photonstorm
94d9fa6e77
Tidying up some docs.
2013-11-05 21:44:39 +00:00
photonstorm
3c164b466c
* Updated: event.preventDefault() has been added to all Mouse event handlers.
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* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00
Stuart Lee
9030fbf352
hexToRGB now accepts short hex codes (#EEE)
2013-10-30 13:34:46 +00:00
photonstorm
3de62907a0
Nearly fixed the tilemap / body issue. More tests needed but then can push to master.
2013-10-29 04:07:26 +00:00
photonstorm
a814cc26cc
* Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
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* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
2013-10-28 10:17:36 +00:00
photonstorm
2921a6de2e
Pixel Perfect click detection now works even if the Sprite is part of a texture atlas.
2013-10-25 05:40:46 +01:00
photonstorm
427819c655
Sprite bounds finally correct, regardless of rotation, parenting, scale or anchor.
2013-10-25 03:50:15 +01:00
photonstorm
1469663ea5
Button fixes and Input coordinate fixes.
2013-10-25 02:19:16 +01:00
photonstorm
1f28d328a7
Commit before refactoring Sprite guts.
2013-10-24 21:21:00 +01:00
photonstorm
7e8b79adf4
Tilemap painting example and other smaller updates.
2013-10-17 21:10:00 +01:00
photonstorm
a97f271de7
Fixed Animation index 0 issue and hooked TilemapLayer to camera.
2013-10-16 02:09:12 +01:00
photonstorm
fd5eeb9088
Fixed Rectangle intersection issue and tilemap collision is working again. Win!
2013-10-15 15:24:07 +01:00
photonstorm
a7230aa769
Sprite.loadTexture added.
2013-10-10 09:03:38 +01:00
photonstorm
ca9321ef42
Updated physics body to use localTransform. Updated tanks demo.
2013-10-09 05:13:38 +01:00
photonstorm
83a00862be
Lots of new examples and updates.
2013-10-09 04:31:08 +01:00
photonstorm
f5584bdfe5
Lots of fixes and updates to ArcadePhysics and Group, plus more examples.
2013-10-08 21:09:46 +01:00
Richard Davey
47e1b1b54b
Sprite optimisations.
2013-10-04 19:00:55 +01:00
Richard Davey
c8760b4341
Docs update.
2013-10-03 04:17:44 +01:00
Richard Davey
96da57cac0
Fixed up the namespace in the documentation and finished off all sections other than Game Objects and Physics (yuck).
2013-10-03 02:38:35 +01:00
Richard Davey
6ce6330f50
More docs.
2013-10-02 11:22:48 +01:00
Richard Davey
ca113b85aa
More docs coming on.
2013-10-01 16:39:39 +01:00
Richard Davey
305b12d76b
Adding docs.
2013-10-01 15:01:46 +01:00
Richard Davey
18c695e9dd
PixiPatch and other 1.0.7 features
2013-09-27 09:57:08 +01:00
Richard Davey
891369b197
Preparing for 1.0.6 release, but moving physics changes to dev.
2013-09-24 15:28:29 +01:00
Richard Davey
20f63c0af2
Fixed Graphics not working correctly.
2013-09-22 15:22:45 +01:00
Richard Davey
a415e779d1
Final 1.0.5 release.
2013-09-20 13:55:33 +01:00
Webeled
26a595cd44
JSDocs update ;)
2013-09-19 16:34:48 +02:00
Richard Davey
3c5ea01e09
1.0.3 release - fixed Text and Bitmap Fonts, Animation documentation and more examples
2013-09-17 16:50:47 +01:00
Richard Davey
92e86494e3
Tilemap Collision in and working :) Needs testing against Groups now.
2013-09-12 15:39:52 +01:00
Richard Davey
fba731e740
Added optional "pixel perfect" input checks and tested against static sprites, animated sprites, physics sprites and sprites positioned outside the screen (needing camera shift to appear).
2013-09-11 16:25:46 +01:00
Richard Davey
f260108433
Tidying up source code for release. Also refactored World to use a Group instance, rather tha duplicate functions.
2013-09-11 13:21:07 +01:00
Richard Davey
a486bf6b4a
Phaser now running on iOS. Also fixed a legacy bug where a pending sound wouldn't play once it was touch unlocked. Also fixed Input not working on WebGL contexts. Added WebGL texture updates to the Group/World swap functions.
2013-09-10 16:46:39 +01:00
Richard Davey
5da0e42be4
Added in the Color Utils and removed the less important functions into ColorHarmony plugin. Updated Stage so backgroundColor can be a string or integer now.
2013-09-10 14:00:46 +01:00
Richard Davey
15fe5ed6c8
Fixed the Bring to Top bug and also fixed Group/World.swap when the child was a tail node. Also improved Group.dump significantly. Fixed Phaser.Utils namespace clash too.
2013-09-10 12:46:14 +01:00
Richard Davey
9b6c819e0e
Input Component done and new Button object done and included. Also finished the build script.
2013-09-09 00:30:44 +01:00
Richard Davey
ebda1f99e3
Input Handler 90% there.
2013-09-08 22:38:19 +01:00
Richard Davey
fe6664eac7
Fixed the Body collide issues and optimised the process at the same time. Now the QuadTree appears to work perfectly as a result. Bonus!
2013-09-08 01:24:59 +01:00
Richard Davey
128bdccd79
Sorted out the QuadTree issues and resolved a small but vital bug in separateX, also re-organised the collision flags in Body.
2013-09-04 13:54:55 +01:00
Richard Davey
b2263c16c6
Patched the QuadTree, now working a whole lot better but am worried it's still working out too many collisions.
2013-09-04 04:54:43 +01:00
Richard Davey
bdc1c2ceb9
Sorted out the bounds for when sprites are in trimmed texture atlases to stop the physics checks going insane. Also bundled in Advanced Physics lib, although not hooked up yet.
2013-09-03 15:35:40 +01:00
Richard Davey
8a90a87492
Text converted and a couple of examples created. Using new extend system, so much smaller classes now.
2013-09-03 06:02:47 +01:00
Richard Davey
e28cdbeb6a
Moving to using a small extend / mixin method to avoid code repeating now we're extending Pixi display objects.
2013-09-03 04:43:26 +01:00
Richard Davey
c18de53bab
SoundManager converted and playing audio :)
2013-09-03 01:24:16 +01:00
Richard Davey
ed13283f0f
Tided up the cull / bounds demo.
2013-09-03 00:42:17 +01:00
Richard Davey
7c597999d4
Camera culling now in and working, although you need to enable it on a per sprite basis. Also fixed a few small bugs in the Animation Manager.
2013-09-02 23:22:24 +01:00
Richard Davey
d31777972c
Camera culling
2013-09-01 19:52:50 +01:00
Richard Davey
6ef89826df
Phew.. lots of transform matrix math over and I can finally get all 4 points of a Sprite, regardless of rotation, translation or scale of itself or any of its parents.
2013-09-01 05:29:53 +01:00
Richard Davey
12e5d2aceb
...
2013-09-01 05:22:08 +01:00
Richard Davey
801c2af9d4
Updated world so the update run uses the linked list. Sprite.getLocalPosition now almost working, but falls over for children.
2013-09-01 03:57:24 +01:00
Richard Davey
99e0934244
More late-night math.
2013-09-01 02:28:51 +01:00