Commit graph

1853 commits

Author SHA1 Message Date
photonstorm
8436bfe3e1 Class handling added. Need to sort out classdesc issue, but otherwise it's just down to testing and output formats now. 2014-06-22 02:32:05 +01:00
photonstorm
7daea2b279 Consts working. 2014-06-22 02:16:26 +01:00
photonstorm
5b67a23b9c Started work on ReturnTypes and consts. Nearly there for the full parsing test, then to the json format / export. 2014-06-21 01:06:45 +01:00
photonstorm
d6ee749c8e Now generates Methods, parameters and Properties. 2014-06-20 17:01:51 +01:00
photonstorm
d9cbdd1788 First pass of new docs generator. 2014-06-20 15:23:26 +01:00
photonstorm
48f62a35f9 Change log fixes. 2014-06-20 15:23:26 +01:00
Richard Davey
33a8bfdef0 Merge pull request #900 from clark-stevenson/patch-2
GamePad + small fixes.
2014-06-13 14:19:10 +01:00
clark-stevenson
e6e49088d7 GamePad + small fixes.
You are making my life easy with the def updates :D
2014-06-11 15:23:54 +01:00
photonstorm
5c6b5f362d New build files. 2014-06-11 14:38:46 +01:00
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)
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
Render tilemap when camera outside of world bounds, layer wrapping
2014-06-11 00:05:23 +01:00
photonstorm
78c4e62cfe BitmapData.getPixel fix for pixels with zero red value (thanks @lstor fix #894)
If you call ArcadePhysics.collide on a Sprite vs. a Tilemap and provide a custom processCallback, the result was being ignored and the sprite was being separated regardless (thanks @aivins fix #891 #890)
2014-06-11 00:02:06 +01:00
Richard Davey
13700148fb Merge pull request #891 from aivins/issue890
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
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
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.
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
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
6cf0f7073e Fixed point.normalise | normalize #872 2014-06-05 02:34:49 +01:00
photonstorm
c0460ef3df Removed duplicate meta tags. 2014-06-05 02:33:29 +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
updated doc for Phaser.Tilemap#createBlankLayer
2014-06-05 02:29:17 +01:00
Richard Davey
8c0ac92f50 Merge pull request #873 from foolmoron/dev
Updated docs for Tween.onUpdateCallback to indicate that you can specify...
2014-06-05 02:28:28 +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
Richard Davey
c025b95959 Merge pull request #865 from woutercommandeur/dev
Fix Phaser.Line.intersectsPoints for floating point inaccuracy.
2014-06-02 00:47:05 +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.
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