Paul
3cfe200ed1
Minor documentation cleanup
2014-10-28 06:12:48 -07:00
Paul
37a77c674f
Add support for "rgba" to Phaser.Stage.backgroundColor
...
- backgroundColor now uses valueToColor which supports hex strings, web/rgba strings, and hex numbers.
- valueToColor normalizes across hexToColor/webToColor/getRGB; see comments
- hexToColor now documents the prefix being optional and allows the `0x` prefix.
- webToColor now exctracts an alpha channel if present - as a slight misfeature it will also accept `rgb(..,a)`.
2014-10-28 05:45:00 -07:00
photonstorm
08a2b12d7d
Tidied up the jsdocs.
2014-10-28 01:48:56 +00:00
photonstorm
9efa5efa0f
Tidied up the Signal class and added a call counter to SignalBinding.
2014-10-28 01:48:24 +00:00
photonstorm
a471cfc235
Game.destroy now destroys either the WebGLRenderer or CanvasRenderer, whichever Pixi was using.
2014-10-27 22:09:39 +00:00
photonstorm
474fd8e055
JSDoc fixes.
2014-10-21 23:08:16 +01:00
Alvin
7f31cfba62
fixed type in the cached previous point in mouse uniform (filter)
2014-10-20 14:39:16 +02:00
photonstorm
35d29170d0
Lots of small jsdoc fixes and DocGen updates.
2014-10-20 00:54:56 +01:00
photonstorm
d70406588c
Filter.update now caches the previous pointer position to avoid flooding the uniform. Also the mouse uniform is now a value between 0 and 1 depending on the position within the game view.
2014-10-17 19:29:50 +01:00
photonstorm
52f1663642
Fixed the Filter mouse uniform value population.
2014-10-17 16:52:28 +01:00
photonstorm
967497c572
Added a few new uniforms and tidied things up.
2014-10-15 19:35:45 +01:00
photonstorm
3f43637782
Happily removed the IE11 WebGL lock as Pixi now fully supports it :)
2014-10-14 01:10:17 +01:00
photonstorm
ac27f12c95
Fixes for Pixi update WebGL UV calls.
2014-10-11 04:18:42 +01:00
photonstorm
0c5438038d
Allowed the orientation checks to still work when using RESIZE scale mode.
2014-10-10 20:35:50 +01:00
Richard Davey
bc16c7876f
Merge pull request #1187 from codevinsky/feature/group-filter
...
Group.filter
2014-10-09 14:08:51 +01:00
Richard Davey
9546fc2959
Merge pull request #1222 from englercj/camera-follow-fix
...
Fix camera follow when in a scaled parent
2014-10-09 14:07:40 +01:00
photonstorm
08c6106c35
Fixed issue with textureLine creating white blocks in iOS.
2014-10-09 02:30:31 +01:00
Chad Engler
4d2e60348f
fix camera follow when in a scaled parent
2014-10-04 20:14:46 -07:00
photonstorm
d7f8e11d21
Removed the customBounds layer.
2014-09-24 06:52:22 +01:00
photonstorm
597b828d7a
StateManager.boot would call start on a State twice if it was added to the game and started before the DOM load had completed. This didn't cause an error but was duplicating function calls needlessly.
2014-09-18 05:14:44 +01:00
photonstorm
426b43cc9f
Removed console.log calls.
2014-09-18 05:12:35 +01:00
photonstorm
d68ed61999
If you called StateManager.start from within a states init
method which also had a preload
method it would fail to start the next State.
2014-09-18 05:11:58 +01:00
photonstorm
756561920f
Group.ignoreDestroy boolean will bail out early from any call to Group.destroy
. Handy if you need to create a global Group that persists across States.
2014-09-18 05:11:48 +01:00
photonstorm
20551f9129
Lots of jsdocs fixes ready for the new doc generator.
2014-09-16 17:35:08 +01:00
photonstorm
fc6b7dd36c
StateManager.unlink will null all State-level Phaser properties, such as game
, add
, etc. Useful if you never need to return to the State again.
2014-09-15 13:19:01 +01:00
Jeremy Dowell
83007878fc
updated: Group.filter documentation
2014-09-11 13:09:52 -05:00
Jeremy Dowell
298622f65f
added: Group.filter
...
takes a predicate function and passes child, index, and the entire child array to it.
return an ArrayList containing all children that the predicate returns true for.
2014-09-11 13:06:38 -05:00
photonstorm
5b922be56e
Version 2.1.1. of Phaser is an emergency point release. It addresses a potential race condition that could happen in States that tried to change state from the create
method but had an empty preloader or pre-cached assets.
2014-09-11 10:38:40 +01:00
photonstorm
33d9b19e29
The Debug canvas is now cleared on State swap.
2014-09-09 15:28:58 +01:00
photonstorm
a1c9b64327
Now bails out of a few methods if RESIZE is set.
2014-09-09 12:48:21 +01:00
photonstorm
2e9dc682a1
Tidied up a redundant if
call.
2014-09-09 12:47:59 +01:00
photonstorm
b4e7da78ed
jsdocs updated.
2014-09-09 12:47:39 +01:00
photonstorm
c40c140631
Camera.roundPx is a new boolean. If set to true
it will call view.floor
as part of its update loop, keeping its boundary to integer values. Set to false
to disable this from happening ( #1141 )
2014-09-09 12:47:27 +01:00
photonstorm
79d873f47b
If you are using CocoonJS, please set your game render type to CANVAS and not WEBGL or AUTO. You should also disable any of the ScaleManager screen resizing or margin setting code. By default in this mode CocoonJS will now set 'screencanvas=true' which helps with performance significantly.
2014-09-08 22:34:53 +01:00
photonstorm
09915ebfde
Tidying up debug.
2014-09-08 22:34:53 +01:00
Richard Davey
3102ad534d
Swapped the order of the Camera.view floor to avoid the 1px jitter effect on the right of maps.
2014-09-06 10:26:54 +01:00
photonstorm
7c02358eed
More FlexGrid updates.
2014-09-05 16:19:32 +01:00
photonstorm
22df587bd3
Swapped to using FlexLayers.
2014-09-05 15:46:21 +01:00
photonstorm
ff07317120
First version of the FlexLayer class.
2014-09-05 15:46:10 +01:00
photonstorm
72c0f50b6b
Lots of small enhancements and layer types.
2014-09-05 08:02:44 +01:00
photonstorm
0af4ec4da2
The StateManager will now check if a State has a method called resize
. If it does, and if the game is running in the RESIZE Scale Mode then this method will be called whenever the game resizes. It will be passed two parameters: width
and height
that will match the games new dimensions. Resizing can happen as a result of either the parent container changing shape, or the browser window resizing.
2014-09-05 06:22:10 +01:00
photonstorm
0c9eef8a91
FlexGrid added to the ScaleManager.
2014-09-05 06:02:25 +01:00
photonstorm
07f529bf12
First experimental build of FlexGrid.
2014-09-05 06:01:48 +01:00
photonstorm
f2a8a927f9
Group.addMultiple allows you to pass an array of game objects and they'll all be added to the Group in turn.
2014-09-05 06:01:25 +01:00
photonstorm
ac9c9a1f9b
Fixed the assignment of the fullScreenTarget so FS mode works again now.
2014-09-05 01:07:51 +01:00
Richard Davey
7ee1564f2e
Signal.removeAll would ignore the context parameter and remove all bindings regardless (thanks @alect #1168 )
2014-09-04 22:24:47 +01:00
photonstorm
cbc6ac8e7d
New debug header.
2014-09-04 05:05:05 +01:00
Carlos Martinez
94f9c0906f
this fixes the camera judders when following with float values.
2014-09-01 14:49:44 +01:00
photonstorm
2cc8e57808
Fixed issue with the ScaleManager.
2014-09-01 08:19:43 +01:00
photonstorm
7fc37751b2
ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state.
2014-09-01 03:30:02 +01:00