Richard Davey
8aaa8de985
Fixed issue with tilesets not updating correctly.
2015-07-07 02:38:14 +01:00
Richard Davey
a1f618f54f
Debugging tileset issue.
2015-07-07 02:18:53 +01:00
Richard Davey
f57d3c19e9
P2.Body.createGroupCallback incorrectly referenced the _groupCallbackContext
when deleting it (thanks @Langerz82 #1886 )
2015-07-07 01:24:26 +01:00
Richard Davey
9886232fff
Merge pull request #1890 from standardgaussian/issue1885
...
Issue #1885 :
2015-07-07 01:21:25 +01:00
Standard Gaussian
a556dfdc69
Issue #1885 : P2.enableBody now checks if an anchor exists on target object before attempting to set its value
2015-07-05 22:39:15 +01:00
photonstorm
8919e4e128
Trying out resize method.
2015-07-02 17:19:57 +01:00
photonstorm
ab092c5c14
Keyboard.addKeys is a practical way to create an object containing user selected hotkeys. For example: addKeys( [Phaser.Keyboard.W, Phaser.Keyboard.S, Phaser.Keyboard.A, Phaser.Keyboard.D], [ 'up', 'down', 'left', 'right' ] );
would return an object containing the properties up
, down
, left
and right
that you could poll just like a Phaser.Key object. (thanks @Mourtz #1857 )
2015-07-02 14:15:06 +01:00
Richard Davey
755a247e31
Merge pull request #1857 from Mourtz/master
...
Implemented Keyboard.AddKeys function.
2015-07-02 13:54:18 +01:00
photonstorm
698167a596
Tiled Image Collection support is now available and has been added to the TilemapParser and Tilemap classes (thanks @asyed94 #1879 )
2015-07-02 13:53:02 +01:00
Richard Davey
1f76340563
Merge pull request #1879 from asyed94/dev
...
Implemented Tiled Image Collection support.
2015-07-02 13:43:06 +01:00
photonstorm
a89d48b9a6
Text.autoRound allows you to control if the text is allowed to render at sub-pixel coordinates or not. Set to true
to round the coordinates, often eliminating anti-aliasing from certain font types ( #1867 )
2015-07-02 13:39:59 +01:00
photonstorm
ce405acb02
jsdoc update #1864
2015-07-02 13:31:26 +01:00
photonstorm
29f9eeabc6
RenderTexture now takes the display objects alpha into consideration when rendering it, before it would always reset worldAlpha to 1 before rendering, thus ignoring any alpha that may be set.
2015-07-02 13:28:44 +01:00
Richard Davey
76292cb87a
Merge pull request #1869 from clark-stevenson/dev
...
Updated TypeScript Definitions
2015-07-02 13:28:40 +01:00
Richard Davey
2b7666e22d
Added toString to the constructor parameter.
2015-07-01 23:37:48 +01:00
asyed94
6771c656e9
Removed trailing whitespace.
2015-06-29 16:32:16 -05:00
asyed94
8fefabcf59
Implemented Tiled Image Collection support.
...
Created class ImageCollection.js to internally handle Image Collection
data.
Added imagecollections member to Tilemap.js to access parsed Image
Collection data.
Added ability to parse Image Collections from Tiled json data to
TilemapParser.js
2015-06-27 15:30:26 -05:00
photonstorm
8356aacaa8
Trying out new Text pivot and mute handling.
2015-06-24 19:57:40 +01:00
photonstorm
1ed33cb06c
Setting mute to false on Sound that was never muted caused its volume to be set to zero (thanks @brianbunch #1870 )
2015-06-24 15:54:25 +01:00
Clark Stevenson
7ac7501a29
Updated TypeScript Definitions
2015-06-23 21:50:27 +01:00
Richard Davey
5f2b2df3d4
Yuma :)
2015-06-22 00:31:54 +01:00
photonstorm
a69c156526
The Text Bounds is a rectangular region that allows you to align your text within it, regardless of the number of lines of text or position within the world. For example in an 800x600 sized game if you set the textBounds to be 0,0,800,600 and text alignment to 'left' and vertical alignment to 'bottom' then the text will render in the bottom-right hand corner of the game, regardless of the size of font you're using or the number of lines in the text itself.
...
Set the Style properties `boundsAlignH` and `boundsAlignV` or adjust them via the Text setters to change the alignment.
It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts have additional padding around them which you can mitigate by tweaking the Text.padding property.
Setting a textBounds _doesn't_ update the wordWrapWidth, so be aware of the relationship between the two.
Call this method with nothing defined for any of the parameters to reset an existing textBounds.
#1824
2015-06-17 17:18:04 +01:00
photonstorm
0258245f12
Phaser.Text no longer extends PIXI.Text but replaces it entirely. Phaser.Text now natively extends a Phaser Sprite, meaning it can be enabled for physics, damaged, etc.
2015-06-17 13:21:28 +01:00
photonstorm
102c74e121
Deprecated the following:
...
* Camera.screenView
* ScaleManager.maxIterations
* ScaleManager.enterPortrait (see onOrientationChange)
* ScaleManager.enterLandscape (see onOrientationChange)
* ScaleManager.enterFullScreen (see onFullScreenChange)
* ScaleManager.leaveFullScreen (see onFullScreenChange)
* ScaleManager.fullScreenFailed (see onFullScreenError)
* ScaleManager.checkResize
* ScaleManager.checkOrientation
* ScaleManager.setScreenSize (see updateLayout)
* ScaleManager.setSize (see reflowCanvas)
* ScaleManager.checkOrientationState (see reflowCanvas)
* ScaleManager.orientation (see screenOrientation)
* Gamepad.disabled (see enabled)
* Input.currentPointers (see totalActivePointers)
* Input.disabled (see enabled)
* Keyboard.disabled (see enabled)
* Mouse.disabled (see enabled)
* Mouse.mouseMoveCallback (see Input.addMoveCallback)
* MSPointer.disabled (see enabled)
* Touch.disabled (see enabled)
* Cache.getUrl (see getURL)
* Math.truncate (see Math.trunc)
* Math.snapToInArray (see Phaser.ArrayUtils.findClosest)
* Math.interpolateFloat (see Math.linear)
* Math.normalizeLatitude (use Phaser.Math.clamp(lat, -90, 90))
* Math.normalizeLongitude (use Phaser.Math.wrap(lng, -180, 180))
* Math.chanceRoll (use Phaser.Utils.chanceRoll)
* Math.numberArray (use Phaser.ArrayUtils.numberArray)
* Math.numberArrayStep (use Phaser.ArrayUtils.numberArrayStep)
* Math.limitValue (use Phaser.Math.clamp)
* Math.randomSign (use Phaser.Utils.randomChoice(-1, 1))
* Math.angleLimit (use Phaser.Math.clamp)
* Math.getRandom (use Phaser.ArrayUtils.getRandomItem)
* Math.removeRandom (use Phaser.ArrayUtils.removeRandomItem)
* Math.floor (use Math.trunc)
* Math.ceil (use Phaser.Math.roundAwayFromZero)
* Math.shift (use Phaser.ArrayUtils.rotate)
* Math.shuffleArray (use Phaser.ArrayUtils.shuffle)
* Math.distanceRounded (do the rounding locally)
* Canvas.getOffset (see Phaser.DOM.getOffset)
* Canvas.getAspectRatio (see Phaser.DOM.getAspectRatio)
* TilemapLayer.tileColor (use TilemapLayer.debugSettings.missingImageFill)
* Phaser.ArrayList alias removed, now use Phaser.ArraySet
* Utils.transposeArray (see Phaser.ArrayUtils.transposeMatrix)
* Utils.rotateArray (see Phaser.ArrayUtils.rotateMatrix)
* Utils.shuffle (see Phaser.ArrayUtils.shuffle)
2015-06-17 03:14:31 +01:00
photonstorm
8cf28fede7
maxHealth is a new property that Game Objects with the Health component receive and works in combination with the heal
method to ensure a health limit cap.
2015-06-17 02:00:04 +01:00
photonstorm
b725c25702
Button game objects now have Input.useHandCursor
set to true
by default.
2015-06-17 01:55:36 +01:00
photonstorm
e28eb7b390
Docs update.
2015-06-17 01:55:36 +01:00
Richard Davey
0b82a68717
Merge pull request #1794 from stephandesouza/patch-1
...
Add a Heal Method to Phaser.Components.Health
2015-06-17 01:54:14 +01:00
Richard Davey
a7a74550a5
Merge pull request #1837 from Feenposhleen/dev
...
JSON support for BitmapFont atlases
2015-06-17 01:49:23 +01:00
Richard Davey
7d5fadec8d
Merge pull request #1808 from rblopes/update-assetpack-example-file
...
Update sample asset pack file.
2015-06-17 01:42:24 +01:00
Richard Davey
560f98b40b
Merge pull request #1828 from luckylooke/patch-2
...
docs: parameter description augmented
2015-06-17 01:41:25 +01:00
Richard Davey
306fbf4d5c
Merge pull request #1810 from Preece/tilemap-overlap
...
Sprite vs Tilemap can now check for overlap, without trying to separate
2015-06-17 01:38:42 +01:00
Richard Davey
88524cd1ce
Merge pull request #1851 from rblopes/detect-nwjs-electro
...
Changes for nw.js-like environment detection code
2015-06-17 01:35:16 +01:00
photonstorm
40802314dd
TileSprite now fully supports animation again, having been broken for several versions due to a Pixi upgrade. We've updated the way TileSprites generate their textures internally considerably and animation support is back across both Canvas and WebGL as a result ( #1653 )
2015-06-17 01:25:56 +01:00
photonstorm
04a25c5d9b
Small fix + jsdoc update.
2015-06-17 01:04:55 +01:00
Richard Davey
14733e9b90
Tilemap.addTilesetImage can now accept a BitmapData as the key
parameter and will use the BitmapData to render the tileset with instead of an image from the cache (thanks to @unstoppablecarl for the idea #1838 )
2015-06-16 23:17:46 +01:00
photonstorm
30a35227da
Formatting update.
2015-06-16 20:38:18 +01:00
photonstorm
71cf2064ab
Fixed TS defs and jsdoc for Ninja convertTilemap #1756
2015-06-16 19:10:01 +01:00
photonstorm
17831e0103
P2.Body.loadPolygon now allows the key
parameter to be passed as null
- when this happens the object
parameter can be the actual physics object data instead of a string pointing to the cache, allowing you to take advantage of adding multiple convex shapes with automatic adjustments for center of mass #1801
2015-06-16 19:02:28 +01:00
photonstorm
cf83f51315
Added textureDebug boolean - allows you to visually debug the generated texture a TilingSprite creates.
2015-06-16 18:31:39 +01:00
photonstorm
58f4b07741
Clarified relationship between Sprite and BodyDebug #1795
2015-06-16 18:30:54 +01:00
photonstorm
b481402ae4
Due to a Pixi 2 issue TileSprite when running under WebGL didn't respect the world alpha setting and would only work with its own alpha (thanks @hanenbro #1774 )
2015-06-16 17:03:19 +01:00
Richard Davey
8a750a1f1e
Merge pull request #1777 from boniatillo-com/assetpack_audiosprite
...
Load audiosprite from asset pack
2015-06-16 16:43:06 +01:00
photonstorm
89c11b9d48
TilemapLayer swapped to use full Phaser.Sprite to allow for input events, bringToTop, etc.
2015-06-16 16:40:45 +01:00
photonstorm
1990bce48b
Sound.restart and Sound.stop now properly disconnect the sound from the gainNode (or external node) before stopping it, allowing restart to work correctly (thanks @eofs #1796 )
2015-06-16 16:24:47 +01:00
photonstorm
00cf44eb22
If running under Cordova and iOS the Game.lockRender boolean will be set to true
when the game pauses and false
when it resumes. This avoids the gpus_ReturnNotPermittedKillClient
app crash on iOS (thanks @cncolder #1800 )
2015-06-16 14:54:42 +01:00
photonstorm
ab8c98676e
Sound.resume wouldn't properly restart looped sounds in Chrome after being paused. Phaser now specifically handles the Chrome 42 bug and later fix (thanks @nkovacs #1820 )
2015-06-16 14:28:46 +01:00
photonstorm
c518fa32b7
Formatting.
2015-06-16 14:16:04 +01:00
photonstorm
c0c3fef420
jsdocs update.
2015-06-16 14:16:04 +01:00
photonstorm
f5369628ce
Device.chromeVersion will return the major version number of Chrome.
2015-06-16 14:16:04 +01:00