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
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
6cf982a4a0
Fixed to Destroy component if still in render loop.
2015-03-11 01:44:46 +00:00
photonstorm
0516167c3d
Finally tracked down the rogue bug causing Graphics objects to not work with various components ( fix #1654 )
2015-03-10 14:23:49 +00:00
photonstorm
ed3afed2ff
Fixed spelling mistake.
2015-03-05 14:00:57 +00:00
Richard Davey
7eb73e99a8
Merge pull request #1648 from pnstickne/wip-components-docs
...
Component documentation
2015-03-01 10:46:55 +00:00
Paul
4de95c09b5
Component documentation
...
- Required changes for documentation to show up correctly
- Uses multiple @extends, which currently [mostly] works in jsdoc
and like closure compiler
2015-02-28 23:00:17 -08:00
Paul
ee34327c93
Components: bug fixes
...
- Use property check ('in') to avoid property access
- Promoted 'body' property for physics
2015-02-28 17:49:45 -08:00
Paul
0e5272b217
Merge remote-tracking branch 'upstream/dev' into wip-components-toproto
...
Conflicts:
src/gameobjects/Image.js
src/gameobjects/Rope.js
src/gameobjects/Sprite.js
src/gameobjects/Text.js
src/gameobjects/TileSprite.js
src/gameobjects/components/Core.js
2015-02-28 15:51:47 -08:00
photonstorm
a69e53f901
Copyright date change.
2015-02-25 03:36:23 +00:00
photonstorm
ae7a1fda05
Optimised preUpdate callbacks.
2015-02-25 02:49:50 +00:00
photonstorm
72530d963b
Default exists should be true!
2015-02-25 02:49:19 +00:00
photonstorm
c799dfe7da
Fixed physics postUpdate issue causing particles and all kinds of things to go awry.
2015-02-25 02:18:05 +00:00
photonstorm
ec19abb91c
Component preUpdate changes.
2015-02-25 00:59:27 +00:00
photonstorm
c9939f8691
Tilemap fix #1635
2015-02-24 22:57:59 +00:00
Paul
4f747a1c00
Components - moving install to prototype
...
- This ensures the components are regsitered once per type
instead of once per instance (which is duplicate work)
2015-02-22 20:44:11 -08:00
photonstorm
8b7085e20a
RenderTexture guards.
2015-02-22 19:30:43 +00:00
photonstorm
3d0bc682f0
Moved Events.
2015-02-19 05:00:55 +00:00
photonstorm
88f10f7f89
Updated fixedToCamera docs to reflect non-nesting ( #1596 )
2015-02-18 22:58:48 +00:00
photonstorm
58d37b51fe
Fixed canvas destroy if undefined.
2015-02-18 14:54:11 +00:00
photonstorm
f59d7e3430
Working through Graphics class updates.
2015-02-17 16:40:41 +00:00
photonstorm
77a3bfea23
loadTexture guard.
2015-02-17 15:48:54 +00:00
photonstorm
5b0c751647
Animation component guard.
2015-02-17 15:48:43 +00:00
photonstorm
167bbde8d4
Game Objects all now using the new Components mixins.
2015-02-17 06:00:41 +00:00
photonstorm
166c0363fc
jshint fixes
2015-02-17 05:59:54 +00:00
photonstorm
bf4c1d0620
Split out all the common GameObject features into components.
2015-02-17 05:15:04 +00:00
photonstorm
8483eac6aa
Removing all use of _cache from all Game Objects.
2015-02-16 17:22:51 +00:00
photonstorm
8c23bca62d
Sprite.left, Sprite.right, Sprite.top, Sprite.bottom are new properties that contain the totals of the Sprite position and dimensions, adjusted for the anchor.
...
Sprite.offsetX and Sprite.offsetY contain the offsets from the Sprite.x/y coordinates to the top-left of the Sprite, taking anchor into consideration.
2015-02-16 15:47:55 +00:00
photonstorm
c243222889
Docs update #1231
2015-02-11 16:41:56 +00:00
Richard Davey
b560af992f
Merge pull request #1375 from pnstickne/wip-text-consistency
...
Text - font components can be specified as part of "style"
2015-02-11 15:06:48 +00:00
photonstorm
cc7096b045
jsdoc fix #1543
2015-02-10 21:22:36 +00:00
photonstorm
dfc8ff32d2
You can now tint animated Sprites in Canvas mode. Or change the texture atlas frame of a tinted Sprite or Image. Please note that this is pretty expensive (depending in the browser), as the tint is re-applied every time the *frame changes*. The Pixi tint cache has also been removed to allow for subtle tint color shifts and to avoid blowing up memory. So use this feature sparingly! But at least it does now work ( #1070 )
2015-02-10 14:53:55 +00:00
photonstorm
4489a12fd8
Sprite.loadTexture and Image.loadTexture now no longer call updateTexture
if the texture given is a RenderTexture. This fixes issues with RetroFonts in IE11 WebGL as well as other RenderTexture related IE11 problems ( #1310 #1381 #1523 )
2015-02-10 12:27:55 +00:00
photonstorm
e85be1f1d8
BitmapText.font wouldn't update an internal Pixi property (fontName) causing the text to fail to change font (thanks @starnut #1602 )
2015-02-08 22:07:36 +00:00
photonstorm
336fdfa672
TileSprites weren't destroying WebGL textures, leading to eventual out of memory errors (thanks @chacal #1563 )
2015-02-03 21:32:39 +00:00
Richard Davey
21823f65e3
Merge pull request #1576 from vulvulune/jsdoc
...
Correct comments
2015-02-03 20:47:32 +00:00
photonstorm
d6ea8fb956
jsdoc updates (spelling mistakes, code formatting, etc)
2015-01-28 17:18:33 +00:00
vulvulune
8ef32f044c
Correct comments
...
Correct comments:
-Phaser.Camera: checkWorldBounds =>checkBounds
-Phaser.RetroFont: Set correct @name for name and smoothed
-Phaser.DOM: inViewport => inLayoutViewport
2015-01-27 13:46:18 +01:00
photonstorm
a67d2df6f0
BitmapData.text will render the given string to the BitmapData, with optional font, color and shadow settings.
2015-01-18 12:24:00 +00:00
photonstorm
741131312a
BitmapData.drawGroup draws the immediate children of a Phaser.Group to a BitmapData. Children are only drawn if they have their exists
property set to true
. The children will be drawn at their x
and y
world space coordinates. When drawing it will take into account the child's rotation, scale and alpha values. No iteration takes place. Groups nested inside other Groups will not be iterated through.
...
BitmapData.copy `tx` parameter if `null` and `source` is a Display Object, it will default to `source.x`.
BitmapData.copy `ty` parameter if `null` and `source` is a Display Object, it will default to `source.y`.
2015-01-05 14:28:16 +00:00
Richard Davey
b3f322469b
Added Events.onEnterBounds to the destroy method (thanks @legendary-mich #1497 )
2015-01-02 21:53:20 +00:00
Paul
a070e8db8f
Fix for Event changes
...
This replaces 'eval' with closures (that should have probably
been used to begin with) to avoid warnings generated by some tools.
This change does not affect the approach used.
- Ref. #1494
2015-01-01 13:50:07 -08:00
photonstorm
c6c5856dec
Phaser.Graphics.drawCircle now overrides PIXI.drawCircle which means the docs are now correct re: diameter not radius (thanks @ethankaminski #1454 )
2014-12-17 13:44:12 +00:00
photonstorm
028943baad
Moved the updateTransform to a Game level update on Stage and replaced the Pixi version.
...
Added a boolean check, so it can be either updated from updateLogic or render without duplicating the process.
#1424
2014-12-10 10:37:37 +00:00
photonstorm
4ad6df9a29
A test to try for #1424
2014-12-09 23:38:23 +00:00
photonstorm
def662f28f
Text.setShadow has had the default color
value changed from rgba(0,0,0,0)
to rgba(0,0,0,1)
so it appears as a black shadow by default - before the alpha channel made it invisible.
2014-12-02 09:03:55 +00:00
Richard Davey
152b26a668
Merge pull request #1378 from pnstickne/wip-minor-updatelogic-fix
...
Minor logic fix for Sprite life update
2014-12-01 12:07:56 +00:00
Richard Davey
81f356c235
Merge pull request #1386 from pnstickne/wip-docs-1130
...
Assorted documentation/consistency updates
2014-12-01 12:07:10 +00:00
Paul
d15037e283
Event-Signal object count optimization
...
There are a bunch of signals added for Sprites; more when input is
enabled. However, very few of these signals are ever actually used. While
the previous performance update related to Signals addressed the size of
each Signal object, this update is to reduce the number of Signal objects
as used by the Events type.
As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals;
with this change there less than 70 signals created when running the same
demo. (Each Event creates at 8 signals by default, and there is an Event
for each of the 400 particles.) While this is an idealized scenario, a
huge amount (of albeit small) object reduction should be expected.
It does this by creating a signal proxy property getter and a signal
dispatch proxy. When the event property (eg. `onEvent`) is accessed a new
Signal object is created (and cached in `_onEvent`) as required. This
ensures that no user code has to perform an existance-check on the event
property first: it just continues to use the signal property as normal.
When the Phaser game code needs to dispatch the event it uses
`event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This
special auto-generated method automatically takes care of checking for if
the Signal has been created and only dispatches the event if this is the
case. (If the game code used the `onEvent` property itself the event
deferal approach would be defeated.)
This approach is designed to require minimal changes, not negatively
affect performance, and reduce the number of Signal objects and
corresponding Signal/Event resource usage.
The only known user-code change is that code can add to signal (eg.
onInput) events even when input is not enabled - this will allow some
previously invalid code run without throwing an exception.
2014-11-30 21:39:25 -08:00
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
Paul
3299588326
Sprite - removed comment
...
The comment was no longer valid after the previos changes.
2014-11-29 14:12:14 -08:00
photonstorm
d5dfa464c0
Added alpha setting to getContext.
2014-11-29 19:40:50 +00:00
Paul
dfe7279090
Minor logic fix for Sprite life update
...
The substraction of `physicsElapsedMS` needs to be done for all individual
updates. (When current FPS ~ target FPS this is a 1-1 mapping, but catchup
updates can throw off the calculations.)
Also renamed `Game#updateNumber` (a poor initial name on my part) to
`currentUpdateID`. This matches the naming of
`Stage#currentRenderOrderID`.
2014-11-28 23:02:31 -08:00
Paul
83cbbf1d21
Text - font component cleanup
...
Some minor cleanup of font component handling and comments.
Also adds a warning if an "unparsable font" string is encountered. Might
save someone some trouble.
2014-11-28 03:50:52 -08:00
Paul
bf3d5aa22e
Text - consistency updates
...
Added `cssFont`, `fontStyle`, and `fontVariant` properties for better
consistency and control.
2014-11-28 02:56:44 -08:00
Paul
8eb7594b29
Text - font size/weight can be specified as style
...
Fulfills: https://github.com/photonstorm/phaser/issues/1370
This allows `fontSize` and `fontWeight` to be specified as part of the
style as supplied to the Text constructor (and `setStyle` method). In
addition the `fontStyle` and `fontVariant` properties can also be set -
although these are not exposed later.
This also fixes edge cases that could be caused if `Text#fontSize` was
used without `Text#fontWeight`, where the applied style defaults would be
overwritten/reset.
2014-11-28 02:20:18 -08:00
Paul
5fbbeca7ab
Text - documentation updates
2014-11-28 00:12:10 -08:00
photonstorm
471ad20b4a
Added Time.physicsElapsedMS and used in Sprite lifespan and Tweens.
2014-11-26 13:13:25 +00:00
photonstorm
e86f00eb55
Text.lineSpacing works correctly again. Before no space was added between the lines (thanks @intimidate #1367 and @brejep #1366 )
2014-11-25 17:06:17 +00:00
Tim van den Eijnden
990867547e
fix issue with lineSpacing, no space was added between the lines. The complete text moved down instead
2014-11-25 16:45:29 +01:00
photonstorm
72eaee3139
Adjusted Sprite.preUpdate to remove the lifespan calculation.
2014-11-25 14:18:18 +00:00
photonstorm
1068563914
jsdoc fixes.
2014-11-25 14:15:55 +00:00
Paul
e2f65f58a8
Merge commit '0d9678e512f9037b686ca480907c90f82d5b631e' into wip-time-clarify
2014-11-25 00:35:31 -08:00
Paul
5f9025f800
Sprite/Time - lifespan based on physicsTime
...
- Lifespan is updated based on physics time which makes this consistent
with fixed-step updates and tweens, etc.
2014-11-25 00:33:13 -08:00
photonstorm
0d9678e512
Promoted Game time loop count to protected public var. Checked in Sprite.lifespan decrement to avoid over-decreasing the lifespan ( #1358 )
2014-11-25 02:50:39 +00:00
photonstorm
c4b81ff6ea
jsdoc fixes.
2014-11-25 00:24:28 +00:00
photonstorm
2d50334cd3
Updated lifeSpan to use elapsedMS instead.
2014-11-24 12:54:39 +00:00
photonstorm
06b2a2c6a0
Added Tween.generateData back in, now all the Particles and Tween examples work properly.
2014-11-24 12:34:42 +00:00
photonstorm
21479acd8e
Sprite.autoCull now properly works if the camera moves around the world.
...
Sprite.inCamera uses a much faster check if auto culling or world bounds checks are enabled and properly adjusts for camera position.
2014-11-18 12:29:55 +00:00
photonstorm
497b00d781
Tidying up a little.
2014-11-13 00:27:47 +00:00
photonstorm
d6297884e6
Added Sprite.setScaleMinMax for testing.
2014-11-08 13:31:35 +00:00
Paul
60268dd048
Changes to preserve original API
...
- Added @deprecated/@readonly to various some properties but public properties maintain the same semantics
- Also removed some "cleverness"
- Still same good fixes ..
2014-10-29 19:31:03 -07:00
Paul
5d04c62b33
Button - bug fixes, issue #1246
...
- Fix incorrect passing of "was clicked" to processInteractiveObjects
- Button would not return to Over/Out state because of strict too check to catch `undefined`
- Removed [undocumented] property usage from processInteractiveObjects and slight reformatting
- Update Button state frames/sounds to remove duplication
- Updated documentation in Button for consistency
2014-10-28 23:26:35 -07:00
spayton
a942a03631
Texture width is recalculated larger on subsequent call to updateText() when text has a stroke thickness > 1
...
In function override Phaser.Text.prototype.updateText(), don't include this.context.lineWidth in width calculation as it's already incorporated by this.style.strokeThickness.
2014-10-28 11:48:57 +00:00
photonstorm
26a1a080d2
Buttons are now waiting to be told when they're removed from the World.
2014-10-28 01:49:14 +00:00
photonstorm
d050b8471b
Added onRemovedFromWorld signal. Not currently used anywhere, but will be.
2014-10-28 01:48:42 +00:00
photonstorm
d22f2bd89b
Small fix for Text wordWrapping #1247
2014-10-23 16:03:29 +01:00
photonstorm
bebb83bad4
Removed methods that Pixi now offers directly.
2014-10-22 23:53:02 +01:00
photonstorm
b56c3bf54e
jshint fixes
2014-10-22 22:49:20 +01:00
photonstorm
1bc1d2eb94
Fixed Text class for Pixi v2 changes.
2014-10-22 22:35:21 +01:00
photonstorm
73f210257a
Removed duplicate Pixi classes and updated the build manifests to pull-in the correct Pixi Matrix class.
2014-10-22 21:20:38 +01:00
photonstorm
96fd0ade74
JSDoc fixes.
2014-10-21 22:43:42 +01:00
photonstorm
9d58297eb9
Button.setSounds now works if given an AudioSprite as the sound source.
2014-10-20 23:17:05 +01:00
photonstorm
35d29170d0
Lots of small jsdoc fixes and DocGen updates.
2014-10-20 00:54:56 +01:00
photonstorm
c960ab5d44
Typo fix.
2014-10-17 17:07:43 +01:00
photonstorm
5e734a6bb6
Pixi v2 UV update fixes.
2014-10-17 16:52:47 +01:00
photonstorm
4f1ba99120
BitmapData.getFirstPixel will scan the BitmapData and return the color and location of the first non-transparent pixel encountered. You can specify one of 4 scan directions: top to bottom, bottom to top, left to right and right to left.
...
BitmapData.getBounds will return a `Rectangle` object that encompasses the full extent of the non-transparent pixels in the BitmapData. This can be useful if you wish to trim away transparent pixels from the sides of a BitmapData down to size before saving.
2014-10-17 16:51:50 +01:00
photonstorm
fbfb107146
JSDoc fixes in the Rope class (thanks @Rovanion)
2014-10-15 22:05:38 +01:00
Richard Davey
837a035194
Merge pull request #1228 from Rovanion/dev
...
Corrected documentation for Phaser.Rope
2014-10-15 22:04:17 +01:00
Richard Davey
86cfc7111e
Fixed UV updates for WebGL textures.
2014-10-15 11:36:35 +01:00
photonstorm
d206dd0dad
Updates for Pixi v2
2014-10-13 12:20:25 +01:00
photonstorm
ac27f12c95
Fixes for Pixi update WebGL UV calls.
2014-10-11 04:18:42 +01:00
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
photonstorm
08c6106c35
Fixed issue with textureLine creating white blocks in iOS.
2014-10-09 02:30:31 +01:00
Richard Davey
e6812cffa6
Added BMD frame checks.
2014-10-05 12:35:40 +01:00
photonstorm
ff034b5077
Fixed textureLine and added repeat parameter.
2014-10-03 03:57:49 +01:00
photonstorm
ab78710daa
BitmapData.textureLine takes a Phaser.Line object and an image in the image cache. It then accurately draws the image as a repeating texture for the full length of the line.
2014-10-03 02:21:09 +01:00