photonstorm
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882c8b8d40
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InputHandler.consumePointerEvent has been removed, as it was never used internally anyway, so was misleading (thanks @GregoryAveryWeir #2227)
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2016-02-04 16:46:35 +00:00 |
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photonstorm
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9787474c6e
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Camera.checkBounds now takes the scale of the Camera into account (thanks @ForGorNorPor #2263)
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2016-02-04 16:26:18 +00:00 |
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photonstorm
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a7c360425f
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Tidying up code and docs.
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2016-02-04 16:23:40 +00:00 |
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photonstorm
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4574f310c3
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Docs update.
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2016-02-04 16:21:27 +00:00 |
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photonstorm
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af4c938299
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Docs update (#1967)
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2016-02-04 16:05:45 +00:00 |
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photonstorm
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5bcfa08af6
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Text.useAdvancedWrap allows you to swap between the Basic and the Advanced word wrapping functions. In Advanced it will wrap long-words and condense and trim excess white space (thanks @soldoutactivist #1811)
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2016-02-04 16:00:21 +00:00 |
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photonstorm
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afc96352de
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PIXI.WebGLGraphics.stencilBufferLimit is a new integer that allows you to define how many points exist in a Graphics object before Pixi swaps to using the Stencil Buffer to render it. The default is now 64 (originally 6). This fixes issues with things like Quadratic curves not rendering as masks in WebGL.
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2016-02-04 14:52:35 +00:00 |
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photonstorm
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c3c2dd6067
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Graphics.arc has a new argument segments that allows you to control how many segments are created when the arc is drawn. The default is 40. Use a higher number for more fidelity, i.e. if you find that reversed arcs are not joining up fully (#2064)
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2016-02-04 13:49:55 +00:00 |
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photonstorm
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8076f64656
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We have replaced the PolyK Triangulation calls within Pixi with EarCut 2.0.8. This allows for faster polygon triangulation, and also deals with more complex polygons that PolyK would crash on.
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2016-02-04 13:23:01 +00:00 |
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Richard Davey
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33604901c4
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TilingSprite would ignore the renderable property, and render it regardless. Now it skips render if renderable is false (thanks @Green92 #2214)
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2016-02-04 00:09:30 +00:00 |
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Richard Davey
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4e7fad353e
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Loader.audiosprite is renamed to Loader.audioSprite (the old one still works for legacy reasons) (thanks @epaezrubio #2145)
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2016-02-03 23:53:50 +00:00 |
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Richard Davey
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0610ddd15f
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SoundManager.setTouchLock is no longer set if SoundManager.noAudio is true, or if the PhaserGlobal setting disableAudio is true (thanks @bcjordan #2206)
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2016-02-03 23:23:36 +00:00 |
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Richard Davey
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a4c5fb9660
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BitmapData.drawGroup can now handle drawing Emitters and BitmapText objects that are part of the Group.
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2016-02-03 23:08:54 +00:00 |
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Richard Davey
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3b686f906f
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Moved the Sound.disconnect after the Sound.stop call in Web Audio (#2280)
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2016-02-03 22:22:22 +00:00 |
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Richard Davey
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a0eb44ec09
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Group.add and Group.addAt would forget to remove the child from the hash of its previous Group if it had a physics body enabled, causing unbounded hash increase (thanks @strawlion @McIntozh #2232)
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2016-02-03 21:51:01 +00:00 |
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Richard Davey
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10209dc8f5
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GameObject.revive used to add the health amount given to the Game Object (via heal ) instead of setting it as the new health amount. It now calls setHealth instead, giving it the exact amount (thanks @netgfx #2231)
GameObject.revive will now set the health amount to 100 instead of 1, bringing it in-line with the `maxHealth` default value.
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2016-02-03 21:44:06 +00:00 |
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Richard Davey
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a1c3050bf7
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Tilemap.getObjectIndex has been removed as it didn't work correctly in most cases, and it's easier to just scan the Tilemap.objects object directly anyway (#2242)
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2016-02-03 21:35:35 +00:00 |
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Richard Davey
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3bc8dcd154
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The width and height values passed to the Game constructor are now passed through Math.floor first. This ensures you can never create a game width non-integer dimensions, which has all kinds of implications - from browser performance to breaking things like TileSprite rendering (#2262)
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2016-02-03 19:11:26 +00:00 |
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Richard Davey
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2d2101adcb
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Both transparent and antialias were ignored if set to false in a Game configuration object, as the parseConfig method didn't check for falsey values (thanks @amadeus #2302)
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2016-02-03 12:28:12 +00:00 |
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Richard Davey
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e04504f481
|
Tweens with 'yoyo' set on them couldn't be re-used again because the start and end properties were left in a reversed state. When a yoyo tween ends it now restores the reversed values (thanks @SBCGames #2307)
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2016-02-03 12:24:22 +00:00 |
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Richard Davey
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034428e92c
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Sprite (and all Game Objects) have a new argument in their destroy method: destroyTexture . This boolean (which is false by default) controls if the BaseTexture of the Game Object should be destroyed or not. This is extremely useful in situations where you've got a lot of dynamic assets you no longer need, such as textures created from BitmapDatas. You must set the destroyTexture argument yourself. This can be done in a custom Game Object destroy method or as part of your state shutdown (#2261)
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2016-02-03 11:41:37 +00:00 |
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Richard Davey
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75d6bbb251
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Updated defs and improved jsdocs for #2277
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2016-02-02 23:37:08 +00:00 |
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Richard Davey
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741cf1e0ed
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Huge TypeScript defs update (thanks to @clark-stevenson - this is all of the changes from #2156 merged into the current build)
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2016-02-02 23:30:03 +00:00 |
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Richard Davey
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5e7f864c04
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Docs update.
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2016-02-02 22:58:52 +00:00 |
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photonstorm
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8cf96a2f78
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Docs fix #2271
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2016-02-02 16:28:33 +00:00 |
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photonstorm
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ddbc72cbf4
|
Docs update #2265
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2016-02-02 16:26:20 +00:00 |
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photonstorm
|
044a91d2a4
|
Docs update.
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2016-02-02 16:19:10 +00:00 |
|
Richard Davey
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5703178ee4
|
Removed reference to Lynda 'free' courses (#2266)
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2016-02-02 01:24:16 +00:00 |
|
Richard Davey
|
068252fc50
|
Docs update.
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2016-02-02 01:08:50 +00:00 |
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Richard Davey
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2a1bf389b5
|
Added a typescript section to the bower and npm configs to support tsd link (thanks @mjohnsonengr #2189 #2180)
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2016-02-02 00:49:07 +00:00 |
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Richard Davey
|
7c43f28161
|
Docs update.
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2016-02-02 00:49:07 +00:00 |
|
Richard Davey
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5893224f10
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The Style object passed in to Phaser.Text is now cloned instead of referenced. This means you can adjust single Text instances without invaliding other Text objects using the same style object (thanks @asyncanup #2267)
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2016-02-02 00:29:46 +00:00 |
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Richard Davey
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34aff350eb
|
The Video game object used an anonymous bound function for both the 'ended' and 'playing' event listeners, meaning that they were never removed properly (thanks @ramalhovfc #2303)
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2016-02-02 00:18:50 +00:00 |
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Richard Davey
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2bf3ede746
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Docs update.
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2016-02-01 17:23:44 +00:00 |
|
Richard Davey
|
eaf582ba4f
|
Readme update.
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2016-02-01 17:06:17 +00:00 |
|
Richard Davey
|
1087db6c2b
|
Docs update.
|
2016-02-01 16:53:29 +00:00 |
|
Richard Davey
|
c21c317d9f
|
Docs update.
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2016-02-01 16:47:46 +00:00 |
|
Richard Davey
|
76e2dc66ee
|
Fixed docs (#2216)
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2016-02-01 16:42:03 +00:00 |
|
Richard Davey
|
a74edd1ee9
|
Docs and defs.
|
2016-02-01 16:38:06 +00:00 |
|
Richard Davey
|
3350c537c7
|
Defs update and README update.
|
2016-02-01 16:30:41 +00:00 |
|
Richard Davey
|
0ecd1c6170
|
Emitter methods at , explode , flow , kill , revive , setAlpha , setRotation , setScale , setSize , setXSpeed , setYSpeed and start now return the Emitter instance for better method chaining (thanks @samme #2308)
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2016-02-01 16:30:41 +00:00 |
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photonstorm
|
6a868cba5e
|
BitmapText.cleanText is a new method that will scan the given text and either remove or replace all characters that are not present in the font data. It is called automatically by BitmapText.updateText .
|
2016-01-13 15:15:51 +00:00 |
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photonstorm
|
172f972d8c
|
Pausing a Sound that used a Marker for playback would fire the onMarkerComplete signal by mistake as well as stop the fadeTween. This Signal is now only dispatched if Sound.stop is called and the Sound isn't paused (thanks Corin)
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2015-12-02 12:41:20 +00:00 |
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photonstorm
|
609b38c6e1
|
BitmapData.update causes a snowballing memory leak under WebGL due to a Context.getImageData call. BitmapData.clear used to call update automatically but no longer does. This resolves the issue of the Debug class causing excessive memory build-up in Chrome. Firefox and IE were unaffected (thanks @kingjerod #2208)
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2015-11-17 14:07:56 +00:00 |
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photonstorm
|
8b0224e7b4
|
TilemapParser accidentally redeclared i when parsing the ImageCollections which would cause an infinite loop (thanks DanHett)
|
2015-11-12 13:39:42 +00:00 |
|
Richard Davey
|
799efa3079
|
You can use the new const Phaser.PENDING_ATLAS as the texture key for any sprite. Doing this then sets the key to be the frame argument (the frame is set to zero). This allows you to create sprites using load.image during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data.
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2015-10-31 01:04:14 +00:00 |
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photonstorm
|
efc69ff463
|
Buttons (or any Sprites) that don't have a texture, but have children, would incorrectly render the children under WebGL due to the baseTexture.skipRender property (thanks @puzzud #2141)
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2015-10-16 16:44:51 +01:00 |
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photonstorm
|
8a4a1528e4
|
Preparing for 2.4.5 dev.
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2015-10-15 12:22:01 +01:00 |
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photonstorm
|
c9c85330ab
|
2.4.4 Release.
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2015-10-15 12:06:38 +01:00 |
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photonstorm
|
99751a5e8e
|
BaseTexture.skipRender is a new boolean that can be set to skip the rendering phase in the WebGL Sprite Batch. You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal __default texture) that has children that you do want to render, without causing a batch flush in the process.
|
2015-10-15 11:39:59 +01:00 |
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