now be passed a single object containing game settings + Stage settings, useful for advanced configurations.
2013-12-24 03:18:55 +00:00
photonstorm
0acef49a7c
RenderTexture now displays correctly in Canvas games.
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Stage.display property added. A direct reference to the root Pixi Stage object (very useful for RenderTexture manipulation)
2013-12-23 04:20:09 +00:00
photonstorm
bf72b4d3b0
Tilemap.createFromObjects can now turn a bunch of Tiled objects into Sprites in one single call, and copies across all properties as well.
2013-12-22 04:27:12 +00:00
photonstorm
63d90a0176
Sprites that are fixedToCamera can now be input dragged regardless of world position.
2013-12-22 03:46:08 +00:00
photonstorm
3cbb820349
You can now load any binary file via the Loader: game.load.binary(key, url, callback) - the optional callback allows for post-load processing before entering the Cache.
2013-12-20 18:27:36 +00:00
photonstorm
352749e803
Collision commands in and working. Updated sci-fly example. Multiple layers rendering. Mixed tile size on one layer rendering, but collision is grid bound.
2013-12-19 05:09:49 +00:00
photonstorm
4c7a4ebf62
Tiled map loader now working much better, rendering, layering properly.
2013-12-19 03:49:28 +00:00
photonstorm
5cf7ed4fdb
More TypeScript updates.
2013-12-18 16:56:14 +00:00
photonstorm
f991f9cee8
Tweens have a new event: onLoop.
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Tweens - Example showing how to use the tween events, onStart, onLoop and onComplete.
Lots of documentation fixes in the Tween class.
Tweens fire an onLoop event if they are set to repeat. onComplete is now only fired for the final repeat (or never if the repeat is infinite)
Tween.onStart is now called when the tween starts AFTER the delay value, if given (thanks stevenbouma)
2013-12-18 13:02:01 +00:00
photonstorm
b2c680811b
New unified Tiled loader.
2013-12-18 13:02:01 +00:00
photonstorm
50eee95c99
Improved TilemapLayer rendering and debug rendering significantly. Cleared out some old assets and added a new map.
2013-12-18 00:44:04 +00:00
photonstorm
dd7ae12271
ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks.
2013-12-17 16:48:03 +00:00
Richard Davey
a0961f27df
Merge pull request #266 from cocoademon/physics_instability_fix
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Physics instability fix. I'm merging this in so I can test it against the updates here.
2013-12-17 04:36:38 -08:00
photonstorm
896e9af9f5
TilemapLayers now render tiles correctly, with our without debugging overlay. Collision working well across single and index ranges.
2013-12-17 05:07:00 +00:00
Cameron Foale
b8dbb5d125
Take dt into account for gravity calculations
2013-12-17 14:38:44 +11:00
Cameron Foale
388e42c80a
Remove invalid multiply by 60 in Phaser.ArcadePhysics.updateMotion
2013-12-17 13:45:15 +11:00
photonstorm
7917eac255
Added Matching Pairs game and updated fixed to camera example.
2013-12-16 15:16:44 +00:00
photonstorm
a361a18616
Updated IE11 check, forces IE11 to use Canvas renderer even in AUTO mode.
2013-12-13 14:04:14 +00:00
Richard Davey
1b954066a6
Merge pull request #247 from cocoademon/trim_fix
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Switch method of using trimmed sprites to support scaling and rotation
2013-12-11 16:52:01 -08:00
photonstorm
da5d8c9272
Updated p2.js to latest build.
2013-12-11 03:20:33 +00:00
Cameron Foale
56389fcaf4
Fix riding on platforms
2013-12-11 10:25:57 +11:00
photonstorm
669570c701
Tidying up the examples and more Tilemap work.
2013-12-10 12:23:42 +00:00
photonstorm
af5847e8e4
Tilemap and game core loop updates.
2013-12-09 16:40:48 +00:00
Richard Davey
2071fc22fc
Merge pull request #253 from jcd-as/dev
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fix Pixi bug (#425 ) - fix incorrect width property for multi-line Bitmap...
2013-12-09 02:01:24 -08:00
Cameron Foale
3e1207e1a3
Split world update into preUpdate and update.
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This allows moving the state.update() call to before world.update(),
meaning results of collisions checked in the state are available to
objects in their own update().
2013-12-09 15:46:02 +11:00
Josh Shepard (jcs)
8ade29d982
fix Pixi bug ( #425 ) - fix incorrect width property for multi-line BitmapText
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(Pixi has already merged the fix)
2013-12-08 09:50:21 -08:00
photonstorm
886618c056
Tilemap collision fixed, regardless of rotation, number of overlapping tiles and speed (to a point anyway). Maps also don't crash if they are smaller than the render area. Layers can be positioned successfully anywhere in camera but collision isn't yet offset for this.
2013-12-06 04:34:27 +00:00
photonstorm
ca3c71e8f5
Added max overlap clamp.
2013-12-06 02:44:06 +00:00
photonstorm
8e289e6b7c
Mostly working, just need to apply a max overlap to avoid tunneling, although a ray would be better.
2013-12-06 02:34:28 +00:00
photonstorm
1f513a333e
Fixed an issue where passing null as the Group parent wouldn't set it to game.world as it should have (thanks tito100).
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Continued work on the tilemap collision - again, please don't use this version if you need working tilemaps.
2013-12-06 01:07:25 +00:00
photonstorm
ea3802a556
Lots of new tilemap code in here. If your game relies on tilemaps then please don't update to this commit unless you want to help debugging!
2013-12-05 18:12:16 +00:00
photonstorm
cd314cd03e
Group.length now returns the number of children in the Group regardless of their exists/alive state, or 0 if the Group is has no children.
2013-12-05 09:14:49 +00:00
Richard Davey
eb3d8241ca
Merge pull request #250 from cocoademon/camera_bounds_fix
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Switch Camera.setBoundsToWorld to match world.bounds instead of world
2013-12-05 01:11:59 -08:00
John
2e11801f9f
Added a fix for fullscreen scaling in firefox.
2013-12-05 07:15:50 +00:00
Cameron Foale
f6712da774
Switch Camera.setBoundsToWorld to match world.bounds instead of world
2013-12-05 16:28:17 +11:00
Cameron Foale
b48669dded
Don’t test self-collisions
2013-12-05 16:26:03 +11:00
Cameron Foale
8469a9c51e
Switch method of using trimmed sprites to support scaling and rotation
2013-12-05 14:52:26 +11:00
John
b978a2b73b
Introduced a separate stage.fullScreenScaleMode property that is used to decide scaling when fullscreen.
2013-12-05 01:00:36 +00:00
photonstorm
c5c754725a
* When a Sprite is destroyed any active filters are removed as well.
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* Updated Pixi.js so that removing filters now works correctly without breaking the display list.
2013-12-04 22:39:53 +00:00
Josh Shepard (jcs)
539dcdd18a
move 'dirty' flag for Tilemap to a per-layer flag. Fixes #242
2013-12-04 09:42:25 -08:00
photonstorm
666df67453
Tidying up the wip folder and updating pixi.
2013-12-03 20:50:34 +00:00
photonstorm
42c0bed502
Fixed World.scale and Group.scale.
2013-12-03 02:13:57 +00:00
Richard Davey
f9ee9bfc0e
Merge pull request #239 from jcd-as/dev
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move TilemapLayer positioning/rendering to postUpdate to be in line with...
2013-12-01 04:50:39 -08:00
Josh Shepard (jcs)
2b99cb4be4
move TilemapLayer positioning/rendering to postUpdate to be in line with ‘normal’ Sprites.
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reverts e91d40b9fc
- fix was incorrect & regressed fixedToCamera Sprites’ & TilemapLayer positioning.
Fixes #237
2013-11-30 17:40:24 -08:00
photonstorm
0256117307
Preparing dev branch for 1.1.4
2013-11-29 19:40:28 +00:00
photonstorm
00a9897ae2
Updated Filter resolution to a 2f and added Blur and Marble filters.
2013-11-29 12:26:53 +00:00
Richard Davey
378ffc7ade
Caustics filter
2013-11-29 10:39:52 +00:00
photonstorm
f22159e257
Updated documentation.
2013-11-28 15:57:09 +00:00
photonstorm
8da9b67c18
Loader fixed for tilemap data.
2013-11-28 14:22:47 +00:00
photonstorm
780b8a5d6d
New filters and demos: LightBeams, Fire and Tunnel. Also Loader can now load script files.
2013-11-28 05:43:35 +00:00
Josh Shepard (jcs)
e91d40b9fc
fix for ’jitter’ in scrolling where tilemaps & sprites are one frame off from each other
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Fixes #214
2013-11-27 16:25:20 -08:00
photonstorm
a9a46bfbbf
Lots of documentation updates and new Loader examples.
2013-11-27 16:33:49 +00:00
photonstorm
4926fac578
New non-conflicting Loading system in place. Creating tests.
2013-11-26 21:10:01 +00:00
photonstorm
2fc5c89c1e
Preparing to extend the Loader to handle script loading.
2013-11-26 17:14:21 +00:00
Richard Davey
e8646def64
Merge pull request #231 from jcd-as/dev
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update the collision hulls in sprite->sprite separations (in addition to...
2013-11-26 03:54:40 -08:00
photonstorm
141337bed9
Heavily optimised PixiShader.
2013-11-26 05:13:56 +00:00
Josh Shepard (jcs)
f4688241d2
update the collision hulls in sprite->sprite separations (in addition to sprite->tile separations)
2013-11-25 20:58:39 -08:00
photonstorm
86584a636c
Added new Phaser.HEADLESS render mode (doesn't output anything).
2013-11-25 14:53:30 +00:00
photonstorm
06a17b4b26
Fixed an issue in Text. Fixed the background color issue with Canvas games. Updated the Examples viewer so the side-by-side focuses the iframe now. Added new "Extend Group" example.
2013-11-25 13:12:03 +00:00
photonstorm
299115ca5d
The entire Phaser library has been updated to match the new JSHint configuration.
2013-11-25 04:40:04 +00:00
photonstorm
13a2cc2feb
Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way.
2013-11-25 03:13:04 +00:00
Richard Davey
373b97648d
Documentation updates
2013-11-24 23:52:31 +00:00
photonstorm
a876fdd2b6
README update, Loader audio path fix and Tween.isRunning fix.
2013-11-24 13:16:55 +00:00
Richard Davey
cbd9b77327
Merge pull request #218 from TheJare/dev
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Fix normalizeAngle and wrapAngle (again?)
2013-11-24 05:09:06 -08:00
photonstorm
d30e2974c4
Updated JSHint configuration, README and started working through source files against JSHint.
2013-11-24 12:51:20 +00:00
photonstorm
155c863d69
New Timer class and scale event updates.
2013-11-24 11:04:58 +00:00
TheJare
8015194daa
Fix normalizeAngle and wrapAngle (again?)
2013-11-23 02:58:02 +01:00
photonstorm
b286093093
Opps forgot to fix a rogue filter which caused the lib to crash.
2013-11-21 05:31:23 +00:00
photonstorm
496639ff25
Added Phaser.Filter and started moving the shaders over into their own filter classes, so they won't all get bundled in unless needed.
2013-11-21 05:00:07 +00:00
Richard Davey
e32c127a97
Merge pull request #212 from TheJare/dev
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Fixes to Math and Loader
2013-11-20 04:51:25 -08:00
Richard Davey
ca297318f0
Merge pull request #211 from cocoademon/fix_skip_children
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Fix a silly mistake in skip preupdate/update for PIXI objects
2013-11-20 04:50:34 -08:00
photonstorm
93fcb7acbf
Loads more shaders and some fixes and enhancements to PixiShader
2013-11-20 04:04:48 +00:00
photonstorm
e620c99479
ShaderToy convertor up and working, lots of shaders being turned into Pixi filters :)
2013-11-20 02:28:28 +00:00
TheJare
f115a2dbf8
Remove references to GameMath, it's just Math now
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Throw exceptions if wrong format given to tilemap or textureatlas. Previously, old onload remained active and error happened in the wrong (and hard to diagnose) place.
2013-11-20 00:12:37 +01:00
Cameron Foale
9b6bfa5f37
Fix a silly mistake in skip preupdate/update for PIXI objects
2013-11-20 09:45:27 +11:00
Cameron Foale
7ef5ab8c98
Skip preupdate/update for PIXI hierarchies in which an ancestor doesn't exist
2013-11-19 16:29:02 +11:00
photonstorm
b63bd14172
ScaleMode fix, BitmapData change and Device updates.
2013-11-18 20:27:40 +00:00
photonstorm
a5f2d65d23
Fixing a few more Pixi issues.
2013-11-17 12:31:57 +00:00
photonstorm
7ad4164e3a
Expanding BitmapData
2013-11-17 04:33:16 +00:00
Richard Davey
ba6863bdf5
bmd tweaks
2013-11-17 00:55:28 +00:00
photonstorm
38bd00b4ed
ArcadePhysics.separateTile wasn't returning the value, so the custom process callback wasn't getting called (thanks flameiguana)
2013-11-16 13:47:12 +00:00
photonstorm
83cacb93a0
More updates to BitmapData.
2013-11-15 20:40:55 +00:00
Richard Davey
ebe441666c
BitmapData object added
2013-11-13 20:57:09 +00:00
Richard Davey
6a24d6116b
Lots of renderTexture updates and examples added
2013-11-13 06:49:24 +00:00
Richard Davey
e4faa34908
Merge pull request #188 from Izzimach/izz
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Switched Tilemap to use user-specified layer.
2013-11-12 16:33:43 -08:00
Richard Davey
71b08cafbd
Merge pull request #184 from crazysam/dev
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Implementing PluginManager.remove, added PluginManager.removeAll
2013-11-12 16:32:43 -08:00
Richard Davey
9dc7c73135
Merge pull request #181 from jcd-as/dev
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Added scrollFactorX/scrollFactorY to TilemapLayers
2013-11-12 16:31:51 -08:00
Richard Davey
e271f69527
Merge pull request #170 from beeglebug/selectors
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Phaser.Game parent can now be a HTMLElement
2013-11-12 16:26:42 -08:00
photonstorm
46cf024a35
filter test updates
2013-11-09 02:16:52 +00:00
Izzimach
1d20c07ed9
Merge remote-tracking branch 'origin/dev' into izz
2013-11-08 12:04:24 -07:00
Izzimach
18a07f7a88
Switched Tilemap to use user-specified layer.
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Tilemap was using the current layer even if a layer was specified as a
parameter in getTile/setTile. Changed it to use the user layer if one is
specified.
2013-11-08 11:40:07 -07:00
Samuel Batista
084c4239e5
Implementing PluginManager.remove function, added PluginManager.removeAll function.
2013-11-08 01:11:36 -05:00
Josh Shepard
b35da01cfc
Added scrollFactorX/scrollFactorY to TilemapLayers - controls rate of movement of layers as a factor of camera position
2013-11-07 10:44:04 -08:00
photonstorm
3f99b691c9
Added in a Group.sort demo, also updated the documentation and build files.
2013-11-07 06:10:15 +00:00
photonstorm
42cd8bd812
Added Group.sort, can sort the Group based on any given numeric property (x, y, health), finally you can do depth-sorting :)
2013-11-07 04:31:37 +00:00
photonstorm
789f0bb0a1
Fixing up Group.sort
2013-11-06 17:43:01 +00:00
photonstorm
dfb22f1044
Tracked down an evil bug in Group.swap that caused the linked list to get corrupted in an upward (B to A) neighbour swap.
2013-11-06 16:46:21 +00:00
photonstorm
8b793cd8d7
Updated to latest version of Pixi.js. Lovely new WebGL filters now working happily :)
2013-11-06 04:51:23 +00:00
photonstorm
94d9fa6e77
Tidying up some docs.
2013-11-05 21:44:39 +00:00
Román Jiménez
35dd98c72f
Added some docstring to the Polygon class
2013-11-05 20:31:33 +01:00
Román Jiménez
06e33bc8e4
Polygon & drawPolygon method
2013-11-05 20:25:06 +01:00
photonstorm
1eca16a948
ArcadePhysics.updateMotion applies the dt to the velocity calculations as well as position now (thanks jcs)
2013-11-05 16:14:24 +00:00
beeglebug
00664f9e99
Phaser.Game parent can now be a HTMLElement
2013-11-04 21:29:32 +00:00
photonstorm
2e576fa9a7
Input Handler updates, orientation screen and World visibility
2013-11-04 20:44:32 +00:00
photonstorm
19ddad8095
Mouse handler updates.
2013-11-04 20:44:32 +00:00
Richard Davey
9022a2f9d3
Merge pull request #160 from cocoademon/camera_shake
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Add a postUpdate function to plugins
2013-11-03 18:58:04 -08:00
Richard Davey
0e84b7ccc9
Merge pull request #162 from beeglebug/button
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Button now goes back to over state when setFrames used in action
2013-11-03 18:39:54 -08:00
Richard Davey
a5c8b2509c
Merge pull request #167 from wKLV/dev
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Mouse now knows what button is clicked
2013-11-03 18:21:53 -08:00
Richard Davey
c1d60d7e19
getAnimation and RAF callback ID checks added
2013-11-04 00:04:19 +00:00
wKLV
8678373754
fix typo
2013-11-04 00:18:59 +01:00
wKLV
e8bac6c8c7
Check type uses the static values
2013-11-04 00:16:36 +01:00
KLV
4593a42a5b
Mouse property to say what button is being clicked
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It follows the convention that already was in the
file 0 for left, 1 for middle and 2 for right.
It also changes to -1 when mouseUp.
2013-11-03 23:43:47 +01:00
beeglebug
3227918c57
fix #154 Button now goes back to over state when setFrames used in action
2013-11-02 11:24:00 +00:00
Cameron Foale
a96ced0d82
Add a postUpdate function to plugins, which is called after World.postUpdate
2013-11-02 17:04:32 +11:00
photonstorm
cc42a71c66
Preparing 1.1.3 dev branch
2013-11-01 19:05:47 +00:00
photonstorm
3e9777e6f4
Updated docs for 1.1.2 release.
2013-11-01 18:16:52 +00:00
photonstorm
685054eac5
Group.callAll now supports nested functions and a context, making it really powerful!
2013-11-01 17:29:57 +00:00
Richard Davey
bd752785b9
Merge pull request #150 from beeglebug/master
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added getMagnitude, setMagnitude, normalize and isZero methods to Point
2013-11-01 04:37:54 -07:00
photonstorm
787abc1e02
Updated debug header and added more info to the project template.
2013-11-01 04:58:08 +00:00
photonstorm
581d637663
Added Group.cursor. This points to the first item added to a Group. You can move the cursor with Group.next() and Group.previous().
2013-11-01 02:50:00 +00:00
photonstorm
3c164b466c
* Updated: event.preventDefault() has been added to all Mouse event handlers.
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* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00
photonstorm
01eab3aeb1
Fixed issue 141 - If a Sprite is dragged and you release the Pointer while not over the Sprite, it will think it's still over it (thanks Paratron)
2013-10-31 16:27:10 +00:00
photonstorm
6f93a2ec94
Multiple Anims update, Tilemap fixes and some new examples.
2013-10-31 15:45:19 +00:00
Stuart Lee
903c2e73fa
added getMagnitude, setMagnitude, normalize and isZero methods to Point
2013-10-31 14:11:03 +00:00
photonstorm
712858cf75
More work on the Invaders game.
2013-10-31 05:31:54 +00:00
Richard Davey
ebf4456e4e
Merge pull request #147 from beeglebug/scope
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state callbacks now receive game object as argument
2013-10-30 18:44:35 -07:00
Stuart Lee
01f64c6694
state callbacks now receive game object as argument
2013-10-30 16:09:06 +00:00
Stuart Lee
9030fbf352
hexToRGB now accepts short hex codes (#EEE)
2013-10-30 13:34:46 +00:00
photonstorm
24c809dd5f
Final body / physics / bounds fixes. Also updated various examples, optimised Sprite core loop and enhanced the Invaders example.
2013-10-30 03:46:52 +00:00
photonstorm
3de62907a0
Nearly fixed the tilemap / body issue. More tests needed but then can push to master.
2013-10-29 04:07:26 +00:00
photonstorm
7ceb11ae49
New: You'll now find a complete Basic project Template in the resources/Project Templates folder. Will add more complex ones soon.
2013-10-28 23:29:34 +00:00
Richard Davey
2b40d2f507
Merge pull request #139 from beeglebug/master
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Added init method to plugins, to be called as they are added to the PluginManager
2013-10-28 03:28:13 -07:00
photonstorm
a814cc26cc
* Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
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* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
2013-10-28 10:17:36 +00:00
beeglebug
f00c52598b
added init method to plugins
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this will allow potentially destructive code to run outside of the
constructor, and only if it has been added to the PluginManager
2013-10-27 22:30:01 +00:00
photonstorm
9261160571
1.1.1 release with fix for Phaser.AUTO and a new text example.
2013-10-26 19:14:13 +01:00
photonstorm
b6efdff286
Adding the key capture to addCursors.
2013-10-25 19:13:00 +01:00
photonstorm
6994e4be5e
Merge branch 'dev'
2013-10-25 18:50:14 +01:00
photonstorm
65d2bf557b
Updated docs and more tidying up.
2013-10-25 17:30:37 +01:00
photonstorm
9f9e6a2a57
Lots of doc updates!
2013-10-25 16:54:40 +01:00
Richard Davey
0463bb4333
Merge pull request #124 from alvinsight/dev
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A lot of documentation updates
2013-10-25 07:51:38 -07:00
Webeled
12148b3159
More improvements on GameObjectFactory
2013-10-25 15:42:48 +01:00
Webeled
ce04ade458
Lots of JSDocs updates in the gameobjects folder
2013-10-25 15:22:45 +01:00
photonstorm
a08436abc3
Final Sprite documentation added.
2013-10-25 15:02:21 +01:00
Webeled
35517d94ad
Just to test if smartGit works again
2013-10-25 14:31:25 +01:00
photonstorm
d8a2b9d2af
Removed console.log
2013-10-25 05:43:10 +01:00
photonstorm
2921a6de2e
Pixel Perfect click detection now works even if the Sprite is part of a texture atlas.
2013-10-25 05:40:46 +01:00
photonstorm
1294b3a2b9
Input over now works regardless of rotation, anchor or scale.
2013-10-25 03:57:08 +01:00
photonstorm
427819c655
Sprite bounds finally correct, regardless of rotation, parenting, scale or anchor.
2013-10-25 03:50:15 +01:00
photonstorm
1469663ea5
Button fixes and Input coordinate fixes.
2013-10-25 02:19:16 +01:00
photonstorm
1f28d328a7
Commit before refactoring Sprite guts.
2013-10-24 21:21:00 +01:00
photonstorm
a6fac64248
Loads of issues reported on Github resolved (sprite crop, music resume, etc).
2013-10-24 04:27:28 +01:00
Richard Davey
e4621aafdd
Merge pull request #115 from ooflorent/grunt-build
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Build phaser using Grunt
2013-10-23 09:11:51 -07:00
photonstorm
7e5f38d022
Phaser.Time physicsElapsed delta timer clamp added. Stops rogue iOS / slow mobile timer errors causing crazy high deltas.
2013-10-23 17:11:06 +01:00
Florent Cailhol
dfee9f9b2f
Add new Grunt build
2013-10-23 16:58:48 +02:00
photonstorm
94c7c57e1c
Fixed WebGL detection and code colour on Firefox.
2013-10-23 15:13:21 +01:00
photonstorm
4a51ac4671
Updated README and sorting out folder case issue.
2013-10-23 13:30:23 +01:00
photonstorm
8ed783802e
New examples page
2013-10-18 15:12:32 +01:00
photonstorm
7e8b79adf4
Tilemap painting example and other smaller updates.
2013-10-17 21:10:00 +01:00
photonstorm
275fa4641e
Added Text.destroy and BitmapText.destroy.
2013-10-17 15:40:44 +01:00
photonstorm
4b2ac6c6c6
More tilemap examples
2013-10-16 21:25:51 +01:00
photonstorm
9c1fdb371c
Nearly finished Tilemap integration into the core.
2013-10-16 06:33:39 +01:00
photonstorm
31018b9295
Star Struck game back and working again, plus finished the level design.
2013-10-16 03:37:15 +01:00
photonstorm
a97f271de7
Fixed Animation index 0 issue and hooked TilemapLayer to camera.
2013-10-16 02:09:12 +01:00
photonstorm
fd5eeb9088
Fixed Rectangle intersection issue and tilemap collision is working again. Win!
2013-10-15 15:24:07 +01:00
photonstorm
f3ea68aad3
Extracting the correct area from a layer, debug displaying it and preparing for collision.
2013-10-15 05:41:42 +01:00
photonstorm
dd695e066f
More tilemap tweaks.
2013-10-14 19:37:52 +01:00
photonstorm
c6bf67c392
Group.alpha exposed and instance returns added to Loader functions.
2013-10-13 20:28:06 +01:00
photonstorm
e98aa205ea
Sprite.destroy is back in business.
2013-10-13 01:29:57 +01:00
photonstorm
574f4f351b
Github Issue #101 fixed. Plus more Tilemap updates.
2013-10-11 20:02:12 +01:00
photonstorm
0201baef11
And Tilemaps are rendering again - and much better than ever before :) Just one final optimisation pass to do and then it's on to collision.
2013-10-11 18:18:27 +01:00
photonstorm
cf414394c3
Tileset working, map coming next.
2013-10-11 06:30:28 +01:00
photonstorm
b868c2cb1b
Started revamp of the Tilemap system. Also removed old 'Advanced Physics' and dropped in p2.js which is what I hope we'll eventually use.
2013-10-11 04:42:11 +01:00
photonstorm
a7230aa769
Sprite.loadTexture added.
2013-10-10 09:03:38 +01:00
photonstorm
f10f9324ad
Animation.killOnComplete added and fixed a few issues in the Tanks game.
2013-10-09 13:36:57 +01:00
photonstorm
29acf7fb4b
Enemy tanks, now firing.
2013-10-09 07:11:36 +01:00
photonstorm
ca9321ef42
Updated physics body to use localTransform. Updated tanks demo.
2013-10-09 05:13:38 +01:00
photonstorm
83a00862be
Lots of new examples and updates.
2013-10-09 04:31:08 +01:00
Richard Davey
1c577d3674
Fixed RandomDataGenerator.sow
2013-10-08 22:55:27 +01:00
photonstorm
f5584bdfe5
Lots of fixes and updates to ArcadePhysics and Group, plus more examples.
2013-10-08 21:09:46 +01:00
photonstorm
ebc4e5dc3d
New examples HTML page added.
2013-10-08 12:52:20 +01:00
photonstorm
fa692653e3
Final commit before rebuilding the Tilemap system.
2013-10-08 10:52:15 +01:00
photonstorm
c307f79102
Added Sprite.fixedToCamera, fixed Angular Velocity and Acceleration, fixed jittery Camera, added skipQuadTree flag and created lots more examples.
2013-10-08 00:58:20 +01:00
photonstorm
1bc6ac25fa
Preparing to merge new examples.
2013-10-07 22:15:28 +01:00
Richard Davey
d4149a8f9a
Setting up for this weeks work.
2013-10-07 22:15:28 +01:00
Richard Davey
664c512a99
Fixed small typo.
2013-10-06 16:27:39 +01:00
Richard Davey
47e1b1b54b
Sprite optimisations.
2013-10-04 19:00:55 +01:00
Richard Davey
455b18b7ec
Sprite optimisations :)
2013-10-04 18:09:56 +01:00
Richard Davey
c00bf96603
World and Camera updates nearly complete.
2013-10-04 16:51:24 +01:00
Richard Davey
e8bed83ac3
Making some major changes to Camera and World.
2013-10-04 14:41:15 +01:00
Richard Davey
54f073e5cb
Testing some new Camera tricks.
2013-10-03 23:20:24 +01:00
Richard Davey
c8760b4341
Docs update.
2013-10-03 04:17:44 +01:00
Richard Davey
96da57cac0
Fixed up the namespace in the documentation and finished off all sections other than Game Objects and Physics (yuck).
2013-10-03 02:38:35 +01:00
Richard Davey
f832bacfd6
More Docs!
2013-10-03 01:21:08 +01:00
Richard Davey
e85643abf4
Yet more documentation done.
2013-10-02 20:18:24 +01:00
Richard Davey
868ae81bab
Input, Loader and Math docs tidied up.
2013-10-02 15:05:55 +01:00
Richard Davey
1a2dc05609
Input and keyboard docs.
2013-10-02 13:18:58 +01:00
Richard Davey
852e82d0ca
More docs.
2013-10-02 12:11:22 +01:00
Richard Davey
2a01fbb0e8
Merge pull request #87 from STuFF/patch-1
...
fix typo
2013-10-02 03:23:53 -07:00
Richard Davey
6ce6330f50
More docs.
2013-10-02 11:22:48 +01:00
Nicolas Challeil
d2bd2e1600
fix typo
...
small contribution is small :)
2013-10-02 09:46:42 +02:00
Richard Davey
82325ecc8a
Finished Group documentation.
2013-10-02 01:51:30 +01:00
Richard Davey
e5b1faace6
Preparing more documentation.
2013-10-02 01:16:40 +01:00
Richard Davey
7c7cd8b01d
More docs and quick patch to stop the body.allowRotation messing things up.
2013-10-01 16:56:47 +01:00
Richard Davey
ca113b85aa
More docs coming on.
2013-10-01 16:39:39 +01:00
Richard Davey
a38ad2d1a9
Merge pull request #85 from onedayitwillmake/dev
...
Fixed accidentally overwroting remove function with a prepend function
2013-10-01 08:16:16 -07:00
Richard Davey
9b4b267e7a
Working through building the docs.
2013-10-01 16:15:45 +01:00
Mario Gonzalez
f593afd164
Fixed accidentally overwroting remove function with a prepend function
2013-10-01 10:08:09 -04:00
Richard Davey
0a98bb67d8
jsdoc blocks added to every file and tidied up.
2013-10-01 15:05:30 +01:00
Richard Davey
305b12d76b
Adding docs.
2013-10-01 15:01:46 +01:00
Mario Gonzalez
fa8ad51c79
Fixed bug in LinkedList#remove that could cause first/tail to be have pointers to dead node
2013-09-30 22:06:48 -04:00
Richard Davey
480d90b009
* Removed the callbackContext parameter from Group.callAll because it's no longer needed.
...
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
* Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
2013-10-01 02:19:08 +01:00
Richard Davey
8668b82ef6
* Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
...
* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
2013-10-01 01:18:29 +01:00
Richard Davey
16b1913de1
* Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
...
* Button.setFrames will set the current frame based on the button state immediately.
* InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
2013-09-30 17:12:22 +01:00
Richard Davey
8d17e1f963
Sound duration fixes.
2013-09-30 12:17:21 +01:00
Richard Davey
e3384b7ff7
Merge pull request #71 from webeled/dev
...
More examples migrated across.
2013-09-30 04:16:44 -07:00
Richard Davey
c5d90a7722
Merge pull request #74 from cottonflop/dev
...
Fix for incorrect new particle positioning (issue #73 )
2013-09-30 03:20:11 -07:00
Richard Davey
b0a9c646c9
Merge pull request #76 from XekeDeath/dev
...
Fix for particles emitting in the wrong area when using emitter.width/height. And small change to make animation looping more robust.
2013-09-30 03:16:33 -07:00
Richard Davey
31bbf05ace
* Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
...
* Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
* Change: When you swap State all active tweens are now purged.
2013-09-30 11:15:50 +01:00
XekeDeath
62b5aa9bd9
Removed redundant assignment.
2013-09-30 13:28:17 +10:00
XekeDeath
ce3e1708e0
Merge branch 'dev' of https://github.com/XekeDeath/phaser into dev
2013-09-30 13:04:29 +10:00
XekeDeath
80e80ddccb
Make animation looping robust when skipping frames.
2013-09-30 13:04:22 +10:00
XekeDeath
29dbbcae52
Fix Particle Emitters when using Emitter width/height
2013-09-30 13:02:22 +10:00
Betsy Cottonflop
40b968028a
Fix for incorrect new particle positioning
2013-09-28 16:52:37 -07:00
Richard Davey
497d15b5bc
Sprite.play
2013-09-27 13:47:22 +01:00
Webeled
903b11b730
Groups examples and some boolean checks corrected
2013-09-27 13:27:15 +01:00
Richard Davey
18c695e9dd
PixiPatch and other 1.0.7 features
2013-09-27 09:57:08 +01:00
Richard Davey
6353d8c7ab
Fixed some eases.
2013-09-26 15:22:49 +01:00
Richard Davey
9642d4994a
1.0.6a release to fix an issue in the StateManager.
2013-09-26 11:49:58 +01:00
Richard Davey
e77dba402c
Beta warning added.
2013-09-24 16:02:58 +01:00
Richard Davey
9d84429960
Group length checks
2013-09-24 15:49:21 +01:00
Richard Davey
891369b197
Preparing for 1.0.6 release, but moving physics changes to dev.
2013-09-24 15:28:29 +01:00
Richard Davey
51049128f5
Collision fixes for testing
2013-09-23 22:23:17 +01:00
Richard Davey
257cbe3be8
Much more stable collision, just need to refactor the Tilemap handling - see if I can optimise it a bit too.
2013-09-23 03:26:08 +01:00
Richard Davey
bc02a1a05e
Fixing collision issues
2013-09-23 01:06:09 +01:00
Richard Davey
093bf8343d
Graphics fixes and other changes
2013-09-22 22:55:34 +01:00
Richard Davey
6b9484aa80
Merge pull request #60 from TheJare/master
...
Fix bug in StateManager...
2013-09-22 14:32:25 -07:00
Richard Davey
f66e6326e3
Merge pull request #61 from powerfear/master
...
make tweens chainable with .to
2013-09-22 14:13:30 -07:00
Richard Davey
20f63c0af2
Fixed Graphics not working correctly.
2013-09-22 15:22:45 +01:00
TheJare
557160c3c2
Fixes to math library
2013-09-22 03:43:10 +02:00
Luiz "Bills"
8132427870
fix antialias bug
2013-09-21 21:40:36 -03:00
TheJare
15ad941908
Alternative way to specify tile size in spritesheets: negative means how many tiles there are
2013-09-21 19:23:25 +02:00
Richard Davey
d1ea96fd83
Input updates
2013-09-21 13:07:06 +01:00
powerfear
c36543a261
make tweens chain loopable
2013-09-20 21:47:58 -04:00
TheJare
a4bc69c2f7
Fix box dimensions in PIXI.BitmapText. Support anchor in Phaser.BitmapText
2013-09-21 01:03:19 +01:00
powerfear
f31d56584d
make tweens chainable with .to
...
Allow successive .to calls to chain tweens, and an example using it.
2013-09-20 19:14:50 -04:00
Richard Davey
45426be0bc
Assets update
2013-09-20 23:21:12 +01:00
TheJare
4b6147d3e3
Fix bug in StateManager where a state's update function might not get called if it has an empty preload function
2013-09-20 22:42:04 +01:00
Richard Davey
68f45709d8
Merge pull request #56 from cocoademon/master
...
Some small animation fixes
2013-09-20 08:56:49 -07:00
Richard Davey
a415e779d1
Final 1.0.5 release.
2013-09-20 13:55:33 +01:00
Cameron Foale
61b9e119cb
Incorrect input array in FrameData.getFrames
2013-09-20 17:48:38 +10:00
Cameron Foale
ec3fc8f307
Fixes numeric frame indexes on animations
2013-09-20 17:39:02 +10:00
Richard Davey
9e88da5c66
Multiple animation fixes in place.
2013-09-19 23:47:50 +01:00
Richard Davey
e938e41c73
Merge pull request #54 from webeled/master
...
Lots of JSDdocs done, and some camera examples
2013-09-19 12:15:26 -07:00
Webeled
26a595cd44
JSDocs update ;)
2013-09-19 16:34:48 +02:00
Richard Davey
3f1cafe21f
Put the famous idnetityMatrix typo back in so it doesn't break Pixi
2013-09-19 13:33:51 +01:00
Webeled
78a062dfb6
Updated my files and the documentation checklist
2013-09-19 13:17:49 +02:00
Webeled
6e4631a849
First commit of the day
2013-09-19 10:36:15 +02:00
Cameron Foale
6fde862f61
Make Phaser.Text play nicely with scrolling, by using an explicit x, y
2013-09-19 16:57:19 +10:00
Cameron Foale
4f969901da
Fixed typo 'indetityMatrix' in RenderTexture
2013-09-19 16:41:34 +10:00
Richard Davey
c5fc5e3394
Fixed various issues in the TweenManager, added length property to Group and improved the build script.
2013-09-19 04:45:08 +01:00
Richard Davey
cf26f68693
Added Math.numberArray
2013-09-18 14:08:26 +01:00
Richard Davey
47834ad478
Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
2013-09-18 14:02:31 +01:00
Richard Davey
91c07ea37d
Animation delay put back to normal
2013-09-18 06:41:41 +01:00
Richard Davey
d9a49797c4
1.0.4 release
2013-09-18 06:34:56 +01:00
Richard Davey
3c5ea01e09
1.0.3 release - fixed Text and Bitmap Fonts, Animation documentation and more examples
2013-09-17 16:50:47 +01:00
Webeled
bb9761aaf4
It loops but still problems on the constructor
2013-09-16 17:40:56 +02:00
Webeled
fc584cf6bc
Examples (audio, button,camera), and docs
...
Created some examples (audio, button,camera), and documented the source
code along the way
2013-09-16 16:37:30 +02:00
Richard Davey
e3869ff3ac
* Fixed a bug in the AnimationManager where useNumericIndex was always set to true
...
* Added in lots of Particle examples
* Added in the start of a Breakout game
* Added in the start of a Platformer game
2013-09-16 01:52:15 +01:00
Richard Davey
e705509d29
Added lots of particles examples.
2013-09-16 01:08:06 +01:00
Richard Davey
8c9a7c8bc7
Adding more examples in.
2013-09-15 20:45:00 +01:00
Richard Davey
f069107e55
1.0.1 release - fixes issues in tile map collision, additional Animation stop checks and updated package license.
2013-09-15 03:58:38 +01:00
Richard Davey
49a6ba2c02
Updated Group to fix some issues with not checking children
2013-09-15 00:14:45 +01:00
Richard Davey
70233b7508
Updating examples with new runner and menu system.
2013-09-13 17:48:47 +01:00
Richard Davey
f664a4971b
Tidying up for 1.0 release push to master.
2013-09-13 16:16:48 +01:00
Richard Davey
7c6e6df91a
State swap example done and working.
2013-09-13 05:44:04 +01:00
Richard Davey
fd0a071cb3
Added Sprite.centerOn(x,y) and fixed the InputHander snap as a result.
2013-09-13 04:37:06 +01:00
Richard Davey
62d77e7038
Small new demo and refactored collision list - now far less comparisons to perform!
2013-09-13 04:22:12 +01:00
Richard Davey
0a42269479
Group vs. Group collision working - also fixed a bug in the Body.reset function that was causing some lovely physics errors :)
2013-09-13 03:52:05 +01:00
Richard Davey
ecc91fb4e0
More collision test cases and fixing a few issues as I go :)
2013-09-13 03:07:39 +01:00
Richard Davey
f812b92b8a
Creating test cases.
2013-09-13 02:07:58 +01:00
Richard Davey
a1450680a4
Part way through re-factoring the collision handler
2013-09-13 00:53:03 +01:00
Richard Davey
9f687b4f8a
Adding Type support for collision checks.
2013-09-12 21:54:41 +01:00
Richard Davey
79dc3566f4
Fixed some issues in Tilemap collision, updated the Emitter so x/y controls the point of emission (to stop collision getting out of whack) and fixed the postUpdate in body.
2013-09-12 20:59:56 +01:00
Richard Davey
336de314a1
Fixed an issue where the Tile.physicsElapsed would go insane if the game has been paused for a long time.
2013-09-12 16:18:44 +01:00
Richard Davey
92e86494e3
Tilemap Collision in and working :) Needs testing against Groups now.
2013-09-12 15:39:52 +01:00
Richard Davey
dbaf7269e9
Promoted the Tilemap to a DisplayObject and vastly simplified the load process.
2013-09-12 04:24:01 +01:00
Richard Davey
3d22d0e169
Fixed a bug in the tilemap rendering so the tile offsets were wrong. Now renders perfectly :) Also fixed issue that would cause the World to resize smaller than the game size (not allowed for rendering reasons).
2013-09-12 02:18:23 +01:00
Richard Davey
89b00db103
Tilemap Rendering is working :)
2013-09-12 00:55:27 +01:00
Richard Davey
95374339b9
Added a Sample Plugin and tested out the Plugin Manager. Working great :)
2013-09-11 17:32:53 +01:00
Richard Davey
fba731e740
Added optional "pixel perfect" input checks and tested against static sprites, animated sprites, physics sprites and sprites positioned outside the screen (needing camera shift to appear).
2013-09-11 16:25:46 +01:00
Richard Davey
f260108433
Tidying up source code for release. Also refactored World to use a Group instance, rather tha duplicate functions.
2013-09-11 13:21:07 +01:00
Richard Davey
87858d6bbf
Fixed a bug stopping legacy Audio from starting correctly. Also fixed an issue in the Loader causing it to not load the next file if an unsupported audio file was encountered. Fixed audio playback issues on Firefox/Waterfox as a result.
2013-09-11 11:33:27 +01:00
Richard Davey
e79dd5856d
Added the ability to crop a sprite with a custom Rectangle.
2013-09-11 03:55:53 +01:00
Richard Davey
48ed27dfcc
Finished off RenderTexture. Sprites can now accept a RenderTexture or a key when you create them. RenderTextures are also now stored in the cache under their own key, making re-using them across other Sprites much easier. Also ported over all of the Tilemap classes, but need to get them rendering.
2013-09-11 02:57:36 +01:00
Richard Davey
f885f7b023
Added CSS3Filters plugin. Also modified Sprite to contain preUpdate call, so that update can be over-ridden by custom Classes + added an example for this.
2013-09-11 00:35:21 +01:00
Richard Davey
e2eddc8b24
Added Full Screen support and tested it. Also added in the BitmapText game object and custom XML loader. Game now sends a pause and resume signal, which the TweenManager listens to and handles correctly.
2013-09-10 23:51:35 +01:00
Richard Davey
e41e35fd09
Fixed an error that stopped 2 tweens from being able to run on the same object. Also refactored a lot of the classes to remove prototype properties and move them to local instance properties.
2013-09-10 20:40:34 +01:00
Richard Davey
a486bf6b4a
Phaser now running on iOS. Also fixed a legacy bug where a pending sound wouldn't play once it was touch unlocked. Also fixed Input not working on WebGL contexts. Added WebGL texture updates to the Group/World swap functions.
2013-09-10 16:46:39 +01:00
Richard Davey
5da0e42be4
Added in the Color Utils and removed the less important functions into ColorHarmony plugin. Updated Stage so backgroundColor can be a string or integer now.
2013-09-10 14:00:46 +01:00
Richard Davey
15fe5ed6c8
Fixed the Bring to Top bug and also fixed Group/World.swap when the child was a tail node. Also improved Group.dump significantly. Fixed Phaser.Utils namespace clash too.
2013-09-10 12:46:14 +01:00
Richard Davey
609ea7ec8f
Added ability to Scale particles when emitted.
2013-09-10 11:18:50 +01:00
Richard Davey
4f950ae801
Fixed a fantastic FrameData bug. Also added support to the Emitter to handle multiple image keys and/or frames.
2013-09-10 11:09:25 +01:00
Richard Davey
5d3fe891cd
Particle Emitter in and working. Nice and fast, and a lot more flexible than before.
2013-09-10 01:26:50 +01:00
Richard Davey
2ba6b4ff67
Added support for Pointer Lock API.
2013-09-09 19:59:31 +01:00
Richard Davey
60f0e8967f
Added Phaser.Graphics and fixed the Out of World Bounds call.
2013-09-09 17:01:59 +01:00
Richard Davey
30fc4099c6
Out of bounds and Sprite events hooked up
2013-09-09 13:29:33 +01:00
Richard Davey
ee007cd28e
Added in the game scaling handler and updated Stage
2013-09-09 12:35:20 +01:00
Richard Davey
c904475ae6
Added in the game scaling handler and updated Stage
2013-09-09 12:35:09 +01:00
Richard Davey
13d6ab512b
Fixed the Button frame issue and Down states now work properly
2013-09-09 10:30:01 +01:00
Richard Davey
9b6c819e0e
Input Component done and new Button object done and included. Also finished the build script.
2013-09-09 00:30:44 +01:00
Richard Davey
50624c1552
Input Handler working. Dragging, sliding, click detection, multi-touch. Appears to be an issue with bringToTop but it's most likely a problem with the swapChild function rather than Input.
2013-09-08 22:58:15 +01:00
Richard Davey
ebda1f99e3
Input Handler 90% there.
2013-09-08 22:38:19 +01:00
Richard Davey
abe344b408
More work on the pointer handlers, nearly there!
2013-09-08 17:39:23 +01:00
Richard Davey
90b1946c25
Input Handler mostly restored
2013-09-08 13:23:21 +01:00
Richard Davey
78598ae54a
Implemented my own LinkedList class to make the new Input Handler easier to work with. And also just generally useful to have too.
2013-09-08 11:24:41 +01:00
Richard Davey
fe6664eac7
Fixed the Body collide issues and optimised the process at the same time. Now the QuadTree appears to work perfectly as a result. Bonus!
2013-09-08 01:24:59 +01:00
Richard Davey
bb5d8ca170
a
2013-09-07 21:12:47 +01:00
Richard Davey
eb7af3d2a2
Group nearly done. Sprite.anchor appears to be broken though, must fix.
2013-09-06 20:20:58 +01:00
Richard Davey
822a2df289
Lots of work on Group and also resolved the issue of the core game loop structure not being quite right.
2013-09-06 15:00:05 +01:00
Richard Davey
0c97e8e151
Starting work on Group.
2013-09-05 21:07:44 +01:00
Richard Davey
b2fa345c9d
console banner maker
2013-09-05 03:35:12 +01:00
Richard Davey
c552d86639
Added swapChildren to Phaser.World
2013-09-05 02:11:54 +01:00
Richard Davey
87d52bd85e
Linked List node swap
2013-09-05 01:12:34 +01:00
Richard Davey
f4dab1847e
Working on Linked List node swapping.
2013-09-04 21:03:39 +01:00
Richard Davey
10bc22b717
Motion helper functions added to the ArcadePhysics class.
2013-09-04 16:12:58 +01:00
Richard Davey
128bdccd79
Sorted out the QuadTree issues and resolved a small but vital bug in separateX, also re-organised the collision flags in Body.
2013-09-04 13:54:55 +01:00
Richard Davey
b2263c16c6
Patched the QuadTree, now working a whole lot better but am worried it's still working out too many collisions.
2013-09-04 04:54:43 +01:00
Richard Davey
3f3b6bfd35
Brand new highly optimised QuadTree added, populated by the game loop and world ready to be queried as often as you want in your game loop, without creating hundreds of new QuadTrees each frame.
2013-09-04 03:48:15 +01:00
Richard Davey
2a353a0327
Flixel physics optimised about as much as it can be. Also added world and local gravity support and flag to toggle it on / off.
2013-09-04 01:10:01 +01:00
Richard Davey
0f438d5221
separateX up and working sweet with gc spike removal too
2013-09-03 19:34:38 +01:00
Richard Davey
a27f6d6562
Forces working, collision half way there.
2013-09-03 17:28:12 +01:00
Richard Davey
2fe8a3a0a7
Physics integration and a fix to Tween that stopped the repeat/yoyo from working.
2013-09-03 17:07:05 +01:00
Richard Davey
bdc1c2ceb9
Sorted out the bounds for when sprites are in trimmed texture atlases to stop the physics checks going insane. Also bundled in Advanced Physics lib, although not hooked up yet.
2013-09-03 15:35:40 +01:00
Richard Davey
8a90a87492
Text converted and a couple of examples created. Using new extend system, so much smaller classes now.
2013-09-03 06:02:47 +01:00
Richard Davey
5acb4e9f1b
Borrowed the 'extends' system from jQuery and now the codebase will be considerably smaller :) TileSprite already updated to new format.
2013-09-03 04:58:30 +01:00
Richard Davey
e28cdbeb6a
Moving to using a small extend / mixin method to avoid code repeating now we're extending Pixi display objects.
2013-09-03 04:43:26 +01:00
Richard Davey
66e86e7d82
Tiling Sprite added
2013-09-03 03:19:42 +01:00
Richard Davey
c18de53bab
SoundManager converted and playing audio :)
2013-09-03 01:24:16 +01:00
Richard Davey
ed13283f0f
Tided up the cull / bounds demo.
2013-09-03 00:42:17 +01:00
Richard Davey
7c597999d4
Camera culling now in and working, although you need to enable it on a per sprite basis. Also fixed a few small bugs in the Animation Manager.
2013-09-02 23:22:24 +01:00
Richard Davey
6235f25184
LL
2013-09-01 22:02:42 +01:00
Richard Davey
d31777972c
Camera culling
2013-09-01 19:52:50 +01:00
Richard Davey
7bdcbf5c2a
getBounds update.
2013-09-01 13:17:44 +01:00
Richard Davey
71b4cc532f
Added Sprite.getBounds function
2013-09-01 11:15:13 +01:00
Richard Davey
d54a92310d
Optimised sprite a tiny bit more and created a couple of fun demos :)
2013-09-01 06:21:39 +01:00
Richard Davey
fef28c6a6a
Optimised update loop to reduce calculations if the transform doesn't change.
2013-09-01 05:50:47 +01:00
Richard Davey
6ef89826df
Phew.. lots of transform matrix math over and I can finally get all 4 points of a Sprite, regardless of rotation, translation or scale of itself or any of its parents.
2013-09-01 05:29:53 +01:00
Richard Davey
12e5d2aceb
...
2013-09-01 05:22:08 +01:00
Richard Davey
801c2af9d4
Updated world so the update run uses the linked list. Sprite.getLocalPosition now almost working, but falls over for children.
2013-09-01 03:57:24 +01:00
Richard Davey
188d6239a3
Edge points in and working.
2013-09-01 03:15:27 +01:00
Richard Davey
99e0934244
More late-night math.
2013-09-01 02:28:51 +01:00
Richard Davey
5d4da0ce66
Working out culling
2013-09-01 00:35:29 +01:00
Richard Davey
22847f6ade
DebugUtils converted, re-name spaced the Input classes and started on Camera culling.
2013-08-31 21:50:34 +01:00
Richard Davey
70ee753859
The complete Phaser Input Manager suite is now ported across. Not tested in earnest yet, but all the grunt work is at least done.
2013-08-31 13:54:59 +01:00
Richard Davey
f9aa7f7339
Fixed small bug in Game where AUTO didn't detect the lack of WebGL properly. Tidied up Math a bit more.
2013-08-30 20:05:29 +01:00
Richard Davey
54d98944e4
Mummy attack :)
2013-08-30 18:56:10 +01:00
Richard Davey
e77f5da2cd
Fixed the TweenManager and added support to GameObjectFactory, so you can create tweens easily now all hooked in to the internal game clock. Also added the AnimationManager into Sprite, so you can create and play animations directly from sprites nice and easily.
2013-08-30 17:09:43 +01:00
Richard Davey
936118bd91
AnimationManager done and in, need to fix texture update bug, otherwise finished.
2013-08-30 04:20:14 +01:00
Richard Davey
a81a8effb4
Sprite Sheets now parse and render correctly too.
2013-08-30 02:18:00 +01:00
Richard Davey
1e59bc69fb
Fixed bug in RequestAnimationFrame where the time wasn't being updated properly.
2013-08-30 02:00:30 +01:00
Richard Davey
559d75eba1
When Phaser loads images they are now added to the PIXI.BaseTextureCache. Also when it loads atlas data (regardless of the 3 formats) they are converted into PIXI TextureCache entries using UUIDs to avoid name clashes and to support index based atlases.
2013-08-30 01:50:17 +01:00
Richard Davey
4c1dacfa02
Loader can now parse both JSON Hash and JSON Array formated texture atlas files.
2013-08-29 22:53:55 +01:00
Richard Davey
5b036557c0
The start of World, also moved Game/Stage into core.
2013-08-29 21:57:36 +01:00
Richard Davey
6bf7bab917
Fixed some errors in Rectangle and more Pixi hooks added, now creating the Stage properly and rendering sprites.
2013-08-29 19:20:04 +01:00
Richard Davey
19483bafed
Canvas and Stage added and starting to merge in Pixi deeply.
2013-08-29 17:20:59 +01:00
Richard Davey
16749edf20
More state swapping features and optimised Game.loop.
2013-08-29 15:14:56 +01:00
Richard Davey
3d4783980e
StateManager improving in leaps and bounds.
2013-08-29 14:38:51 +01:00
Richard Davey
4bbcc380c5
State handling done. Refactored the Game constructor a LOT. Now works from within closures, outside of them, with Phaser.State objects or normal Objects with the right functions inside. Also fixed some small bugs in PluginManager and various scope issues with RAF.
2013-08-29 07:06:16 +01:00
Richard Davey
3c8cd20b70
RequestAnimationFrame done and optimised massively. PluginManager added (but needs testing). Game now fleshed out with all the state changing and core loop, also optimised heavily. Also Pixi integration started and the basics are working well :)
2013-08-29 03:52:59 +01:00
Richard Davey
b8d3a61c97
Added the TweenManager
2013-08-29 00:09:12 +01:00
Richard Davey
d323404676
Starting integration of tween.js
2013-08-28 21:29:25 +01:00
Richard Davey
8a09469798
Final methods added.
2013-08-28 19:18:34 +01:00
Richard Davey
9289f690eb
Rectangle mostly done, needs the prototype functions adding and some test cases made.
2013-08-28 17:19:13 +01:00
Richard Davey
89fe2855e4
Fixed a few things in Circle and added the Point object.
2013-08-28 15:58:37 +01:00
Richard Davey
0f58945212
Circle and Math converted
2013-08-28 15:27:22 +01:00
Richard Davey
09def364c3
Farewell TypeScript, see you on the other side.
2013-08-28 07:02:57 +01:00