Richard Davey
fbe2470f99
Arcade Physics Types
2019-05-09 12:33:37 +01:00
Richard Davey
a269816129
Core Types
2019-05-09 11:50:26 +01:00
Richard Davey
e0a9980fda
Updated docs
2019-04-30 17:11:26 +01:00
Richard Davey
3c655bff3e
Improved jsdocs
2019-04-30 11:08:34 +01:00
Richard Davey
813429d8dc
Added getDuration and getDurationMS
2019-04-26 19:13:12 +01:00
Richard Davey
a47019b415
Keep the property but set to null
by default.
2019-04-24 12:54:48 +01:00
Richard Davey
61921525f1
There is a new webpack config FEATURE_SOUND
which is set to true
by default, but if set to false
it will exclude the Sound Manager and all of its systems into the build files.
2019-04-24 12:23:21 +01:00
Richard Davey
8c55844f6c
Merge pull request #4469 from samme/docs/scenes
...
Docs for scene config and optional scene methods
2019-04-16 13:24:49 +01:00
samme
f9797d0ed0
Add Phaser.Scenes.Types.CreateSceneFromObjectConfig
2019-04-10 12:43:44 -07:00
Richard Davey
950fc79e2e
Took DOM Element out of experimental and hooked to the Scale Manager
2019-04-09 23:28:40 +01:00
samme
c83521ddae
Fix GameConfig link
2019-04-09 13:01:38 -07:00
Bogdan Sikora
6e1db82a96
Transparent type added GameConfig
2019-03-09 16:05:36 +01:00
Richard Davey
9bfd1e28b0
Added missing audio config property
2019-02-24 22:12:11 +00:00
Richard Davey
341e78ce0d
Added touch Window handlers and remove handlers
2019-02-22 02:26:52 +00:00
Richard Davey
c90ae09f9f
Added window specific handlers
...
And game config option:
```
input: {
windowEvents: false
},
```
2019-02-22 02:11:13 +00:00
Richard Davey
fd629fe783
Adding callback typedefs
2019-02-13 16:32:27 +00:00
Richard Davey
b4dbfea0a1
Impact typedefs
2019-02-13 15:05:16 +00:00
Richard Davey
3bb73c5664
Fixed Group defs and completed Arcade Physics defs
2019-02-13 14:45:36 +00:00
Richard Davey
f62ec4a739
Config typedefs done
2019-02-13 12:58:04 +00:00
Richard Davey
ccaae460a4
Added jsdoc version numbers to each event
2019-02-12 11:37:58 +00:00
Richard Davey
17d56bd8ac
Moved jsdoc comment to stop weird TS module generation
2019-02-08 13:08:32 +00:00
Richard Davey
60542a25cc
Numerous jsdoc and TS related fixes
2019-02-04 17:16:08 +00:00
Richard Davey
4d4f500629
Improved typedefs
2019-01-31 11:12:00 +00:00
Richard Davey
21c06668fb
jsdoc fix
2019-01-29 23:21:24 +00:00
Richard Davey
cb7b335d7f
Moved ScaleManager to its own namespace (Phaser.Scale) and out of DOM
2019-01-29 15:42:27 +00:00
Richard Davey
4182228e5a
Updated DOM Container reference
2019-01-29 15:18:04 +00:00
Richard Davey
a9db477718
Moved to dom folder
2019-01-29 15:17:52 +00:00
Richard Davey
8d5a1fbd11
pixelArt if zoom !== 1
2019-01-29 15:17:41 +00:00
Richard Davey
f4e152747e
Clarified parent setting in game config
2019-01-23 17:03:21 +00:00
Richard Davey
00e2f9a491
Added Input Queue flag.
2019-01-23 15:51:56 +00:00
Richard Davey
a75540a6c0
Updated docs.
2019-01-23 00:11:44 +00:00
Richard Davey
f8d624c639
Removed property access
2019-01-22 16:28:54 +00:00
Richard Davey
20c768e1af
Missed a console log
2019-01-18 13:42:49 +00:00
Richard Davey
bc962c25dc
All listeners use the new Events
2019-01-18 13:41:43 +00:00
Richard Davey
25c1a5fe74
Added Texture Manager Events and moved 'ready' responsibility to it
2019-01-17 11:54:41 +00:00
Richard Davey
95dde9a320
Finished the Game events
2019-01-15 16:27:32 +00:00
Richard Davey
aa341854c7
Happy New Year
2019-01-15 16:20:22 +00:00
Richard Davey
e882218fc4
Renamed boot to core and updated events accordingly
2019-01-15 16:17:04 +00:00
Richard Davey
0d90f75b5f
Splitting the dev branch up into versions.
2016-11-22 01:36:56 +00:00
Richard Davey
89885dcb7c
Refactored the Input Manager.
2016-11-10 00:10:39 +00:00
photonstorm
519c121a52
Updated the way the State Config works.
2016-11-09 14:52:53 +00:00
Richard Davey
48f90fec34
Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object.
2016-11-08 01:50:57 +00:00
photonstorm
b3c2ddb420
Pre-crash salvage.
2016-11-07 17:05:14 +00:00
Richard Davey
4b42972a9b
Comment out some parts that don't work yet.
2016-11-07 00:33:42 +00:00
Richard Davey
89a737a620
State Manager holds all given states until booted before creating them.
2016-11-04 05:41:00 +00:00
Richard Davey
f9745bbce3
States now own a Loader instance, rather than it being a Phaser global.
2016-11-04 03:21:04 +00:00
Richard Davey
a366ef8f3c
New State Manager up and running.
2016-11-04 02:08:17 +00:00
Richard Davey
dd34e4033a
Brand new State class.
2016-11-03 22:26:52 +00:00
Richard Davey
2dd7e68707
Extends the Factory.
2016-11-03 22:26:28 +00:00
Richard Davey
03b651f79f
Loads of tweaks re: Transform inheritance.
2016-11-01 00:31:45 +00:00
photonstorm
fd3898742f
Added ability to toggle multi-texture support at run-time.
2016-10-25 16:44:23 +01:00
photonstorm
64cd88f7b4
Trying out flash effect.
2016-10-19 17:17:26 +01:00
photonstorm
18b12dfc3e
Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components.
2016-10-18 17:03:25 +01:00
Richard Davey
c39c97f9d8
Starting to split up.
2016-10-17 21:22:55 +01:00
photonstorm
15fbd0962d
Renamed to Update Manager.
2016-10-14 08:58:12 +01:00
photonstorm
9f07eb176b
StateManager no longer saves and resets the context around a Canvas state render function.
2016-10-14 06:30:44 +01:00
photonstorm
e06b900a61
Removed antialias, transparent and physicsConfig arguments from the Game constructor.
2016-10-14 06:30:07 +01:00
photonstorm
60d348c464
Implemented a Dirty Transform Manager. Testing it out, but so far, so good.
2016-10-14 04:09:07 +01:00
photonstorm
26711241ac
Disabled access to World and Camera for now.
2016-10-14 02:20:35 +01:00
photonstorm
d0cb0f2457
Commented out World and Camera for now.
2016-10-14 02:19:10 +01:00
Richard Davey
d6bb27f51c
Disabled the Debug class.
2016-10-13 01:54:01 +01:00
Richard Davey
70729234e8
Added the Texture Manager into the core systems list.
2016-10-10 23:39:52 +01:00
Richard Davey
0af16817a5
Refactored GameObjects
to GameObject
.
2016-10-09 22:27:58 +01:00
Richard Davey
d137d3e989
Swapped over to using the new Factory.
2016-10-08 16:31:08 +01:00
Richard Davey
729020477a
New Game Objects structure in place, and starting to take shape.
...
Moved BitmapData and RenderTexture into the textures folder for now.
All Game Objects now have their own sub-folder, with their Factory and renderer functions alongside them, plus any other files they need.
New Factory class added. Currently hooked into `game.factory` for testing, but will swap to `game.add` when complete.
2016-10-08 03:05:42 +01:00
Richard Davey
5b4280d694
Removed the matrix.
2016-10-07 03:34:42 +01:00
Richard Davey
0abf9d958d
Updated scaleMode global.
2016-10-07 03:22:59 +01:00
Richard Davey
4cd0e833d5
Sorted out the mixin needed for the Canvas renderer.
2016-10-05 01:09:23 +01:00
Richard Davey
28eb7a5f40
Adding in more renderer game objects.
2016-10-04 22:36:07 +01:00
photonstorm
03f67a2677
Refactored WebGL renderer working for Sprites and Containers.
2016-10-04 15:39:54 +01:00
photonstorm
1da95994a5
First pass of the newly re-structured Canvas Renderer (still using old texture system though).
2016-10-03 12:44:54 +01:00
photonstorm
f993769336
Lots of work on the new Texture classes.
2016-09-29 16:10:22 +01:00
Richard Davey
2590e67e2b
First pass at the new consolidated Texture classes. Ultimately these will replace PIXI.BaseTexture, PIXI.Texture and Phaser.Frame. Objects will grab frame references, rather than creating their own Texture objects all the time.
2016-09-29 04:21:12 +01:00
Richard Davey
e47a7741c3
Modified showDebugHeader so it works on Chrome, FF and Safari. Updated colors and text. Removed the easter egg.
2016-09-29 02:48:48 +01:00
Richard Davey
5cb7cc8e92
Start of the new Children component.
2016-09-29 02:29:56 +01:00
photonstorm
c836d4bfbd
PIXI.PI_2, PIXI.RAD_TO_DEG and PIXI.DEG_TO_RAD have all been removed, as they are no longer used internally, and are all available under Phaser.Math.
...
PIXI.VERSION has been removed, as it's no longer relevant and misleading.
2016-09-28 16:57:08 +01:00
photonstorm
a8d1bbcfdc
PIXI.AbstractFilter has been merged into the Phaser.Filter class.All references to PIXI.AbstractFilter have been updated to use Phaser.Filter instead.
2016-09-28 14:30:15 +01:00
Richard Davey
811c347cc3
Camera.fade has a new argument alpha
to control the alpha level of the effect (thanks @rgk #2493 )
...
Camera.flash has a new argument `alpha` to control the alpha level of the effect (thanks @rgk #2493 )
2016-09-27 01:07:40 +01:00
Kevin Albertson
a512763508
Fixed fixedToCamera update for Group.
2016-09-25 22:39:59 -04:00
Richard Davey
b0ce81bec0
Multiple Batched Texture support is now available. This is a WebGL feature that can seriously decrease the volume of draw calls made in complex, or asset heavy, games. To enable it you can either use the new renderer type Phaser.WEBGL_MULTI
, or you can pass the property multiTexture: true
in a Phaser.Game configuration object. Once enabled, it cannot be disabled.
...
`game.renderer.setTexturePriority` is the method that goes with the Multiple Texture support. It takes an array as its single argument. The array consists of Phaser.Cache image key strings. Phaser will then try to batch as many of the textures as it can, depending on the hardware limits. If for example the GPU can only batch 8 textures, and you provide an array of 16, then only the first 8 in the array will be batched.
2016-09-19 23:31:32 +01:00
Richard Davey
f990e632f1
Tidying-up code style.
2016-09-07 23:23:47 +01:00
samme
b67073c62d
Test for camera.fx
before resetting
2016-09-04 11:18:08 -07:00
photonstorm
ad0e4aca2e
Large batch of jshint fixes.
2016-08-25 13:03:41 +01:00
Filip Nedyalkov
64a02ddef4
fixed top, bottom, left, right, centerX and centerY to use the updated getBounds and compute their values depending on the parent local coordinate space. I think this is better than using the global getBounds and a lot more convenient because it makes total sense x and centerX for example to be from the same coordinate space and also with this change now these values would be working when the group is a top level display object and also when it is parented by something else. So this loosens the global only getBounds restriction. Also it doesn't really makes sense to align objects with totally different parents but if that is the case separate calculations could be made.
2016-08-02 17:47:35 +03:00
Richard Davey
02d078500c
Merge pull request #2656 from leopoldobrines7/documentHidden-compatibility
...
Check if hidden is available first
2016-07-23 12:09:00 +01:00
Richard Davey
79e135087f
ScaleManager.hasPhaserSetFullScreen is a new boolean that identifies if the browser is in full screen mode or not, and if Phaser was the one that requested it. As it's possible to enter full screen mode outside of Phaser, and it then gets confused about what bounding parent to use.
2016-07-21 02:11:16 +01:00
Leopoldo Brines
1e7cd986ee
Check if hidden is available first
2016-07-20 20:04:25 -04:00
Richard Davey
60b8d78ab8
Group.align updates.
2016-07-20 12:29:30 +01:00
Dave Eargle
209b588f8b
fix documentation for group.align -- row and column were swapped
2016-07-18 20:39:32 -04:00
Richard Davey
4548d70369
Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278
)
2016-07-13 02:44:35 +01:00
Richard Davey
e49d45e278
Experimenting with new MainLoop + position interpolation.
2016-07-12 03:05:29 +01:00
photonstorm
9b4bb1bdd8
Group.getRandomExists will return a random child from the Group that has exists set to true.
...
Group.getAll will return all children in the Group, or a section of the Group, with the optional ability to test if the child has a property matching the given value or not.
Group.iterate has a new `returnType`: `RETURN_ALL`. This allows you to return all children that pass the iteration test in an array.
2016-07-11 17:05:42 +01:00
photonstorm
1467eb48cf
A Group with inputEnableChildren
set would re-start the Input Handler on a Sprite, even if that handler had been disabled previously.
2016-07-11 14:17:51 +01:00
Richard Davey
0014201917
Groups now have the following properties, which are getters and setters: centerX
, centerY
, left
, right
, top
and bottom
. These calculate the bounds of the Group, based on all visible children, and then allow you to apply positioning based on that. This means you can, for example, now get the horizontal center of a Group by called Group.centerX
. These properties are also setters, so you can position the Groups, and it will take scale and rotation into consideration.
...
Groups have a new method `alignIn`. It allows you to align the Group within another Game Object, or a Rectangle. You can specify one of 9 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.CENTER` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily place Groups into the corners of the screen, or game world, or align them within other Sprites, using this method.
Groups have a new method `alignTo`. It allows you to align a Group to the side of another Game Object, or a Rectangle. You can specify one of 11 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.LEFT_BOTTOM` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily align Groups next to other Sprites using this method.
2016-07-08 01:33:42 +01:00
Mike Headley
fca0a625b0
Distance comparison opposite of intended. Fixing so it will save the smaller distance instead of the greater.
2016-06-21 22:20:27 -07:00
Richard Davey
2bd4f68ea0
Small tweaks to #2577 and TS defs.
2016-06-21 22:18:09 +01:00
Mike Headley
48616c8854
Replacing lost Group.getClosestTo documentation lines.
2016-06-20 14:26:30 -07:00
Mike Headley
2e91588f87
Refactored original getClosestTo and getFurthestFrom functions to include optional filter callback. Removed the getClosestToFilter and getFurthestFromFilter.
2016-06-20 14:07:12 -07:00
Mike Headley
ad0f31be8d
Added Group.getClosestToFilter() and Group.getFurthestFromFilter()
2016-06-19 10:45:35 -07:00
photonstorm
697a2ae94e
Fixed issue in Group.align where the cell wouldn't increase if rows
was great than -1
2016-06-17 15:28:39 +01:00
Richard Davey
a9976d2703
Phaser 2.5.0 Release.
2016-06-17 12:46:56 +01:00
photonstorm
4da3b15ae2
Renamed alignTo to alignIn, and added the new method alignTo, to allow for Sprite to Sprite alignment. Updated all of the Bounds and TS defs.
2016-06-16 17:01:51 +01:00
Richard Davey
853d770764
Group.align is a new method that allows you to layout all the children of the Group in a grid formation. You can specify the dimensions of the grid, including the width, height and cell size. You can also control where children are positioned within each grid cell. The grid width and height values can also be set to -1, making them fluid, so the grid expands until all children are aligned. Finally an optional child index argument can be set. This is a great way to quickly and comprehensively align Group children, and has lots of use cases.
2016-06-16 02:50:24 +01:00
Richard Davey
fc7a3934d2
Group.align working.
2016-06-16 02:28:49 +01:00
Richard Davey
32cf1f1a9c
Group.createMultiple can now accept Arrays for both the key
and frame
arguments. This allows you to create multiple sprites using each key and/or frame in the arrays, which is a great and quick way to build diverse Groups. See the JSDocs for complete details and code examples.
2016-06-15 22:36:23 +01:00
Richard Davey
5415d9b603
Stage and Group postUpdate methods iterate the same way now.
2016-06-09 23:14:24 +01:00
photonstorm
a65f9c7e4b
Group.onChildInputDown is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an onInputDown
signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
...
Group.onChildInputUp is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputUp` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
Group.onChildInputOver is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOver` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
Group.onChildInputOut is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOut` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
2016-06-09 16:19:11 +01:00
photonstorm
458a67251d
Fixed input property check.
2016-06-09 15:09:20 +01:00
photonstorm
24f4abe760
Group.add has a new optional argument index
which controls the index within the group to insert the child to. Where 0 is the bottom of the Group.
...
Group.addAt has been refactored to be a simple call to `Group.add`, removing lots of duplicate code in the process.
Group.create has a new optional argument `index` which controls the index within the group to insert the child to. Where 0 is the bottom of the Group. It also now makes proper use of `Group.add`, cutting down on more duplicate code.
Group.createMultiple now returns an Array containing references to all of the children that the method created.
2016-06-09 14:58:35 +01:00
photonstorm
e8e7e27184
The DisplayObject.renderOrderID
used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a renderOrderID
of 9, where-as the top-most sprite, rendering above all others, would have a renderOrderID
of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and renderOrderID
s are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is.
...
`InputHandler.validForInput` and `Pointer.processInteractiveObjects` have been updated to reflect the new `renderOrderID` sequence (see above).
2016-06-09 12:32:37 +01:00
Richard Davey
de3d749385
Farthest swapped for the more common Furthest.
2016-06-05 23:01:00 +01:00
photonstorm
ee6f277b31
PluginManager.remove has a new argument destroy
(defaults to true
) which will let you optionally called the destroy
method of the Plugin being removed.
2016-06-03 15:52:17 +01:00
photonstorm
9ae43757b9
Group.removeAll has a new argument destroyTexture
which allows you to optionally destroy the BaseTexture of each child, as it is removed from the Group (thanks @stoneman1 #2487 )
2016-06-03 13:11:03 +01:00
Richard Davey
45bd98ee18
Fixed issue with camera target sync.
2016-06-02 23:20:46 +01:00
Richard Davey
645a614326
Stage has had all of its core update loops modified, so they now iterate through the display list forwards, instead of in reverse. Stage.postUpdate is now also a lot smaller, with no conditional branching if there is a Camera Target or not.
2016-06-02 22:45:31 +01:00
Richard Davey
09d09aaf84
Removed the updateTransform calls from the frame loop, because it happens automatically as part of Game.updateLogic anyway, so was duplicating the workload for no reason.
2016-06-02 22:41:03 +01:00
Richard Davey
eb1c61826c
The camera now divides its effects (like shake and fade) updates, and the updateTarget into two separate functions.
2016-06-02 22:40:30 +01:00
photonstorm
68c29470cf
The way the display list updates and Camera movements are handled has been completely revamped, which should result is significantly smoother motion when the Camera is following tweened or physics controlled sprites. The Stage.postUpdate
function is now vastly reduced in complexity. It takes control over updating the display list (calling updateTransform
on itself), rather than letting the Canvas or WebGL renderers do this. Because of this change, the Camera.updateTarget
function uses the Sprites worldPosition
property instead, which is now frame accurate (thanks @whig @Upperfoot @Whoisnt @hexus #2482 )
2016-06-02 16:38:21 +01:00
photonstorm
dfa8b9dedc
Refactored Group.getClosestTo and Group.getFurthestFrom.
2016-06-02 15:11:23 +01:00
photonstorm
a52bbf621b
Added missing property.
2016-06-02 15:02:44 +01:00
Gustav
5a1cb006ec
beautified
2016-05-28 00:27:35 +02:00
Gustav
5b4b41c958
added functions for getting closest child and farthest child
2016-05-26 21:51:56 +02:00
zeterain
cd188ed0ab
Update Documentation in Game.js
...
Updated the documentation in Game.js to indicate that the renderType property could be set to Phaser.HEADLESS.
2016-05-18 10:56:44 -06:00
photonstorm
02e8b1ae0a
If you set Game.renderType to Phaser.HEADLESS
it will no longer render the output to the canvas. The canvas is still created (although not added to the DOM), as it's required internally, but no rendering now takes place on it (thanks @ForgeableSum #2464 )
2016-05-16 14:53:11 +01:00
photonstorm
16203a378a
PIXI.defaultRenderer is now set to null
in Game.destroy, allowing it to be reset if a new Game instance is created on the same page (thanks @xtforgame ##2474)
2016-05-11 11:27:36 +01:00
David Hayes
fb709fe728
Add a "shakeIntensity" property to Camera.
...
This would allow tweening the intensity of the Camera shake over the
lifetime of the shaking.
2016-04-22 19:53:52 -05:00
photonstorm
002d6250a8
Docs update.
2016-04-21 00:48:54 +01:00
photonstorm
3d6b1a3b7e
Stopped the Camera Shake effect from changing the World position, as it screws up Arcade Physics, Sprite deltas and some input handling. Instead moved the effect to be render applied only. On Canvas it updates the context.setTransform call, and on WebGL the renderSession offset property.
2016-04-19 04:12:58 +01:00
photonstorm
62d135cf1f
Small tidy-up.
2016-04-19 03:39:04 +01:00
photonstorm
5221bfd5da
You can now pass in your own Canvas element to Phaser and it will use that instead of creating one itself. To do so you must pass a Game Configuration object to Phaser when you instantiate it, and set the canvas
property of the config object to be the DOM element you wish to use, i.e.: { canvas: document.getElementById('yourCanvas') }
(thanks @Friksel #2311 )
2016-04-14 11:57:10 +01:00
photonstorm
7102a34706
Camera.flash is a new function that makes the camera 'flash' over the top of your game. It works by filling the game with the solid fill color specified, and then fading it away to alpha 0 over the duration given. This is great for things like hit effects. You can listen for the Camera.onflashComplete Signal.
...
Camera.fade is a new function that makes the camera fade to the color given, over the course of the duration specified. This is great for things like transitioning from one State to another. You can listen for the Camera.onFadeComplete Signal.
Camera.resetFX resets any active FX, such as a fade or flash and immediately clears it. Useful to calling after a fade in order to remove the fade from the Stage.
Phaser.Camera.ENABLE_FX is a const that controls if the Camera FX are available or not. It's `true` by default, but if you set it to `false` before boot then it won't create the Graphics object required to process the effects.
2016-04-09 04:05:07 +01:00
photonstorm
2ea94c83e6
Camera.shake is a new function that creates a camera shake effect. You can specify the intensity, duration and direction of the effect. You can also set if it should shake the camera out of bounds or not.
2016-04-09 02:57:16 +01:00
photonstorm
0b0a5d44cc
Camera shake working and documented.
2016-04-09 02:49:18 +01:00
photonstorm
a916812db1
Camera shake support.
2016-04-09 02:01:45 +01:00
photonstorm
9e803fff7c
Small fix.
2016-04-09 01:10:31 +01:00
photonstorm
dba84d5931
Camera has a new property: lerp
. This is a Point object, that allows you to control the amount of horizontal and vertical smoothing to be applied to the camera when it tracks a Sprite. It works both with and without deadzones, and is turned off by default. Set it to low values such as 0.1 for really smooth motion tracking (thanks to @WombatTurkey for the idea of adding this)
2016-04-09 01:07:19 +01:00
photonstorm
e4a505d4b6
Lots of new Signals documentation.
2016-04-07 02:44:29 +01:00
photonstorm
896b32a28c
SoundManager.muteOnPause is a new boolean that allows you to control if the Sound system gets muted automatically when a Phaser game pauses, such as when it loses focus. You may need to set this to false
if you wish to control the audio system from outside of your Phaser game, i.e. from DOM buttons or similar ( #2382 )
2016-04-06 02:09:22 +01:00
photonstorm
0c2ac47981
Camera.position would return the view rectangles centerX/Y coordinates, instead of view.x/y (which is what Camera.x/y returns), so it has been updated to return view.x/y instead (thanks @kamparR #2120 )
2016-04-06 00:18:01 +01:00
photonstorm
ecbff44354
Group.getByName searches the Group for the first instance of a child with the name
property matching the given argument. Should more than one child have the same name only the first instance is returned.
2016-04-05 23:59:05 +01:00
photonstorm
65f8f111c8
Game.forceSingleUpdate is now true
by default.
2016-04-05 23:40:15 +01:00
photonstorm
b762e1dc55
Added jsdocs warning re: #2045
2016-04-05 23:28:02 +01:00
photonstorm
4c3a30a6f6
PluginManager.destroy is now called by Game.destroy.
2016-04-05 23:16:52 +01:00
photonstorm
aee0212e11
Camera.follow now uses the Targets world
property to seed the camera coordinates from, rather than its local position. This means Sprites that are members of offset Groups, or transformed display lists, should now be followed more accurately (thanks @rbozan #2106 )
2016-04-05 23:04:31 +01:00
photonstorm
f40cfbe2ae
2015 - 2016.
2016-04-04 22:16:16 +01:00
Rafael Barbosa Lopes
dd51a1724e
Ensure a parent container is a Group before removing from its hash.
2016-03-24 13:44:49 -03:00
photonstorm
ede6806e41
The default state of the internal property _boundDispatch
in Phaser.Signal is now false
, which allows for use of boundDispatches (thanks @alvinlao #2346 )
2016-02-26 13:40:35 +00:00
fillmoreb
b1c74e694e
Update World.js
...
Phaser.World.centerX and Phaser.World.centerY only worked if the bounds had an origin of 0,0. This change takes into account the actual origin.
2016-02-25 11:58:22 -07:00
photonstorm
0b5a4391f1
StateManager.destroy now sets clearCache
and clearWorld
internally before clearing the current state, as otherwise they would have been left untouched, such as from Game.destroy (thanks @i-dimitrov #2138 )
2016-02-18 13:10:54 +00:00
photonstorm
46cc05a377
Groups now check for child.parent
before calling removeFromHash
(thanks @spayton #2323 #2338 )
2016-02-18 12:29:01 +00:00