jonkelling
36d70697db
Fix for issue #917 , Physics.P2.Body#addToWorld
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Fix for issue #917 : Calling reset() on Sprite with a P2 body can result in body.data.world == null.
Calling addToWorld() would previously not check the _toRemove array, which could, if the timing were right, result in a Sprite being revived but then removed from the P2 World--the result of this being the Sprite's data would be in a mixed state causing it to appear visually but not function in the world.
2014-06-17 21:53:20 -05:00
Greg Tatum
50f91eae54
Shape changed not called on removeShape
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It looks like a bunch of these methods that modify the body don't call shapeChanged(). If you want I can add them all and resubmit.
2014-06-17 08:36:39 -05:00
j0hnskot
cb0d9c5a69
Fixes bug #906 by adding a check for isDecoded in the update loop.
2014-06-15 21:27:32 +03:00
j0hnskot
5aec4cff8f
Fixes bug #906 by adding a check for isDecoded in the update loop.
2014-06-15 21:23:13 +03:00
j0hnskot
f7d597762f
2014-06-15 20:31:03 +03:00
j0hnskot
af9bdcd319
2014-06-15 20:29:59 +03:00
j0hnskot
aeda730b85
2014-06-15 20:21:32 +03:00
Greg Tatum
26a177d9a1
Fix null returns for play()
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The play() method in the AnimationManager could return null for a valid animation name.
2014-06-14 23:59:57 -05:00
Richard Davey
33a8bfdef0
Merge pull request #900 from clark-stevenson/patch-2
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GamePad + small fixes.
2014-06-13 14:19:10 +01:00
clark-stevenson
e6e49088d7
GamePad + small fixes.
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You are making my life easy with the def updates :D
2014-06-11 15:23:54 +01:00
photonstorm
5c6b5f362d
New build files.
2014-06-11 14:38:46 +01:00
photonstorm
3888653022
Added new loadTexture and setFrame calls. Will test crop support.
2014-06-11 14:38:14 +01:00
photonstorm
c0b34eddda
Fixed PS3 mappings.
2014-06-11 14:37:58 +01:00
photonstorm
69525799d7
New build files for testing.
2014-06-11 12:46:49 +01:00
photonstorm
907ba55478
Huge number of gamepad updates to get it working properly on Chrome again. Firefox debugging tomorrow.
2014-06-11 04:25:30 +01:00
photonstorm
0587d944b3
Added PlayStation 3 controller button mappings to Phaser.Gamepad (thanks @wayfu #887 )
2014-06-11 00:25:58 +01:00
photonstorm
50e47d89ee
ArcadePhysics.Body.setSize if you set offset x/y values previously and then passed zero values they would be ignored (thanks @casensiom fix #889 )
2014-06-11 00:21:04 +01:00
photonstorm
e923e230e0
TilemapLayers can now be used with an unbounded camera (a camera that can move beyond the world boundaries). Currently, when an unbounded camera moves outside of the world, tilemaps start acting weird because they only render themselves strictly within the world limits. With this change, the tilemap will continue scrolling and show empty space beyond its edge (thanks @jotson #851 )
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TilemapLayer.wrap property - if true the map is rendered as if it is on the surface of a toroid (donut) instead of a plane. This allows for games that seamlessly scroll from one edge to the opposite edge of the world without noticing the transition. Note that the World size must match the Map size (thanks @jotson #851 )
2014-06-11 00:15:02 +01:00
Richard Davey
fddd1e9f7a
Merge pull request #851 from jotson/dev
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Render tilemap when camera outside of world bounds, layer wrapping
2014-06-11 00:05:23 +01:00
photonstorm
78c4e62cfe
BitmapData.getPixel fix for pixels with zero red value (thanks @lstor fix #894 )
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If you call ArcadePhysics.collide on a Sprite vs. a Tilemap and provide a custom processCallback, the result was being ignored and the sprite was being separated regardless (thanks @aivins fix #891 #890 )
2014-06-11 00:02:06 +01:00
Richard Davey
13700148fb
Merge pull request #891 from aivins/issue890
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Separate from TilemapLayer after custom callbacks.
2014-06-11 00:00:20 +01:00
Richard Davey
f433f20ca7
Merge pull request #892 from lewster32/patch-1
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Added notes to overlap/collide regarding non-recursiveness
2014-06-10 23:58:02 +01:00
Richard Davey
bf48b1a6c3
Merge pull request #894 from lstor/dev
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Fix getPixel for pixels with zero red value.
2014-06-10 23:52:26 +01:00
photonstorm
b979243a8d
Removed the cacheKey parameters from the AnimationParser methods as they're no longer used.
2014-06-10 23:50:12 +01:00
photonstorm
7c7d9153e6
Sprite.crop (and Image.crop) has been completely overhauled. You can now crop animated sprites (sprite sheet and texture atlas), you can define the x/y crop offset and the crop rectangle is exposed in the Sprite.cropRect property.
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Sprite.updateCrop is available if you wish to update an externally referenced crop rectangle.
Sprites and Images now have their own textures objects, they are no longer references to those stored in the global Pixi.TextureCache. This allows you to redefine the texture frame dynamically without messing up any other Sprites in your game, such as via cropping. They still share global Base Textures, so image references are kept to a minimum.
Sprite.resetFrame will revert the Sprites texture frame back to its defaults dimensions. This is called when you call Sprite.crop with no rectangle, to reset the crop effect, but can be userful in other situations so we've left it as a public method.
2014-06-10 23:37:33 +01:00
photonstorm
6d10be6baa
When creating a Sprite or Image using a texture atlas it would set the frame twice, once in loadTexture and once when the initial frame is set. This has been reduced down to just a single setting now.
2014-06-10 11:21:07 +01:00
Lars Storjord
38e971c819
Fix getPixel for pixels with zero red value.
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Remove an erroneous if that causes getPixel() to fail if the red value
of the pixel is zero.
Fixes #881 .
2014-06-09 23:34:06 +02:00
photonstorm
ee5f6457c8
Swapped to using escaped Unicode characters for the console output.
2014-06-09 16:15:41 +01:00
photonstorm
b3baaba1a1
setFrame updates.
2014-06-09 15:23:18 +01:00
Lewis Lane
a16cb3f5a2
Added notes to overlap/collide regarding non-recursiveness
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Made it clear that the overlap and collide methods do not recursively check for collisions, i.e. in the case of being passed a Group containing other Groups or Tilemaps.
2014-06-09 08:05:23 +01:00
Andrew Ivins
ccd914620d
Separate from TilemapLayer after custom callbacks.
2014-06-09 14:28:14 +08:00
photonstorm
c0b3bd224e
Removed the Pixi texture cache calls.
2014-06-06 04:12:51 +01:00
photonstorm
7836f3acd9
Added RandomDataGenerator.between (an alias for integerInRange)
2014-06-06 04:12:35 +01:00
photonstorm
622978fa77
Finally managed to get crop x/y/width/height working across all texture types. Needs optimising for the trim rect, but works.
2014-06-06 04:12:16 +01:00
photonstorm
7d436a7dc3
Update to #868
2014-06-05 13:17:32 +01:00
photonstorm
9aa10f7521
Sound.pause will no longer fire a Sound.onStop signal, and the pause values are set before the onPause signal is dispatched (thanks @AnderbergE, fix #868 )
2014-06-05 02:55:20 +01:00
photonstorm
369e2cc2d0
Sound.destroy(true) would call remove on the SoundManager, which in turn would throw a TypeError as it tried to remove the sound events twice (thanks @AnderbergE, fix #874 )
2014-06-05 02:50:53 +01:00
photonstorm
6cf0f7073e
Fixed point.normalise | normalize #872
2014-06-05 02:34:49 +01:00
photonstorm
c0460ef3df
Removed duplicate meta tags.
2014-06-05 02:33:29 +01:00
photonstorm
b63900f669
Testing frame crop support.
2014-06-05 02:33:29 +01:00
Richard Davey
62dfd56983
Merge pull request #875 from JeanDavidDaviet/dev
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updated doc for Phaser.Tilemap#createBlankLayer
2014-06-05 02:29:17 +01:00
Richard Davey
8c0ac92f50
Merge pull request #873 from foolmoron/dev
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Updated docs for Tween.onUpdateCallback to indicate that you can specify...
2014-06-05 02:28:28 +01:00
JeanDavidDaviet
89f860ad46
Updated doc for Input#deleteMoveCallback
2014-06-04 20:36:56 +10:00
JeanDavidDaviet
a4b279b9cc
updated doc for Phaser.Tilemap#createBlankLayer
2014-06-04 19:01:10 +10:00
Momin Khan
b4d6044f14
Updated docs for Tween.onUpdateCallback to indicate that you can specify the context
2014-06-03 23:56:49 -04:00
photonstorm
1c9e23f535
Emitter.start has a new parameter: forceQuantity which will force the quantity of a flow of particles to be the given value (request #853 )
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Emitter.explode is a new short-cut for exploding a fixed quantity of particles at once.
Emitter.flow is a new short-cut for creating a flow of particles based on the given frequency.
2014-06-02 01:15:58 +01:00
photonstorm
12252944fa
Time.add allows you to add an existing Phaser.Timer to the timer pool (request #864 )
2014-06-02 00:54:42 +01:00
photonstorm
1d428a7ca4
Recoded Gamepad detection to stop it breaking on FF.
2014-06-02 00:48:44 +01:00
Richard Davey
c025b95959
Merge pull request #865 from woutercommandeur/dev
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Fix Phaser.Line.intersectsPoints for floating point inaccuracy.
2014-06-02 00:47:05 +01:00
Wouter Commandeur
266eb10765
Fix Phaser.Line.intersectsPoints for floating point inaccuracy. Round the result to 3 decimals, should be enough precision and solves the problems.
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See: http://www.html5gamedevs.com/topic/6840-phaserlineintersects-does-not-work-for-floats/
2014-05-31 12:13:59 +02:00