Richard Davey
99913b9da4
More jsdoc updates
2018-02-01 05:48:56 +00:00
Richard Davey
2deb9edc9e
Plugins now check to see if the Scene is already booted and adapt accordingly.
2018-01-18 14:00:31 +00:00
Richard Davey
5a333bc2fd
Updated to new Plugin format, removed injection and mapping
2018-01-18 05:18:09 +00:00
Richard Davey
f9a7939812
Lots of work migrating to the new plugin system, fixing references and exposing on the namespace
2018-01-16 22:28:29 +00:00
Richard Davey
8e07320596
Migrating to plugins
2018-01-16 19:49:13 +00:00
Richard Davey
674c1b5ba8
Moving plugins to their own locations
2018-01-16 18:34:37 +00:00
Richard Davey
d137d3e989
Swapped over to using the new Factory.
2016-10-08 16:31:08 +01:00
Richard Davey
380e717e52
Finished off missing factories. Moved over the docs. Changed rogue @returns to @return everywhere.
2016-10-08 16:17:46 +01:00
photonstorm
96711f4db9
Added the Weapon Plugin and worked lots on its docs.
2016-06-03 15:09:43 +01:00
photonstorm
b9f62e77e6
You can now pass a TilemapLayer as a Texture to a TileSprite. A limitation of this is that if you pass it to a TileSprite it will make a fill pattern from the TilemapLayer at that instant it's passed, and it won't keep track of the layer in future should it update (thanks @jdnichollsc #1989 )
2016-04-07 03:45:21 +01:00
photonstorm
0945083a4b
Removed further mentions of RenderTexture re: TileSprite.
2016-04-06 23:58:34 +01:00
photonstorm
f40cfbe2ae
2015 - 2016.
2016-04-04 22:16:16 +01:00
photonstorm
8833a509eb
jsdoc fix.
2015-09-02 16:16:52 +01:00
Paul
26a6338072
Change splice.call(arguments, ..) to use slice
...
- Bypasses issue of usage incorrectly omitting 2nd argument to `splice`
- More clear of intent; `slice` does not modifify `arguments`
- `slice` is faster across all desktop browsers, by varying degrees
- Probably due to parameter-aliasing and de-opts when modified.
- Both `slice` and `splice` create a new Array object
2015-08-26 23:50:16 -07:00
photonstorm
9a83ddcab9
Updated to latest Creature runtimes, added to GameObjectFactory.
2015-07-23 13:25:08 +01:00
photonstorm
f15fe6706c
All undefined argument checks were changed from if (typeof x === 'undefined')
to if (x === undefined)
removing the typeof check and saving some bytes across the codebase in the process.
2015-07-22 10:37:15 +01:00
photonstorm
fa469b85e1
Added GameObjectFactory.video url parameter.
2015-06-12 19:20:50 +01:00
photonstorm
5458097006
Renamed createVideoStream to startMediaStream.
...
Refactored Video constructor significantly - you can no longer create a webcam stream from the constructor, as it doesn't give you time to respond to onAccess and onError signals in Firefox. Instead call startMediaStream directly having set-up your signal listeners first.
startMediaStream now has a chance to dispatch the onError signal if the webcam has been blocked entirely by the browser (auto-block or remembered block). autoPlay attribute removed to stop Firefox throwing a "Invalid URI. Load of media resource failed" error.
Tidied up Video.destroy to properly remove video element from the DOM.
2015-06-10 00:59:24 +01:00
photonstorm
90d08fbf24
Updated jsdocs and added align parameter to method call.
2015-06-03 05:28:24 +01:00
photonstorm
326cb759cf
Docs fixes.
2015-05-08 02:28:46 +01:00
photonstorm
37304c7cc7
Added Video.createVideoStream support.
2015-05-06 06:06:02 +01:00
photonstorm
cc1c90d782
Removed videoSprite placeholder.
2015-05-05 14:01:47 +01:00
photonstorm
90a7a3e15c
Create video + added Video to config.
2015-05-04 03:00:45 +01:00
breakosaur
bb600b4319
Fixed a few documentation typos.
2015-03-18 21:07:36 +00:00
photonstorm
165e5935c2
JSDoc fixes.
2015-03-18 19:14:58 +00:00
photonstorm
ed3afed2ff
Fixed spelling mistake.
2015-03-05 14:00:57 +00:00
photonstorm
a69e53f901
Copyright date change.
2015-02-25 03:36:23 +00:00
Paul
dab8772de0
Documentation - consistency updates
...
- Updated `readOnly` doclet to `readonly`
- `array` refined to `type[]`, where such information was immediately
determinable.
- Updated {Any}/{*} to {any}; {...*} is standard exception
- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
photonstorm
cfbad72881
Documentation - general
...
Updated some documentation for formatting, consistency, and minor
corrections.
2014-11-30 04:02:45 -08:00
Rovanion Luckey
3ec5f2e0d3
Was able to figure out what the Array was made of through an example.
2014-10-10 17:16:53 +02:00
Rovanion Luckey
1cfbb31937
Figured out that it's supposed to be an array of some sort from the pixi source.
2014-10-10 17:16:53 +02:00
Rovanion Luckey
9023ec1609
Corrected the docs for Rope somewhat.
2014-10-10 17:16:53 +02:00
Richard Davey
abe6f5ace2
Point.parse updated to allow either/or x/y setting and default values.
...
Point.parse will return a new Point object based on the x and y properties of the object given to Point.parse (thanks @codevinsky #1198 )
2014-09-23 22:23:01 +01:00
Richard Davey
01fd3df434
AudioSprite support is now built into the Loader and SoundManager. AudioSprites are like sprite sheets, only they consist of a selection of audio files and markers in a json configuration. You can find more details at https://github.com/tonistiigi/audiosprite (thanks @codevinsky #1205 )
...
Fixed AudioSprite jsdoc, casing and formatting issues.
2014-09-23 22:15:09 +01:00
Jeremy Dowell
7cce1366f2
jshint cleanup
2014-09-23 10:25:49 -05:00
Jeremy Dowell
dd0d1729ad
Phaser.AudioSprite
...
AudioSprite implementation for phaser.
Loads audio sprites based on the file format created with: https://github.com/tonistiigi/audiosprite
2014-09-23 10:21:29 -05:00
photonstorm
15e6edc56b
BitmapData.copy no longer creates any temporary variables. It also accurately copies over Sprite/Image values before drawing them.
...
Creation now defaults to a texture size of 256x256.
2014-09-03 12:53:07 +01:00
jdowell
6432817c7f
added: Rope debug, segments, updateAnimation
2014-07-15 14:01:15 -05:00
jdowell
5a35e1a61d
Initial Rope Commit
2014-07-15 11:40:40 -05:00
Charles Black
6363b35e26
docs typo
2014-07-14 11:01:21 -04:00
photonstorm
2c421d27ce
GameObjectFactory.spriteBatch now lets you specify null
as a parameter for the parent and automatically adds the batch to game.world
as a result. Also fixed jsdocs issues (@petarov #1000 )
2014-07-14 12:56:05 +01:00
photonstorm
2a106473b4
Added more detail to the Tween docs.
2014-07-08 12:59:36 +01:00
Alvin
7031d9ccc1
Fixed typo
2014-07-07 18:19:02 +02:00
Alvin
f6f70d35a4
Added game.add.plugin, a shotcut for game.plugins.add
2014-07-07 18:18:00 +02:00
Christian Wesselhoeft
61f18b675c
Trim trailing whitespace.
2014-03-25 14:56:04 -07:00
photonstorm
c8e63582a4
Lots of small tweaks to pass jshint.
2014-03-13 16:49:52 +00:00
photonstorm
39add47ac3
enableBody added to Group constructor. Also: game.add.physicsGroup(Phaser.Physics.ARCADE) is a thing :)
2014-03-13 11:45:55 +00:00
photonstorm
7183322259
Renamed Phaser.BitmapFont to Phaser.RetroFont because I believe it will cause confusion otherwise. Also tidied up the asset fonts folder.
2014-03-03 17:05:28 +00:00
photonstorm
4a370c82cf
You can now load in CSV Tilemaps again and they get created properly ( fixes #391 )
...
You can now create blank Tilemaps and then populate them with data later.
2014-03-03 13:45:47 +00:00
photonstorm
d8f5832fa2
Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
...
Loads of updates across most the Tilemap files. Not finished yet, still CSV loading to do and a multi-tileset issue to resolve, but it's a lot more flexible now.
2014-03-03 05:19:46 +00:00