Commit graph

4838 commits

Author SHA1 Message Date
Richard Davey
fd8f6117e2 Merge pull request #2469 from mortonfox/patch-1
Update link to CONTRIBUTING.md
2016-05-11 10:04:14 +01:00
Casey Leonard
9ede913609 gamepad bugs in Chrome
fixes issues with being unable to connect a gamepad in Chrome and losing
the gamepad when focus is lost to the game
2016-05-07 19:07:16 -04:00
Morton Fox
e125696ccd Update link to CONTRIBUTING.md 2016-05-07 00:43:13 -04:00
Pete Baron
5e97f10c86 Remove un-needed mixin components leaving only FixedToCamera (not sure about this one). Move this.fixedToCamera after the Core.init call which creates the underlying core components required. Add temporary instant return from shiftCanvas in case that was being called and contributing to the slow-down (probably not). 2016-05-05 17:00:22 +12:00
Pete Baron
ef4143136e Use this.x, this.y as scrolling offsets when rendering each tile. 2016-05-05 16:57:55 +12:00
Pete Baron
69abe492cc Modified Phaser.Tilemap and PIXI.Tilemap to support the new Phaser.TilemapLayerGL objects.
The PIXI file has a reverse dependency on Phaser for it's 'layer' parameter which contains a Phaser.Tilemap (which holds the map data).  The other changes adapt it to the new data source (previously this expected a raw JSON object encoded like the Mario.json map is).

The Phaser file now keeps a reference to the data parsed from the original map, and adds a branch in createLayer to build a TilemapLayerGL instead of a TilemapLayer.
2016-05-05 15:58:03 +12:00
Pete Baron
671fe4ef5b Add new Phaser.TilemapLayerGL class to the build. 2016-05-05 15:53:04 +12:00
Pete Baron
ad04676980 New class: duplicate of Phaser.TilemapLayer modified to access the new PIXI.Tilemap WebGL based tile renderer.
This is just the first test which actually produces some visible output (the map is drawn for the "sci fly" demo example, if you adjust line 27 of that source file to: layer = map.createLayer(0, undefined, undefined, undefined, true);
The new terminal "true" parameter instructs Phaser.Tilemap.createLayer to create a TilemapLayerGL object instead of the usual Phaser.TilemapLayer.
2016-05-05 15:52:26 +12:00
photonstorm
45118e7a60 Docs fix. 2016-05-04 23:34:15 +01:00
Pete Baron
eb77949f63 Strip down PIXI.Tilemap to remove all unused code.
Add very simple tilemap render function to draw every layer, every tile, for the tiles provided.
Link to the TilemapShader and get the whole thing working.
2016-05-05 10:29:51 +12:00
Pete Baron
9deb07c3aa Modify this shader to draw a simple textured rectangle using a two-tri strip, extremely quickly due to simplicity. 2016-05-05 10:28:12 +12:00
photonstorm
1adece490a Docs update. 2016-05-04 02:02:13 +01:00
photonstorm
7afe087c3d Docs fix. 2016-04-29 17:46:44 +01:00
photonstorm
2e1c858196 Added Create. 2016-04-29 01:41:15 +01:00
photonstorm
7332dd8028 Custom WebGL Tilemap renderer POC displaying textures. It's a start. 2016-04-28 00:18:09 +01:00
photonstorm
b008fc7216 Readme update. 2016-04-28 00:18:08 +01:00
Richard Davey
88977e4609 Merge pull request #2444 from staff0rd/typescript_SaveCPU_Plugin
added type definintions for SaveCPU plugin
2016-04-28 00:05:31 +01:00
Richard Davey
d16ef28ae6 Merge pull request #2452 from osev7/patch-1
typescript defs: Allow game.physics.arcade.collide(group) for collisions within group
2016-04-27 23:56:43 +01:00
photonstorm
16378713b4 JSDocs update (#249) 2016-04-27 12:57:41 +01:00
photonstorm
d55b0c9e51 Tilemap update. 2016-04-27 03:38:07 +01:00
photonstorm
b10c8858c3 Tilemap shader WIP. 2016-04-27 03:02:13 +01:00
osev7
65f7f06849 Allow game.physics.arcade.collide(group) for collisions within group 2016-04-26 09:41:13 -04:00
photonstorm
f494c867c7 Fixed an issue in the Arcade Physics overlap method where it would only detect overlaps up to the max bias threshold and no further (thanks @rgk #2441)
The Arcade Physics overlap method would return false if two bodies were overlapping but neither had any velocity (i.e. they were embedded into each other)
2016-04-25 11:38:51 +01:00
photonstorm
620b95e510 Updated docs and TS defs re: #2443 2016-04-23 04:36:47 +01:00
Richard Davey
74d52dd327 Merge pull request #2443 from drhayes/dev
Add a "shakeIntensity" property to Camera.
2016-04-23 04:34:08 +01:00
photonstorm
6bc93de7a5 Preparing for 2.4.8 dev. 2016-04-23 04:32:47 +01:00
Stafford Williams
0628870540 fix type 2016-04-23 12:33:12 +10:00
Stafford Williams
c3bc464b1c added type definintions for SaveCPU plugin 2016-04-23 12:13:30 +10:00
David Hayes
fb709fe728 Add a "shakeIntensity" property to Camera.
This would allow tweening the intensity of the Camera shake over the
lifetime of the shaking.
2016-04-22 19:53:52 -05:00
photonstorm
a29cc64932 Phaser 2.4.7 Final. 2016-04-22 15:15:28 +01:00
photonstorm
6cc0a48347 Phaser 2.4.7 RC2. 2016-04-22 14:45:11 +01:00
photonstorm
b441ee315f Docs update. 2016-04-22 11:56:06 +01:00
photonstorm
002d6250a8 Docs update. 2016-04-21 00:48:54 +01:00
Richard Davey
37d7a1161a Merge pull request #2439 from kiswa/dev
Allow debug.line to be used without error TS2346
2016-04-20 14:23:55 +01:00
Matthew Ross
55214fe2df Allow debug.line to be used without error TS2346
When calling debug.line('Any string'); the TypeScript compiler give error TS2346 because there are no parameters in the method definition. This creates a dummy parameter which allows the same functionality without the compiler error.
2016-04-20 09:19:11 -04:00
photonstorm
3d6b1a3b7e Stopped the Camera Shake effect from changing the World position, as it screws up Arcade Physics, Sprite deltas and some input handling. Instead moved the effect to be render applied only. On Canvas it updates the context.setTransform call, and on WebGL the renderSession offset property. 2016-04-19 04:12:58 +01:00
photonstorm
62d135cf1f Small tidy-up. 2016-04-19 03:39:04 +01:00
photonstorm
7d9c817373 Dragging a Sprite while the camera was moving would slowly cause the Sprite position to become out of sync the further the camera moved. A Sprite being dragged now tracks the camera position during the drag update and adjusts accordingly (thanks @jeroenverfallie #1044) 2016-04-19 01:54:24 +01:00
photonstorm
628dd1c420 P2.Body.offset is now used and applied to the Sprite position during rendering. The values given are normal pixel values, and offset the P2 Body from the center of the Sprite (thanks @Mourtz #2430) 2016-04-18 20:57:41 +01:00
photonstorm
a2d145a43d When the Loader loads audio via the Audio tag, instead of Web Audio, it used to use Phaser.GAMES[_this.game.id].load as the callback handler, which would stop it from working if you had multiple Loaders set-up within Phaser. It now uses a local reference to _this instead (thanks @SBCGames #2435) 2016-04-18 16:44:28 +01:00
photonstorm
41f81d39b7 jsdocs update (and removed isCircle switch) 2016-04-18 16:17:47 +01:00
photonstorm
257a22b170 When loading Video with the asBlob argument set it now uses a 'blob' type for the XHR loader, and doesn't cast the resulting file as a Blob upon load. This fixes loading videos as blobs on Chrome for Android (thanks @JuCarr #2433) 2016-04-18 16:17:27 +01:00
photonstorm
41add1b4bf Phaser 2.4.7 RC1. 2016-04-14 13:23:44 +01:00
photonstorm
ac4acfb912 Removed Arcade Physics Circle support (now in its own branch) ready for 2.4.7 release. 2016-04-14 13:23:28 +01:00
photonstorm
4d8753e9ce Tidying up for 2.4.7. 2016-04-14 12:57:05 +01:00
photonstorm
aad499b025 Tidying up the code base for 2.4.7. 2016-04-14 12:43:10 +01:00
photonstorm
5221bfd5da You can now pass in your own Canvas element to Phaser and it will use that instead of creating one itself. To do so you must pass a Game Configuration object to Phaser when you instantiate it, and set the canvas property of the config object to be the DOM element you wish to use, i.e.: { canvas: document.getElementById('yourCanvas') } (thanks @Friksel #2311) 2016-04-14 11:57:10 +01:00
photonstorm
48ff74b718 Text update. 2016-04-14 11:48:08 +01:00
photonstorm
150e443875 Docs update to include browserify info #2424 2016-04-13 16:05:03 +01:00
photonstorm
1f8e352b7c Docs update. 2016-04-13 15:44:21 +01:00