Commit graph

236 commits

Author SHA1 Message Date
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
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
a8bd5db7ba Fixed smoothed value in Sprite and Image too. 2014-02-27 21:57:57 +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
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
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
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
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
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
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
5f79bb4330 Fix typos of method names in Button.js for doc #444 2014-02-19 15:01:59 +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
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
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
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
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.
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.
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
bdb8908fee Groups now update their children across preUpdate, update and postUpdate.
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
f6113ac6c4 Physics World events added.
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
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
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
47e23096bd Integrating p2.js. 2014-02-10 16:01:30 +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
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.
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
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
243820c973 Fixing up Pixis setBackgroundColor. 2014-02-08 09:14:44 +00:00