Richard Davey
b906463189
Internally the Time class has been updated to split out the RAF and SetTimeout implementations. This cuts down the update loop workload significantly, which was causing a performance optimization bottleneck in V8.
2015-07-21 21:41:26 +01:00
Richard Davey
39cf0fb6ef
Merge pull request #1924 from mkristo/dev
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Webpack boilerplate
2015-07-21 20:37:48 +01:00
Markus Kristo
5a4c41c914
Merge branch 'dev' of https://github.com/photonstorm/phaser into dev
2015-07-21 19:41:35 +02:00
Markus Kristo
043f6f18ce
Add webpack boilerplate build folder to git
2015-07-21 19:33:54 +02:00
Markus Kristo
340635370b
Webpack boilerplate
2015-07-21 19:32:21 +02:00
photonstorm
05914d3a95
Preparing readme for release.
2015-07-21 17:07:40 +01:00
Richard Davey
fc1e0de790
Merge pull request #1923 from mkristo/pixi-patch
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Make PIXI available for Phaser when using require
2015-07-21 16:14:09 +01:00
photonstorm
b9d425172d
Allow process global.
2015-07-21 15:20:33 +01:00
photonstorm
ee59425be3
RC3
2015-07-21 15:19:26 +01:00
Richard Davey
c6534a56b6
Merge pull request #1922 from mkristo/process-patch
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Fix reference error for process
2015-07-21 14:21:12 +01:00
photonstorm
7144b10ad5
TileSprites fixed for WebGL.
2015-07-21 13:24:12 +01:00
Markus Kristo
da6d7a58e3
Fix reference error for process
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process was defined, while window.process wasn't.
2015-07-21 13:53:18 +02:00
Markus Kristo
b47f233b15
Fix reference error for process
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process was defined, while window.process wasn't.
2015-07-21 11:04:54 +02:00
Markus Kristo
17c0768521
Add PIXI to the Phaser namespace
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Hackish solution to make it possible to access PIXI directly from a game.
2015-07-21 11:00:30 +02:00
Markus Kristo
6d742155bf
Make sure PIXI is available when using require for phaser builds
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This is a hackish solution, and would not be needed if Phaser used require and a JS bundler like webpack
2015-07-21 10:55:54 +02:00
Richard Davey
cab0f93656
Merge pull request #1920 from clark-stevenson/dev
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Mostly Additions based on Components.
2015-07-20 22:53:29 +01:00
Clark Stevenson
10366210cf
Mostly Additions based on Components.
2015-07-20 21:38:50 +01:00
photonstorm
92486f85d9
Removed console.log.
2015-07-20 14:01:45 +01:00
photonstorm
cf74eaa396
MSPointer now checks the pointerType
property of the DOM event and if it matches 'mouse' it will update Input.mousePointer
, rather than Input.pointer1
(or whatever the next free Pointer was).
2015-07-20 14:01:21 +01:00
photonstorm
7ffbeb8a2a
Added Mouse consts back in ( #1903 )
2015-07-20 12:38:41 +01:00
photonstorm
bb6c5bbbdc
Key added to TextureAtlas and SpriteSheet, fixing the 'undefined' key error in LoadTexture.
2015-07-20 12:00:37 +01:00
photonstorm
b6ad27ed24
Phaser 2.4 RC2.
2015-07-17 17:51:05 +01:00
photonstorm
b470601faf
Tidying up docs.
2015-07-17 17:50:53 +01:00
photonstorm
c2812a7b5c
jshint fixes and renamed float to padFloat.
2015-07-17 14:11:11 +01:00
photonstorm
5d0788b47d
Consolidated all Pointer buttons into the new DeviceButton class.
2015-07-17 13:52:09 +01:00
photonstorm
32ea5bee03
Fixes #1916 - but am now working on the DeviceButton class to tidy it all up.
2015-07-17 12:24:08 +01:00
Richard Davey
ad5b5fead6
Merge pull request #1915 from clark-stevenson/dev
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Update Definition File
2015-07-17 11:47:50 +01:00
Clark Stevenson
8221883c99
Update Definition File
2015-07-17 01:08:45 +01:00
photonstorm
45944d689c
Fix for #1914
2015-07-16 22:45:25 +01:00
photonstorm
a7f17394a4
Readme Update.
2015-07-16 16:40:12 +01:00
Richard Davey
6531552b32
Merge pull request #1905 from standardgaussian/aabbninja
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AABB vs. AABB collision in Ninja
2015-07-16 15:45:09 +01:00
Richard Davey
2d3b1ee383
Merge pull request #1911 from mthurlin/patch-1
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game.make.group() did not setup parent correctly
2015-07-16 15:40:10 +01:00
Richard Davey
fcaa6cec68
Merge pull request #1912 from Feenposhleen/feature/fixing-json-fonts
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Improving JSON BitmapText implementation
2015-07-16 15:37:09 +01:00
photonstorm
7271eb5e2d
Removed un-needed cache arguments and fixed jshint error.
2015-07-16 14:58:51 +01:00
Charlo
795a7c80a8
Improving JSON BitmapText implementation
2015-07-16 13:30:55 +02:00
Richard Davey
f552615982
Fixed RenderTexture in WebGL.
2015-07-16 02:27:07 +01:00
Richard Davey
9c588d94e8
PIXI.BitmapText has been removed as a global array, as it is no longer used.
2015-07-16 01:29:32 +01:00
Richard Davey
9314c5a767
LoaderParser.bitmapFont, xmlBitmapFont and jsonBitmapFont all now return the font data rather than write it to the now deprecated PIXI global font cache.
2015-07-16 01:17:03 +01:00
Richard Davey
3c7293ab57
Updated AnimationParser and fixed LoadTexture calls.
2015-07-16 01:02:59 +01:00
Richard Davey
bab50d7c88
* The Cache has been internally refactored considerably. Image data is now all stored in the same object, rather than being split across the PIXI global caches (such as PIXI.TextureCache and PIXI.BaseTextureCache), which are no longer used by Phaser.
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* Internally the Cache now uses a single _cache object, which is partitioned to store the various different object types. Before the cache used lots of private objects, one per data type, but it's now a lot cleaner and we've managed to cut out hundreds of lines of duplicate code in the process.
* Cache.getImage has a new argument which lets you return either just the HTML Image element or the entire image cache object, which includes the baseTexture and frame data.
* Cache.getImage will return a __default image if the key isn't given, or a __missing image if the key is given but not found in the cache. This means it will always return a valid image and no longer cause Phaser to throw runtime errors deeper down with invalid image objects.
2015-07-16 00:46:28 +01:00
Richard Davey
c6f89737cb
The Cache has been internally refactored considerably. Images are now no longer grouped in a single Images cache, but split based on their type. For example you can now load an image called 'fire' and a texture atlas called 'fire' at they are placed into unique caches, where-as before you had to be careful not to use the same keys for anything using an image.
...
Internally the Cache now uses a single _cache object, which is partitioned to store the various different object types. Before the cache used lots of private objects, one per data type, but it's now a lot cleaner and we've managed to cut out hundreds of lines of duplicate code in the process.
2015-07-15 23:28:13 +01:00
Richard Davey
5e33a2ea92
TS defs updates for the Cache changes.
2015-07-15 23:22:51 +01:00
Richard Davey
6921b30d94
The Loader can now load external fragment shaders (.frag files)
2015-07-15 23:22:25 +01:00
Richard Davey
1c9fb614a4
PIXI._CompileShader can now take an array or a string for the fragment src.
2015-07-15 23:20:39 +01:00
Richard Davey
1f66cdbcb5
Lots of jsdoc updates and small fixes.
2015-07-15 21:52:19 +01:00
photonstorm
f52b553eaf
Loads more Cache optimisations and tweaks.
2015-07-15 17:06:29 +01:00
photonstorm
81b553d8ee
Ok let's start removing these 'typeof' checks.
2015-07-15 16:33:26 +01:00
photonstorm
d663d290c2
hasFrameData added and some LoadTexture updates.
2015-07-15 16:33:01 +01:00
photonstorm
8dd3e06747
Loads of Cache optimisations and updates.
2015-07-15 15:00:21 +01:00
Markus Thurlin
d360384f4a
game.make.group() did not setup parent correctly
2015-07-15 14:30:28 +02:00