photonstorm
de5283b989
The default Button.onOverMouseOnly value has changed from false
to true
. If you used this in your touch enabled games then please be aware of this change ( #2083 )
2015-09-22 15:24:52 +01:00
Richard Davey
9f08442304
Merge pull request #2103 from pnstickne/wip-2062
...
Fixes #2062 and forward-support for pointer modes
2015-09-22 17:14:32 +03:00
Paul
31e5202eff
Fixes #2062 and forward-support for pointer modes
...
Impact:
- *none for touch devices*
- *low* / 'expected behavior' for mouse devices
Adds a PointerMode enumeration value for better simple input
discrimination in the future.
The added Button#justReleasedPreventsOver controls if a just-release event
on a pointer prevents it from being able to trigger an over event.
The default value is PointerMode.CONTACT which means this 'release guard'
applies only to touch inputs.
It should fix #2062 as Mouse (PointerMode.CURSOR) input is not caught in the default.
Also expands Button#forceOut to accept a PointerMode value such that it
can be controlled per-input mode.
This is a configurable partial revert of a possibly rogue commit in 2.1.3
and the behavior persists through 2.4.3.
2015-09-22 01:12:43 -07:00
Richard Davey
61edd1b458
FrameDebugger can now handle Text and BitmapText.
2015-09-16 03:18:15 +01:00
photonstorm
8db23545da
jsdoc updates.
2015-09-10 15:57:55 +01:00
Richard Davey
d7a42370a4
BitmapData.move, moveH and moveV have a new optional wrap
argument allowing you to control if the contents of the BitmapData are wrapped around the edges (true) or simply scrolled off (false).
2015-09-07 01:16:43 +01:00
photonstorm
8833a509eb
jsdoc fix.
2015-09-02 16:16:52 +01:00
nickryall
ca795af457
adjust wrapped text that is centered to sprite via anchor
2015-09-02 10:50:03 +12:00
Richard Davey
41906c5ac1
When the Text width was being calculated it would add the strokeThickness
value twice, causing an alignment offset (thanks @nickryall #2039 )
2015-08-31 11:33:18 +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
Ben Sparks
b7efb93698
utilize the heal method instead of just adding to health when reviving, so that maxHealth is respected
2015-08-25 14:42:02 -07:00
photonstorm
4fa1ffb4cf
JSDocs update.
2015-08-20 12:47:59 +01:00
Richard Davey
994a7dae73
jsdoc fix #2013
2015-08-19 22:19:55 +01:00
photonstorm
103c37cd42
BitmapData.drawFull draws the given Game Object or Group to a BitmapData and then recursively iterates through all of its children, including children of Game Objects and Groups. It can draw Text, BitmapText, Sprites, Images, Emitters and Graphics objects. It's perfectly valid to pass in game.world
as the parent object, and it will iterate through the entire display list.
2015-08-19 14:19:26 +01:00
photonstorm
176289f514
Video.stop now removes the 'playing' event listener, which stop Videos set to loop from throwing errors after being destroyed.
2015-08-18 16:04:10 +01:00
photonstorm
b1a05a6f52
BitmapText.font failed to pull the new font from the Phaser Cache, stopping it from updating properly (thanks @AbrahamAlcaina #2001 )
2015-08-18 13:48:08 +01:00
Richard Davey
7fbeb1c062
BitmapData.line draws a line to the BitmapData in the color and thickness specified.
...
Lots of BitmapData updates to use local vars and 'op' property, cutting down code size.
2015-08-07 02:48:00 +01:00
Richard Davey
62c87052cb
Merge pull request #1985 from yahiko00/master
...
Extra documentation and TypeScript definition file update
2015-08-06 14:20:26 +01:00
Yahiko Uzumaki
0416c6a9ee
Update BitmapData.js
...
Fix explanation.
2015-08-06 13:57:43 +02:00
yahiko
d412431947
Add extra information for the imageData property.
2015-08-06 13:49:51 +02:00
photonstorm
9a0b6c24a4
Text can now accept undefined
or null
as the text
argument in the constructor and will cast it as an empty string.
2015-08-06 10:28:49 +01:00
Richard Davey
7fc23c9abe
Text.setTextBounds didn't add the x and y values to the width and height offsets.
2015-08-04 23:06:07 +01:00
photonstorm
1fed360659
VideoStream.active = false is used if the browser supports it, otherwise it falls back to VideoStream.stop.
2015-08-04 15:48:43 +01:00
photonstorm
e901fb80f6
Merging in the CanvasPool changes to the core.
2015-08-03 14:46:55 +01:00
photonstorm
50516e3d34
Testing CanvasPool.
2015-08-03 14:33:12 +01:00
photonstorm
4e857f19f6
BitmapText with tints applied wouldn't update properly in Canvas mode (thanks @Pajamaman #1969 )
2015-08-03 11:51:04 +01:00
Richard Davey
9362a2b1f4
Text with tints applied wouldn't update properly in Canvas mode.
2015-07-31 19:09:49 +01:00
Richard Davey
cbc68ab4c9
Merge pull request #1950 from jdnichollsc/dev
...
Added Text.addFontStyle and Text.addFontWeight
2015-07-31 16:00:47 +01:00
photonstorm
d23e5d6eba
BitmapText.smoothed is a new boolean property that allows you to set texture smoothing on a bitmap font or not. By default smoothing is always on, but you can turn it off which helps for bitmap fonts created from pixel art style character sets.
2015-07-31 15:58:00 +01:00
photonstorm
4b22f48c75
2.4.2 release.
2015-07-29 15:01:04 +01:00
Juan David Nicholls Cardona
655013da1b
Added Text.addFontStyle and Text.addFontWeight allows you to set styles and weights font within the Text.
2015-07-28 02:05:08 -05:00
photonstorm
9a83ddcab9
Updated to latest Creature runtimes, added to GameObjectFactory.
2015-07-23 13:25:08 +01:00
photonstorm
858ad51610
Phaser 2.4 release.
2015-07-22 15:31:30 +01:00
photonstorm
ffaa7d711f
Removed BaseTextureCache requirement from BitmapData.
...
Fixed jshint.
Updated TS defs.
2015-07-22 13:23:40 +01:00
photonstorm
915a757f96
Text.updateText will now check the width and height values of the Text canvas and if either are zero it sets Text.renderable = false
to avoid throwing WebGL texture binding errors.
2015-07-22 12:43:43 +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
7144b10ad5
TileSprites fixed for WebGL.
2015-07-21 13:24:12 +01:00
Richard Davey
2d3b1ee383
Merge pull request #1911 from mthurlin/patch-1
...
game.make.group() did not setup parent correctly
2015-07-16 15:40:10 +01:00
Charlo
795a7c80a8
Improving JSON BitmapText implementation
2015-07-16 13:30:55 +02:00
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
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.
...
* 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
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
Markus Thurlin
d360384f4a
game.make.group() did not setup parent correctly
2015-07-15 14:30:28 +02:00
Richard Davey
4dec046c40
Added pendingDestroy to Groups.
2015-07-12 11:33:30 +01:00
photonstorm
5ad3698703
BitmapData.clear has 4 new optional parameters: x, y, width and height, that define the area to be cleared. If left undefined it works exactly the same as before and clears the entire canvas.
2015-07-09 11:44:21 +01:00
Richard Davey
d027bf8ba7
BitmapData.generateTexture will take a snapshot of the BitmapDatas canvas at that moment in time and convert it into an Image, which is then stored in the Phaser image Cache based on the key given. You can then use the new texture for any future sprites or texture based objects.
2015-07-09 00:19:07 +01:00
Richard Davey
7253ac368d
jsdoc update.
2015-07-08 19:11:41 +01:00
Richard Davey
3590272c51
All Game Objects have a new boolean property called pendingDestroy
. If you set this to true
then the object will automatically destroy itself in the *next* logic update, rather than immediately. This is useful for cases when you wish to destroy an object from within one of its own callbacks, such as with buttons or other input events (thanks @alamboley #1748 )
2015-07-08 18:52:01 +01:00
photonstorm
64b1794d67
Rope.segments used the wrong vertices property, causing a runtime error.
...
Debug.ropeSegments didn't take the scale of the Rope object into consideration, causing incorrect debug rendering.
2015-07-08 16:40:26 +01:00
photonstorm
47e1d16a6d
jshint fix.
2015-07-08 16:00:03 +01:00
photonstorm
3012e49937
Text.addColor would incorrectly color the text stroke if set (thanks @llevkin #1893
...
Text.addStrokeColor works in the same way as `Text.addColor` but allows you to define a color stop for the stroke color instead of the fill color.
2015-07-08 12:52:39 +01:00
Richard Davey
86cac2085c
BitmapData.move(x, y) allows you to shift the contents of the BitmapData horizontally and vertically by the given amounts. The image wraps-around the edges of the BitmapData.
...
BitmapData.moveH(distance) allows you to horizontally shift the BitmapData with wrap-around the edges.
BitmapData.moveV(distance) allows you to vertically shift the BitmapData with wrap-around the edges.
2015-07-08 04:26:28 +01:00
Richard Davey
a7e18137d1
Text has a new style property: tabs. This allows you to specify a pixel value (or values) that allows you to space out text that contains tab characters within it. Text.tabs
can be either an integer, in which case all tabs share the same spacing, or an array of pixel values corresponding exactly to the number of tabs per line of text. This allows you to easily align columns of data in a single Text object.
2015-07-08 01:15:31 +01:00
Richard Davey
3066f60f11
parseList support added.
2015-07-08 00:03:03 +01:00
Richard Davey
2e447ec01d
Tidied up tab handling a little.
2015-07-07 23:41:37 +01:00
Richard Davey
ae08b9ac02
Text tab support working. Now to add varying tab sizing.
2015-07-07 23:31:44 +01:00
Richard Davey
b8cc4d9d53
Updated Text resolution handling.
2015-07-07 20:48:00 +01:00
photonstorm
9548fb9856
Final textBounds updates.
2015-07-07 15:16:23 +01:00
photonstorm
a89d48b9a6
Text.autoRound allows you to control if the text is allowed to render at sub-pixel coordinates or not. Set to true
to round the coordinates, often eliminating anti-aliasing from certain font types ( #1867 )
2015-07-02 13:39:59 +01:00
Richard Davey
2b7666e22d
Added toString to the constructor parameter.
2015-07-01 23:37:48 +01:00
photonstorm
8356aacaa8
Trying out new Text pivot and mute handling.
2015-06-24 19:57:40 +01:00
photonstorm
a69c156526
The Text Bounds is a rectangular region that allows you to align your text within it, regardless of the number of lines of text or position within the world. For example in an 800x600 sized game if you set the textBounds to be 0,0,800,600 and text alignment to 'left' and vertical alignment to 'bottom' then the text will render in the bottom-right hand corner of the game, regardless of the size of font you're using or the number of lines in the text itself.
...
Set the Style properties `boundsAlignH` and `boundsAlignV` or adjust them via the Text setters to change the alignment.
It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts have additional padding around them which you can mitigate by tweaking the Text.padding property.
Setting a textBounds _doesn't_ update the wordWrapWidth, so be aware of the relationship between the two.
Call this method with nothing defined for any of the parameters to reset an existing textBounds.
#1824
2015-06-17 17:18:04 +01:00
photonstorm
0258245f12
Phaser.Text no longer extends PIXI.Text but replaces it entirely. Phaser.Text now natively extends a Phaser Sprite, meaning it can be enabled for physics, damaged, etc.
2015-06-17 13:21:28 +01:00
photonstorm
102c74e121
Deprecated the following:
...
* Camera.screenView
* ScaleManager.maxIterations
* ScaleManager.enterPortrait (see onOrientationChange)
* ScaleManager.enterLandscape (see onOrientationChange)
* ScaleManager.enterFullScreen (see onFullScreenChange)
* ScaleManager.leaveFullScreen (see onFullScreenChange)
* ScaleManager.fullScreenFailed (see onFullScreenError)
* ScaleManager.checkResize
* ScaleManager.checkOrientation
* ScaleManager.setScreenSize (see updateLayout)
* ScaleManager.setSize (see reflowCanvas)
* ScaleManager.checkOrientationState (see reflowCanvas)
* ScaleManager.orientation (see screenOrientation)
* Gamepad.disabled (see enabled)
* Input.currentPointers (see totalActivePointers)
* Input.disabled (see enabled)
* Keyboard.disabled (see enabled)
* Mouse.disabled (see enabled)
* Mouse.mouseMoveCallback (see Input.addMoveCallback)
* MSPointer.disabled (see enabled)
* Touch.disabled (see enabled)
* Cache.getUrl (see getURL)
* Math.truncate (see Math.trunc)
* Math.snapToInArray (see Phaser.ArrayUtils.findClosest)
* Math.interpolateFloat (see Math.linear)
* Math.normalizeLatitude (use Phaser.Math.clamp(lat, -90, 90))
* Math.normalizeLongitude (use Phaser.Math.wrap(lng, -180, 180))
* Math.chanceRoll (use Phaser.Utils.chanceRoll)
* Math.numberArray (use Phaser.ArrayUtils.numberArray)
* Math.numberArrayStep (use Phaser.ArrayUtils.numberArrayStep)
* Math.limitValue (use Phaser.Math.clamp)
* Math.randomSign (use Phaser.Utils.randomChoice(-1, 1))
* Math.angleLimit (use Phaser.Math.clamp)
* Math.getRandom (use Phaser.ArrayUtils.getRandomItem)
* Math.removeRandom (use Phaser.ArrayUtils.removeRandomItem)
* Math.floor (use Math.trunc)
* Math.ceil (use Phaser.Math.roundAwayFromZero)
* Math.shift (use Phaser.ArrayUtils.rotate)
* Math.shuffleArray (use Phaser.ArrayUtils.shuffle)
* Math.distanceRounded (do the rounding locally)
* Canvas.getOffset (see Phaser.DOM.getOffset)
* Canvas.getAspectRatio (see Phaser.DOM.getAspectRatio)
* TilemapLayer.tileColor (use TilemapLayer.debugSettings.missingImageFill)
* Phaser.ArrayList alias removed, now use Phaser.ArraySet
* Utils.transposeArray (see Phaser.ArrayUtils.transposeMatrix)
* Utils.rotateArray (see Phaser.ArrayUtils.rotateMatrix)
* Utils.shuffle (see Phaser.ArrayUtils.shuffle)
2015-06-17 03:14:31 +01:00
photonstorm
8cf28fede7
maxHealth is a new property that Game Objects with the Health component receive and works in combination with the heal
method to ensure a health limit cap.
2015-06-17 02:00:04 +01:00
photonstorm
b725c25702
Button game objects now have Input.useHandCursor
set to true
by default.
2015-06-17 01:55:36 +01:00
Richard Davey
0b82a68717
Merge pull request #1794 from stephandesouza/patch-1
...
Add a Heal Method to Phaser.Components.Health
2015-06-17 01:54:14 +01:00
Richard Davey
a7a74550a5
Merge pull request #1837 from Feenposhleen/dev
...
JSON support for BitmapFont atlases
2015-06-17 01:49:23 +01:00
photonstorm
40802314dd
TileSprite now fully supports animation again, having been broken for several versions due to a Pixi upgrade. We've updated the way TileSprites generate their textures internally considerably and animation support is back across both Canvas and WebGL as a result ( #1653 )
2015-06-17 01:25:56 +01:00
photonstorm
d931cedb69
Fixed issue with long text dropping to be shorter again.
2015-06-16 12:45:26 +01:00
photonstorm
70cf7a32bc
Fixed jshint errors.
2015-06-13 02:31:21 +01:00
photonstorm
f216313582
jsdoc and debug removal.
2015-06-12 19:21:06 +01:00
photonstorm
fa469b85e1
Added GameObjectFactory.video url parameter.
2015-06-12 19:20:50 +01:00
photonstorm
10a3df1ef5
Set the Video baseTexture to __default until the stream starts.
2015-06-10 14:21:58 +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
Charlo
17a8116382
Added JSON support for BitmapFont
2015-06-06 12:35:08 +02:00
photonstorm
2b0abb67dd
onDragUpdate is a new signal that is dispatched whenever a Game object enabled for input and drag is moved by a pointer (i.e. during a drag event). See the Phaser.InputHandler.enableDrag
docs for parameter details and the new Phaser Example.
2015-06-04 20:58:00 +01:00
photonstorm
a971928bbc
jshint fixes.
2015-06-03 13:22:29 +01:00
photonstorm
560fed484f
Added BitmapText.purgeGlyphs method.
2015-06-03 05:28:24 +01:00
photonstorm
03a7b6a708
Updated Destroy component to deal with BitmapText glyphs pool.
2015-06-03 05:28:24 +01:00
photonstorm
5e265bbe86
Re-ordered carriage-return detection.
2015-06-03 05:28:24 +01:00
photonstorm
90d08fbf24
Updated jsdocs and added align parameter to method call.
2015-06-03 05:28:24 +01:00
photonstorm
fa7259fd75
Removed debug calls.
2015-06-03 05:28:24 +01:00
photonstorm
2484ced06d
Typo.
2015-06-03 05:28:24 +01:00
photonstorm
cf5238c749
Removed use of PIXI.BitmapText entirely. Moved all update and support functions to Phaser.
2015-06-03 05:28:23 +01:00
photonstorm
5054344668
The LoadTexture component has a new property: customRender which is checked for in the Core postUpdate to know when to render custom elements like Videos.
2015-05-21 15:24:39 +01:00
Gionatan Iasio
1bbb3bb903
Fix Rope.js
...
Rope creation key parameter didn't work, because PIXI.Rope requires a texture, not string.
Changed it like Sprite.
2015-05-16 19:59:12 +02:00
photonstorm
f78a4cb337
jshint fixes.
2015-05-15 01:35:20 +01:00
photonstorm
f725ac48ae
Removed all the debug information.
2015-05-15 01:27:42 +01:00
photonstorm
f2e2039009
Invalidate the texture while we wait for the new one to load (crashes IE11 otherwise)
2015-05-15 01:17:44 +01:00
photonstorm
ce27da362b
Stacks of fixes to the video stream support to get it working in Firefox.
2015-05-14 23:23:38 +01:00
photonstorm
aabeccbdac
Working but needs refining.
2015-05-14 19:10:36 +01:00
photonstorm
63887faffe
Loads of changes to deal with invalid textures and videos pending playback (i.e. Firefox)
2015-05-14 16:52:09 +01:00
photonstorm
ad4cf34d05
LoadTexture remembers texture valid state.
2015-05-14 16:52:09 +01:00
Stephan de Souza
cb89b9c293
Missed comma
2015-05-14 10:04:37 -03:00
Stephan de Souza
7fb555e70e
Adds Heal Method to Phaser.Components.Health
...
Ideal when used in games with health packs, bonus items, or healing sprites.
In fact: Doing a negative damage causes the same effect, but as a new method is better for documentation.
2015-05-13 16:55:17 -03:00
photonstorm
e6f71e959a
Graphics constructor now sets x/y parameters to zero if undefined. Before it would set them to undefined as the type check wasn't strict.
2015-05-12 13:03:26 +01:00
photonstorm
4aa22e22a1
Check texture property.
2015-05-12 13:03:26 +01:00
photonstorm
a1102d4d4d
Added re-tint reset.
2015-05-08 04:12:20 +01:00
photonstorm
2cd59bbf32
Tidying up docs and formatting.
2015-05-08 04:12:07 +01:00
photonstorm
6f351ff0c1
Texture.requiresReTint is a new property that controls if a texture requires the display object to be re-tinted having been updated internally. The LoadTexture component now sets this.
2015-05-08 04:11:48 +01:00
photonstorm
164039d7e7
Sets the re-tint state to true.
...
Removed un-needed clear call.
2015-05-08 04:10:39 +01:00
photonstorm
326cb759cf
Docs fixes.
2015-05-08 02:28:46 +01:00
photonstorm
855831e4c2
BitmapData.update now validates the width
and height
values to ensure they aren't lower than 1, which would previously cause a context error.
2015-05-08 01:49:59 +01:00
photonstorm
d2b9bfe7b8
RetroFont has been updated to use RenderTexture.renderXY, removing the need for creating a Point object each update.
...
RetroFont no longer puts any entries into the TextureCache or generates any UUIDs on instantiation, speeding up creation and lowering memory use.
2015-05-08 01:49:11 +01:00
photonstorm
e3b8fe3401
Proper setFrame call.
2015-05-07 02:45:33 +01:00
photonstorm
67704d0136
Updated Frame handling for Videos so sprites have their own frames, not a reference to the Videos frame.
2015-05-07 02:44:48 +01:00
photonstorm
af66b49f31
If a BitmapData is created with a width or height set to zero then the width and/or height are set to a default value (256) instead to avoid getContext errors.
2015-05-06 16:50:10 +01:00
photonstorm
303929a3ce
Added Video.snapshot and Video.grab support.
2015-05-06 16:47:46 +01:00
photonstorm
7cd89eedd6
jshint fixes.
2015-05-06 08:13:55 +01:00
photonstorm
7f89a3de60
Fixed video event.
2015-05-06 07:57:52 +01:00
photonstorm
d14d9f4f64
Added onAccess and onError signals and tidied up the stream handling.
2015-05-06 07:25:34 +01:00
photonstorm
a24a22742a
Enabled Stream stopping.
2015-05-06 06:11:09 +01:00
photonstorm
37304c7cc7
Added Video.createVideoStream support.
2015-05-06 06:06:02 +01:00
photonstorm
535b56bc4a
Got changeSource working properly on iOS and tidied up lots of docs.
2015-05-06 01:12:02 +01:00
photonstorm
927c14536d
Destroy will remove the listener from Video.onChangeSource.
2015-05-06 00:42:01 +01:00
photonstorm
bf25e67f5a
LoadTexture.resizeFrame lets you resize the Frame dimensions that the Game Object uses for rendering. You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData it can be useful to adjust the dimensions directly in this way.
2015-05-06 00:41:40 +01:00
photonstorm
9a563f20b9
Updated video locked status.
2015-05-05 17:03:39 +01:00
photonstorm
0cde8f874d
Mobile touch lock support done.
2015-05-05 16:25:51 +01:00
photonstorm
cc1c90d782
Removed videoSprite placeholder.
2015-05-05 14:01:47 +01:00
photonstorm
2e2d1c6bc2
Lots of updates to the Phaser.Video object.
2015-05-05 14:00:59 +01:00
photonstorm
f33082caf2
Support for Video texture updates.
2015-05-05 14:00:18 +01:00
photonstorm
90a7a3e15c
Create video + added Video to config.
2015-05-04 03:00:45 +01:00
photonstorm
8a9e0c266a
Added currentTime and duration getters.
2015-05-04 03:00:22 +01:00
photonstorm
c1ab5a3345
The first pass at the new Phaser.Video object.
2015-05-03 13:53:03 +01:00
photonstorm
f092101531
Added in support for Phaser.Video to LoadTexture component.
2015-05-03 13:53:03 +01:00
photonstorm
3578cd097c
jsdocs fix.
2015-05-03 13:53:02 +01:00
photonstorm
8290e8c371
Text.setShadow has two new optional parameters: shadowStroke
and shadowFill
. These allow you to set if the drop shadow is applied to the Text stroke, the Text fill or both of them (thanks @qdrj #1766 )
...
Text.shadowStroke and Text.shadowFill allow you to toggle if the drop shadow is applied to the Text stroke or fill independently.
2015-04-27 16:22:36 +01:00
photonstorm
cc46212d5b
Refreshes a tiling texture on change of frame.
2015-04-21 15:55:58 +01:00
photonstorm
12f8454d62
close #1755
2015-04-19 01:35:15 +01:00
photonstorm
3a61fa35f0
RenderTexture.render now takes a Matrix as its second parameter, not a Point object. This brings it in line with Pixi and allows you to perform much more complex transformations on the object being rendered. If you need to replicate the old behavior please use RenderTexture.renderXY(sprite, point.x, point.y) instead.
...
RenderTexture.render and `renderXY` would ignore the Sprites rotation or scale. The full Sprite transform is now used correctly when the Sprite is drawn to the texture. If you wish to replicate the old behavior please use `RenderTexture.renderRawXY` instead.
RenderTexture.matrix has been removed as it's no longer used.
Fixed bug in Pixi where RenderTexture.render would ignore the given matrix.
Fixed a bug in Pixi where drawing a Sprite to a RenderTexture would reset the Sprites transform to an identity Matrix.
2015-04-17 03:22:07 +01:00
photonstorm
b0e1b8facb
jsdoc fixes.
2015-04-15 01:36:25 +01:00
photonstorm
8f06991527
Added support for the [Creature Automated Animation Tool]( http://www.kestrelmoon.com/creature/ ). You can now create a Phaser.Creature object which uses json data and a texture atlas for the animations. Creature is a powerful animation tool, similar to Spriter or Spine. It is currently limited to WebGL games only, but the new libs should prove a solid starting point for anyone wanting to incorporate Creature animations into their games.
2015-04-13 23:16:29 +01:00
photonstorm
0aaa77a84d
Strict check.
2015-04-13 11:58:45 +01:00
photonstorm
0ccb3515d5
Removed dirty flag.
2015-04-13 11:58:44 +01:00
photonstorm
36c064511c
Added guards around context.getImageData
calls in BitmapData, Text and Canvas Tinting classes to avoid crashing restricted browsers like Epic Browser. Please understand that several Phaser features won't work correctly with this browser (thanks @Erik3000 #1714 )
2015-04-02 14:47:44 +01:00
photonstorm
645723f939
Sprite was missing the Health and InCamera components.
2015-03-30 13:51:47 +01:00
photonstorm
5fb1130175
The LoadTexture component has had a redundant dirty
call removed from it.
...
TileSprites were missing a `physicsType` property, causing them to not collide with anything (thanks @numbofathma #1702 )
2015-03-28 00:56:02 +00:00
photonstorm
57474c0d44
Trying out removal of dirty flag.
2015-03-27 10:47:45 +00:00
photonstorm
83adc51698
Fixed the FixedToCamera :)
2015-03-24 21:35:09 +00:00
photonstorm
12fc424305
Huge amount of jsdoc updates.
2015-03-23 23:46:09 +00:00
photonstorm
08c9513f98
Improving the Component documentation.
2015-03-23 19:56:23 +00:00
photonstorm
85c8f60d7c
Removed 'global' component arrays.
2015-03-23 19:19:07 +00:00
photonstorm
b7b622a556
Text style has a new optional property: backgroundColor
which is a Canvas fill style that is set behind all Text in the Text object. It allows you to set a background color without having to use an additional Graphics object.
...
Text.lineSpacing can now accept negative values without cutting the bottom of the Text object off. The value can never be less than the height of a single line of text.
Text.lineSpacing is no longer applied to the first line of Text, which prevents text from being cut off further down the Text object.
2015-03-23 16:12:23 +00:00
photonstorm
1486e166bd
Added physicsType property.
2015-03-23 15:04:27 +00:00
photonstorm
55048a4b25
BitmapText objects now have an anchor
property. This works in a similar way to Sprite.anchor except that it offsets the position of each letter of the BitmapText by the given amount, based on the overall BitmapText width - whereas Sprite.anchor offsets the position the texture is drawn at.
2015-03-23 15:03:53 +00:00
photonstorm
cb9ef4f12e
Text.padding specifies a padding value which is added to the line width and height when calculating the Text size. ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions ( #1561 #1518 )
2015-03-19 01:54:14 +00:00