photonstorm
9aef9b741c
Preparing for 2.6.2 dev.
2016-07-11 10:30:09 +01:00
photonstorm
ac2516f5aa
2.6.1 Release.
2016-07-11 10:07:56 +01:00
Richard Davey
cfb2b813ef
Fixed Uncaught TypeError: Cannot set property 'x' of undefined
in Body.js (thanks @ErwanErwan #2607 )
2016-07-08 18:54:00 +01:00
photonstorm
aaa9f0d61a
Preparing for 2.6.1 dev.
2016-07-08 16:18:59 +01:00
photonstorm
fced3f86ec
Phaser 2.6.0 Release.
2016-07-08 15:46:26 +01:00
photonstorm
8a8fa0297d
Preparing for release.
2016-07-08 14:26:31 +01:00
photonstorm
61ce14f332
P2.World.clear will now clear out the World.walls property, resetting all of the wall bounds to null
. This allows the walls to be re-created accurately when the P2 World is reset, which happens on a State change or restart (thanks @ewpolly1 @codermua #2574 )
2016-07-08 13:02:58 +01:00
photonstorm
521a6c9dbb
Sound.stop will check to see if gainNode
exists before trying to disconnect from it.
2016-07-08 12:27:12 +01:00
photonstorm
c34c7bae4e
Docs updates.
2016-07-08 12:04:28 +01:00
photonstorm
dfd9203e0a
onWorldBounds now sends the bounds it collided with.
2016-07-08 11:28:45 +01:00
photonstorm
ee202667ed
Huge docs update for all of the Game Object events.
2016-07-08 11:28:30 +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
Richard Davey
410237881e
PIXI.DisplayObjectContainer calls updateTransform
at the start of getBounds
to help avoid the bounds being out of date.
2016-07-08 01:06:25 +01:00
Richard Davey
c0ba439e82
ArcadePhysics.Body.onCollide is a new Signal that is dispatched whenever the Body collides with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: sprite.body.onCollide = new Phaser.Signal()
and it will be called when a collision happens, passing two arguments: the sprites which collided.
...
ArcadePhysics.Body.onOverlap is a new Signal that is dispatched whenever the Body overlaps with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()` and it will be called when an overlap happens, passing two arguments: the sprites which collided.
2016-07-07 23:16:18 +01:00
Richard Davey
6ba3c9401f
ArcadePhysics.Body.setCircle is a new method that allows you to define an Arcade Physics Body as being a circle instead of a rectangle. You can control the radius of the body and the offset from the parent sprite.
...
ArcadePhysics.World.separateCircle is a new method that handles all circular body collisions internally within Arcade Physics (thanks @VitaZheltyakov)
All of the Arcade Physics internal methods, such as `collideGroupVsSelf`, `collideSpriteVsSprite` and so on, have been updated to work with circular body shapes (thanks @VitaZheltyakov)
ArcadePhysics.Body.onWorldBounds is a new Signal that is dispatched whenever the Body collides with the world bounds, something that was previously difficult to detect. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()` and it will be called when a collision happens, passing one argument: the sprite on which it occurred.
2016-07-07 21:58:39 +01:00
photonstorm
261155a683
Merged the arcade-circles branch back into 2.6 and tidied up lots of the source code. Needs checking as not working properly with rect vs. circle, but fine with circle vs. circle.
2016-07-07 16:45:10 +01:00
Richard Davey
97bba5f3c7
toABGR updated.
2016-07-06 22:40:05 +01:00
Richard Davey
d93019e86b
Moved to 2.6.0
2016-07-06 22:40:00 +01:00
Richard Davey
63158a1dbf
Argument swapped for destroyBaseTexture
.
2016-07-06 22:31:26 +01:00
Richard Davey
c4d7870a31
* PIXI.Texture.fromImage, PIXI.BaseTexture.fromImage and PIXI.Sprite.fromImage have all been removed. They should never have actually been used, as they bypass the Phaser Loader, and don't factor in CORs or any other advanced loader settings.
...
* The PIXI.BaseTexture.imageUrl property has been removed, as it was never actually populated.
* The PIXI.BaseTexture._UID property has been removed, as it was never actually used internally.
* All references to PIXI.BaseTextureCache have been removed (primarily from BaseTexture.destroy and Texture.destroy), as the BaseTextureCache was never used internally by Phaser, or by our custom version of Pixi.
* PIXI.TextureCache has been removed. It was only ever used by the __default and __missing images that Phaser generates on start-up. It wasn't used internally by Phaser anywhere else, and the only references Pixi has to it have all been removed. If you need it in your own game, please refactor it to avoid it, or re-create the object on the PIXI global object.
* Canvases created by `BaseTexture.fromCanvas` no longer have the `_pixiId` property attached to them, as this was never used internally by Phaser or Pixi.
* PIXI.BaseTexture.updateSourceImage is now deprecated. Please use `Sprite.loadTexture` instead.
* The property PIXI.BaseTextureCacheIdGenerator has been removed, as it is no longer used internally by Phaser or Pixi.
* PIXI.Texture.addTextureToCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.removeTextureFromCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.fromFrame and PIXI.Sprite.fromFrame have been removed. They relied on the PIXI Texture Cache, which was never actually used by Phaser, and was never used internally by Pixi either.
* The property PIXI.TextureCacheIdGenerator has been removed, as it was not used internally.
* The property PIXI.FrameCache has been removed, as it was not used internally.
2016-07-06 21:47:27 +01:00
Richard Davey
440e2afe7c
* PIXI.CanvasPool no longer _just_ checks for null
parent comparisons. It will check for all falsey parents, helping free-up canvases when the parent objects have been removed elsewhere.
...
* PIXI.CanvasPool.remove and `removeByCanvas` both now set the removed canvas width and height to 1.
2016-07-06 21:47:05 +01:00
Richard Davey
886c641ddc
* The default image texture, for when none is supplied, is now available under Phaser.Cache.DEFAULT
.
...
* The missing image texture, for when an image has failed to load, is now available under `Phaser.Cache.MISSING`.
* Phaser.Cache.addImage will now check the key given, and if `__default` or `__missing` it will update the new consts `Phaser.Cache.DEFAULT` and `Phaser.Cache.MISSING` accordingly, allowing you to replace the default or missing image textures used by Phaser.
* Phaser.Cache.getPixiTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
* Phaser.Cache.getPixiBaseTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
2016-07-06 21:46:40 +01:00
Richard Davey
8a3c71f050
CanvasPool parent checks are now falsey, not just !== null.
2016-07-06 20:59:42 +01:00
Richard Davey
33150018ad
Text.fontPropertiesCanvas no longer uses a CanvasPool entry.
2016-07-06 20:59:28 +01:00
Richard Davey
3642ff0489
Phaser.Color.toABGR converts RGBA components to a 32 bit integer in AABBGGRR format.
2016-07-04 18:50:42 +01:00
photonstorm
e08e0861d0
Phaser.ArrayUtils.rotate is now deprecated. Please use Phaser.ArrayUtils.rotateLeft instead.
2016-07-04 13:09:36 +01:00
photonstorm
0036bf747f
BitmapData has a new, optional, fifth argument: skipPool
. By default BitmapData objects will ask for the first free canvas found in the CanvasPool, but this behavior can now be customized on a per object basis.
2016-07-04 12:57:08 +01:00
photonstorm
cb0861d881
The canvas created by Phaser.Debug for use when displaying debug data is no longer stored in the CanvasPool, and is instead a stand-alone canvas, free from ever being re-used by another game object.
2016-07-04 12:56:52 +01:00
photonstorm
7ebae00c8f
Phaser 2.5.1 RC1
2016-07-01 16:57:36 +01:00
photonstorm
32bec66031
Docs update.
2016-06-29 16:18:54 +01:00
photonstorm
4066a8d8d8
All Pixi.Graphics methods that change the Graphics, i.e. drawShape
, lineTo
, arc
, etc will now all automatically call Graphics.updateLocalBounds
. This is so that the bounds of the Graphics object are kept updated, allowing you to scale and rotate the Graphics object and still obtain correct dimensions from it (thanks @kelu-smiley #2573 )
2016-06-29 16:18:54 +01:00
Richard Davey
fdcbb9229b
Phaser.ArrayUtils.shift is the opposite of ArrayUtils.rotate. It takes an array, removes the element from the end of the array, and inserts it at the start, shifting everything else 1 space in the process.
2016-06-29 02:08:42 +01:00
Richard Davey
1f570b49e8
Phaser.Utils.pad now calls toString
on the input given, which means you can pass in common data typs such as numbers and have them padded and returned as strings.
2016-06-29 00:04:22 +01:00
Richard Davey
fbd1ba05f7
Phaser.Utils.reverseString will take the given string, reverse it, and then return it.
2016-06-27 22:43:53 +01:00
Richard Davey
a0c771d47e
Text.setText has a new optional argument immediate
which will re-create the texture immediately upon call, rather than wait for the next render pass to do so (thanks @Scraft #2594 )
2016-06-27 22:42:01 +01:00
photonstorm
b24de1e561
Polygon.contains would only work with non-flattened Polygon objects. It now works with both flat and non-flat Polygons.
...
Graphics objects enabled for input would fail to do anything if a Phaser Polygon was given to the Graphics object (which it was in nearly all cases), as it wouldn't detect input correctly with flattened polygons (thanks @symbiane #2591 )
2016-06-27 14:51:25 +01:00
Pete Baron
2a2c82ee3d
Fixed the alpha blending (copied the approach from the TriangleStrip PIXI shader) for Tilemap layers. The "blank tilemap" example now works properly and blends the background layers when you use the number keys to switch primary layers.
2016-06-28 00:28:28 +12:00
Pete Baron
9e3a7ec537
Modified the batch creation code and the batch drawing code to only insert degenerate triangles at the end of rows or when a row is broken (e.g. by some empty tiles which we won't draw at all). This should speed things up by optimising the draw, and reducing the amount of data required to describe the batch.
...
PIXI.Tilemap - _renderBatch using a local 'degenerate' flag to signal to next iteration that one should be inserted before the next triangle.
Phaser.TilemapLayerGL - add degenerate markers at end of rows and whenever a row has a break in it (e.g. empty tiles)
Phaser.Tileset - new addDegenerate function which prevents double markers in a row
2016-06-27 18:24:56 +12:00
Pete Baron
2a4049d5ef
Pass each Tile.alpha value and store it with the glBatch data.
...
NOTE: if implemented this will have to break the tile batch into separate batches based on the alpha values! Need a chat with Rich...
2016-06-27 16:09:01 +12:00
Pete Baron
d43f29d839
Use the tilemap layer alpha value when batch rendering tiles.
2016-06-27 16:07:24 +12:00
Pete Baron
61635c930e
Added offsets to render large tiles at the correct (according to Tiled editor) positions.
2016-06-27 15:21:55 +12:00
Pete Baron
b8c81c21c9
Removed resolveTileset from TilemapLayerGL, added new task to task list.
2016-06-27 15:14:08 +12:00
Pete Baron
20b3d92b9b
Fixed large tiles vanishing at screen edges by making a clear distinction between the original tilemap tile width and height, and the collision width and height of tiles for each layer. The difference between these two is now applied when calculating the region to be drawn to fill the screen.
2016-06-27 15:02:20 +12:00
Pete Baron
4f1728c62d
First working demo of multiple tileset sources specified in a single Tiled map layer being rendered as separate Batch drawing lists by the webgl renderer.
...
Phaser.Tilemap now creates internal map layers for each tileset except the first one (which will be handled by the createLayer call from the game). It also stores a reference to each tileset where the new map layers can access it.
Phaser.TilemapLayerGL uses the new tileset reference to ensure the correct base image and tile sizes are used for each new layer.
PIXI.Tilemap: added initialisation of glBatch to null in c'tor.
Phaser.TilemapParser was cleaned up to remove the now unnecessary tilemap parameter and the attempt to create layers while parsing.
2016-06-27 14:41:46 +12:00
Pete Baron
8d4733c8a5
Commit current state of development before trying something different (see last note in the progress doc). Will revert to previous commits if this attempt fails.
2016-06-27 11:46:52 +12:00
Richard Davey
8c5cea066a
Updated docs.
2016-06-23 00:45:24 +01:00
Richard Davey
e050c39357
Gamedevs do it in the render method.
2016-06-22 19:30:30 +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
80f12ec074
Merge pull request #2571 from uboot/dev
...
Fixed Animation.setFrame() for sprite index argument
2016-06-21 22:20:24 +01:00
Richard Davey
2bd4f68ea0
Small tweaks to #2577 and TS defs.
2016-06-21 22:18:09 +01:00
Richard Davey
8cde880d98
Merge pull request #2577 from LoneStranger/dev
...
Modifed Group.getClosestTo() and Group.getFurthestFrom() to add optional filter callback
2016-06-21 22:07:13 +01:00
Richard Davey
50434375a1
Tidy up formatting for #2585
2016-06-21 22:00:59 +01:00
Richard Davey
495cbb7c14
Merge pull request #2585 from stoneman1/dev
...
Added file type mappings to accept headers.
2016-06-21 21:56:36 +01:00
Stoneman1
4861df4b66
Added file type mappings to accept headers.
2016-06-21 18:05:56 +03:00
cryptographer
9fdbb2d25d
Remove assignment to obsolete tileColor property
2016-06-20 22:29:05 -04:00
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
photonstorm
e39cd584bf
The start of the PIXI re-documentation process. Time to remove the old YUIdoc syntax, and replace with JSDoc and more meaningful descriptions.
2016-06-20 15:50:51 +01:00
Mike Headley
3ef8e5011b
Revert "Clarified health property in component Health documentation that 'kill' will be called if it goes below zero."
...
This reverts commit 18ae3b1ddb
.
2016-06-20 07:38:01 -07:00
photonstorm
d119ffa539
Removed PIXI.DisplayObject.prototype._renderWebGL
and PIXI.DisplayObject.prototype._renderCanvas
as both were only there for ancient jshint tests.
2016-06-20 14:10:21 +01:00
photonstorm
bd30181a2a
Docs update.
2016-06-20 12:18:39 +01:00
photonstorm
2310e5dc6f
Sound.volume was accidentally repeated twice in the source (thanks @LoneStranger #2569 )
2016-06-20 12:18:39 +01:00
Richard Davey
b0cb949b6c
Merge pull request #2564 from gotenxds/dev
...
Added some data to image object types.
2016-06-20 11:55:01 +01:00
Mike Headley
18ae3b1ddb
Clarified health property in component Health documentation that 'kill' will be called if it goes below zero.
2016-06-19 22:36:27 -07:00
David Hayes
8f36b96c8a
Reorder Weapon.onFire argument order in documentation.
2016-06-19 20:39:51 -05:00
Mike Headley
ad0f31be8d
Added Group.getClosestToFilter() and Group.getFurthestFromFilter()
2016-06-19 10:45:35 -07:00
Matthias Fuchs
0d45251e98
Fixed Animation.setFrame() for sprite index argument.
2016-06-17 22:34:11 +02:00
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
effb975a25
Preparing for 2.5.1 development.
2016-06-17 13:11:48 +01:00
Richard Davey
a9976d2703
Phaser 2.5.0 Release.
2016-06-17 12:46:56 +01:00
photonstorm
47f0224a40
Phaser 2.4.9 release.
2016-06-17 01:11:24 +01:00
photonstorm
9dd745167c
Docs fix.
2016-06-16 17:18:49 +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
photonstorm
5bcf84f5a4
Added offsetX and offsetY arguments to Bounds.alignTo.
2016-06-16 15:51:12 +01:00
photonstorm
f64558c4ac
Readme update.
2016-06-16 12:14:27 +01:00
Richard Davey
e659083818
Fixed jshint error.
2016-06-16 02:51:44 +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
ed8fbd9a6c
All Game Objects with the Bounds component; which includes Sprites, Images, Text, BitmapText, TileSprites and anything that extend these, now have a new method alignTo
. It allows you to align the Game Object to another Game Object, or a Rectangle. You can specify one of 9 positions which are the new constants: Phaser.TOP_LEFT
, Phaser.TOP_CENTER
and so on (see above for the complete list). The Game Objects are positioned based on their Bounds, which takes rotation, scaling and anchor into consideration. You can easily place Sprites into the corners or the screen or game world, or align them against other Sprites, using this method.
2016-06-16 02:00:46 +01:00
Richard Davey
0efcf68b21
The Game Object Bounds component has been updated to include two new properties: centerX
and centerY
. This means you can, for example, now get the horizontal center of a Sprite by called Sprite.centerX
. These properties are also setters, so you can position the Game Objects, and it will take scale and anchor into consideration.
2016-06-16 01:00:11 +01:00
Richard Davey
123e61c018
The Game Object Bounds component has been updated so that it now provides setters for all of the properties, as well as getters. Previously Sprite.left
, Sprite.right
, Sprite.top
and Sprite.bottom
were read-only, but they are now available to be set as well, and take into consideration the anchor and scale of the Game Objects.
2016-06-16 00:33:48 +01:00
Richard Davey
d67e902760
Rectangle.getPoint is a new method that returns a point based on the given location constant, such as Phaser.BOTTOM_LEFT
. It returns the same result as calling Rectangle.bottomLeft
(etc) but unlike those getters you are able to provide your own Point object.
2016-06-15 23:39:15 +01:00
Richard Davey
64a44aab17
Added the following new constants: Phaser.TOP_LEFT
, Phaser.TOP_CENTER
, Phaser.TOP_RIGHT
, Phaser.MIDDLE_LEFT
, Phaser.MIDDLE_CENTER
, Phaser.MIDDLE_RIGHT
, Phaser.BOTTOM_LEFT
, Phaser.BOTTOM_CENTER
and Phaser.BOTTOM_RIGHT
.
2016-06-15 23:37:48 +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
gotenxds
91987eff56
Added some data to image object types.
2016-06-15 13:09:47 +03:00
Richard Davey
70be74cb36
Lots of work on Body.moveTo and Body.moveFrom. Now working nicely.
2016-06-15 04:12:47 +01:00
Richard Davey
b5cc01132c
Body.move tests.
2016-06-14 23:45:00 +01:00
photonstorm
bc00c900e9
BitmapData.smoothProperty is a new property that holds the string based prefix needed to set image scaling on the BitmapData context.
...
BitmapData.copyTransform allows you to draw a Game Object to the BitmapData, using its `worldTransform` property to control the location, scaling and rotation of the object. You can optionally provide
BitmapData.drawGroup now uses the new `copyTransform` method, to provide for far more accurate results. Previously nested Game Objects wouldn't render correctly, nor would Sprites added via `addChild` to another Sprite. BitmapText objects also rendered without rotation taken into account, and the Sprites smoothing property was ignored. All of these things are now covered by the new drawGroup method, which also handles full deep iteration down the display list.
2016-06-14 15:29:56 +01:00
photonstorm
189cbf4132
Added exists property.
2016-06-14 15:29:45 +01:00
photonstorm
6383f6b1fb
Updated docs.
2016-06-14 15:29:38 +01:00
photonstorm
7817d47a25
Updated Cache docs.
2016-06-14 12:18:32 +01:00
photonstorm
ad3641830d
Phaser.Matrix if passed a 0 value would consider it falsy, and replace it with the default by mistake. It now checks if the arguments are undefined
or null
and only then sets the defaults (thanks mmcs)
2016-06-14 12:18:23 +01:00
Richard Davey
7108bc3de3
Merge pull request #2552 from drhayes/dev
...
Distinguish between Arrays and Objects when cloning in Cache.getJSON.
2016-06-14 11:49:02 +01:00
photonstorm
fb3f7721cb
Working through updating BitmapData.copy to use the source matrix instead, so it retains the correct draw sequence order.
2016-06-13 17:01:33 +01:00
photonstorm
1a3b06a9f4
The DisplayObject.worldRotation
value didn't sign the wt.c
value correctly, meaning the rotation would be wrong.
...
The `DisplayObject.worldScale` value didn't multiply the local objects scale into the calculation, meaning the value wasn't a true representation of the objects world scale.
2016-06-13 17:01:03 +01:00
Pete Baron
04980c8096
Remove hack to force WEBGL mode for testing.
2016-06-14 01:02:02 +12:00
Pete Baron
11c5300591
Remove dubious use of tile.index to reference the tilesets list (it seems unlikely that there would ever be a tilesets value for every tile, and a huge waste of memory if it was ever done that way).
...
TODO: look into putting the tileset index (or a tileset reference) into each Tile structure when building them to avoid resolveTilesets entirely too.
2016-06-14 00:43:46 +12:00
Pete Baron
7533005a62
Fix buffer size bug.
2016-06-14 00:00:18 +12:00
Pete Baron
b406d10d94
Comments, and removed reinitialisation of the glBatch list.
2016-06-13 18:40:51 +12:00
Pete Baron
310b151924
Removed pixiTest flag, using renderType instead.
2016-06-13 18:39:52 +12:00
Pete Baron
c7476a6583
Fixed bug where scroll was effectively applied twice.
2016-06-13 18:38:55 +12:00
Pete Baron
05efcfe36e
Modified my PIXI.Tilemap class to accept the glBatch list of tile source and destination coordinates, convert them into a GL TRIANGLE_STRIP data buffer, then draw them as a single batch WebGL draw.
2016-06-13 17:28:35 +12:00
Pete Baron
a8405bd066
add comment
2016-06-13 17:26:33 +12:00
Pete Baron
57a6245f25
Made a copy of Phaser.TilemapLayer which instead extends PIXI.Tilemap, then added functions to build a batch list of tile source and destination coordinates (instead of drawing them directly onto a Canvas). This maintains all the existing Phaser functionality in regards to tile map decoding and interpretation, and also provides maximum performance from the PIXI component by using a TRIANGLE_STRIP to render everything as a single batch job.
2016-06-13 17:25:50 +12:00
Pete Baron
94d49f1196
Add GL variant of the Tileset.draw function for new approach to WebGL tile drawing (utilising most of the existing Phaser code unchanged)
2016-06-13 17:13:13 +12:00
David Hayes
346aed2866
Distinguish between Arrays and Objects when cloning in Cache.getJSON.
...
Fixes #2551 .
2016-06-10 10:33:33 -05:00
photonstorm
0880380ea9
Phaser 2.4.9 RC4.
2016-06-10 16:22:54 +01:00
Richard Davey
1daf897b23
Small styling fixes.
2016-06-09 23:27:19 +01:00
Richard Davey
5415d9b603
Stage and Group postUpdate methods iterate the same way now.
2016-06-09 23:14:24 +01:00
Richard Davey
cd8bb5a216
Removed keyCode modifier ( #2542 )
2016-06-09 22:03:09 +01:00
Richard Davey
57642afc24
Fixed keyboard issue.
2016-06-09 20:55:21 +01:00
photonstorm
88f47e2497
Keyboard now uses a new internal method getKeyCode
to normalize the key code value based on browser support. It first checks for event.key
, then event.keyIdentifier
and finally event.keyCode
(thanks @SVasilev #2542 )
2016-06-09 16:37:32 +01:00
photonstorm
2ac594ca03
TypeScript defs update.
2016-06-09 16:29:09 +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
28331c4f7f
Comment fix.
2016-06-09 15:37:03 +01:00
photonstorm
458a67251d
Fixed input property check.
2016-06-09 15:09:20 +01:00
photonstorm
90e1460320
Added new Debug.displayList function.
2016-06-09 14:58:58 +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
c64749fef2
Added missing properties.
2016-06-09 14:54:39 +01:00
photonstorm
92d3a5efa8
Adds a callback that is fired every time 'Pointer.processInteractiveObjects' is called.
...
The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to
interact with. It works by polling all of the valid game objects, and then slowly discounting those
that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).
Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid
for input and overlap with the Pointer. If you need fine-grained control over which of the items is
selected then you can use this callback to do so.
The callback will be sent 3 parameters:
1) A reference to the Phaser.Pointer object that is processing the Items.
2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites.
3) The current 'favorite' candidate, based on its priorityID and position in the display list.
Your callback MUST return one of the candidates sent to it.
2016-06-09 14:49:10 +01:00
photonstorm
7c2d1d4ab8
Pointer.interactiveCandidates is a new Array that is erased and re-populated every time this Pointer is updated. It contains references to all of the Game Objects that were considered as being valid for processing by this Pointer, during the most recent update. To be valid they must have suitable a priorityID
, be Input enabled, be visible and actually have the Pointer over them. You can check the contents of this array in events such as onInputDown
, but beware: it is reset every update.
...
Pointer.swapTarget allows you to change the `Pointer.targetObject` object to be the one provided. This allows you to have fine-grained control over which object the Pointer is targeting.
2016-06-09 14:36:15 +01:00
photonstorm
fa43bec19f
PIXI.DisplayObjectContainer.ignoreChildInput is a new property. If true
then the children will _not_ be considered as valid for Input events. Because this has been applied to DisplayObjectContainer
it means it's available in Group, Sprite and any other display level object. Using this boolean you can disable input events for all children in an entire Group, without having to iterate anything or deep-set flags.
...
InputHandler._pointerOverHandler and _pointerOutHandler have new arguments `silent` - if `true` then they will not dispatch any Signals from the parent Sprite.
2016-06-09 14:32:56 +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
53c579a50c
Merge pull request #2545 from fillmoreb/patch-3
...
Fix Phaser.Rectangle.aabb()
2016-06-09 11:30:19 +01:00
Upperfoot
bab2fac729
Resolved issue with tilemapLayer collision.
2016-06-08 23:52:56 +01:00
fillmoreb
3f5de71add
Fixe Phaser.Rectangle.aabb()
...
Number.MIN_VALUE does not return the most negative number, but rather the smallest representable number above 0. As a result, Phaser.Rectangle.aabb() did not work correctly when the points had negative values.
2016-06-08 16:14:30 -06:00
Craig Whiteside
212a07b9ac
Fixed problem with missing parameter in tileCheckX and tileCheckY.
2016-06-07 14:00:34 +01:00
Richard Davey
1956d3584e
InputHandler.dragStopBlocksInputUp is a boolean that allows you to control what happens with the input events. If false
(the default) then both the onInputUp
and onDragStop
events will get dispatched when a Sprite stops being dragged. If true
then only the onDragStop
event is dispatched, and the onInputUp
is skipped.
2016-06-07 02:21:12 +01:00
Richard Davey
913936f080
jshint fix.
2016-06-07 01:50:38 +01:00
Richard Davey
df92c45420
There are two new Phaser consts available, for help with orientation of games or Game Objects. They are Phaser.HORIZONTAL
, Phaser.VERTICAL
, Phaser.LANDSCAPE
and Phaser.PORTRAIT
.
2016-06-07 01:45:33 +01:00
Richard Davey
66b846cbdb
InputHandler.dragDistanceThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a distance, in pixels, that the pointer must have moved before the drag will begin.
...
InputHandler.dragTimeThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a time, in ms that the pointer must have been held down for, before the drag will begin.
InputHandler.downPoint is a new Point object that contains the coordinates of the Pointer when it was first pressed down on the Sprite.
2016-06-07 01:28:06 +01:00
Craig Whiteside
7a1667fa7e
Fixed typo on collision for TileMapLayers (lesson to triple check your code...)
2016-06-06 15:43:51 +01:00
Richard Davey
a180882d27
Fixed the data object not being created.
2016-06-06 00:31:46 +01:00
Richard Davey
de3d749385
Farthest swapped for the more common Furthest.
2016-06-05 23:01:00 +01:00
Richard Davey
1b67850c82
Merge pull request #2529 from TheJasonReynolds/local_dev
...
Set isPlaying to true if no marker (.play is not called again)
2016-06-05 15:51:43 +01:00
John Rees
e75827d6ab
Signal description typo fix
2016-06-04 19:41:54 +01:00
Jason Reynolds
db0a41bedf
Set isPlaying to true if no marker (.play is not called again)
2016-06-03 17:08:07 -05:00
photonstorm
1a67079ae7
Phew. Added TypeScript defs for the Weapon Plugin. Don't say I never do anything for you!
2016-06-03 17:11:08 +01:00
photonstorm
61f064dfe9
Docs update.
2016-06-03 16:45:47 +01:00
Richard Davey
d81ec7fa0f
Merge pull request #2526 from drhayes/dev
...
Don't extend Phaser.Utils when doing deep copy in Phaser.Cache.getJSON.
2016-06-03 16:42:30 +01:00
Richard Davey
6c292a4607
Merge pull request #2525 from Upperfoot/dev
...
Adds missing fixedToCamera check in TilemapLayer.prototype._renderWebGL
2016-06-03 16:40:00 +01:00
photonstorm
a2d0aac9fd
Docs finished.
2016-06-03 16:38:40 +01:00
photonstorm
93b1f3eba1
Math.between will return a value between the given min
and max
values.
2016-06-03 16:18:35 +01:00
David Hayes
8317563d27
Don't extend Phaser.Utils when doing deep copy in Phaser.Cache.getJSON.
2016-06-03 10:16:07 -05:00
Upperfoot
57e8a35226
Adds missing fixedToCamera check in Phaser.TilemapLayer.prototype._renderWebGL e4ea011353
2016-06-03 16:11:39 +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
c73ccfbddb
Lots more docs updates.
2016-06-03 15:51:06 +01:00
photonstorm
d2269c362d
Docs update.
2016-06-03 15:20:11 +01:00
photonstorm
0da7cf5ffd
There are a bunch of new Phaser consts available to help with setting the angle of a Game Object. They are Phaser.ANGLE_UP
, ANGLE_DOWN
, ANGLE_LEFT
, ANGLE_RIGHT
, ANGLE_NORTH_EAST
, ANGLE_NORTH_WEST
, ANGLE_SOUTH_EAST
and ANGLE_SOUTH_WEST
.
2016-06-03 15:19:18 +01:00
photonstorm
96711f4db9
Added the Weapon Plugin and worked lots on its docs.
2016-06-03 15:09:43 +01:00
Richard Davey
7ec02f79e4
Merge pull request #2520 from seanirby/patch-1
...
Update docstring for TimerEvent
2016-06-03 13:15:43 +01:00
photonstorm
0a5b2673ff
JSHint fixes re: #2522
2016-06-03 13:14:59 +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
photonstorm
ae5be7ac92
Merging in the new Weapon Plugin.
2016-06-03 13:00:45 +01:00
photonstorm
84c60d4e87
Within RequestAnimationFrame both updateRAF
and updateSetTimeout
now only call game.update
if isRunning
is true. This should avoid asynchronous Game destroy errors under environments like Angular (thanks @flogvit #2521 )
2016-06-03 13:00:45 +01:00
Richard Davey
05ca827c2b
Merge pull request #2522 from Upperfoot/master
...
Fixing tileMap collision when tileMapLayer is set to a position other than 0,0
2016-06-03 12:45:37 +01:00
photonstorm
e4ea011353
TilemapLayer now adheres to fixedToCamera should it be disabled #2482
2016-06-03 12:13:01 +01:00
Sean Irby
3c2003365d
Update docstring for TimerEvent
...
I think the TimerEvent lifecycle could use some clarification so I updated the docstring to explain what happens when they are finished firing.
2016-06-02 17:47:31 -07:00
Richard Davey
097add1aa6
Game Objects including Sprite, Image, Particle, TilemapLayer, Text, BitmapText and TileSprite have a new property called data
. This is an empty Object that Phaser will never touch internally, but your own code, or Phaser Plugins, can store Game Object specific data within it. This allows you to associate data with a Game Object without having to pollute or change its class shape.
2016-06-03 01:08:32 +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
c822cda452
TilemapLayer.postUpdate could potentially be called several times per frame (depending on device frame rate), which would cause multiple texture redraws, even though only the last texture is used during rendering. This has now been modified so that the local TilemapLayer canvas is only re-rendered once per frame, during the rendering phase, and not during the logic update phase.
2016-06-02 22:44:24 +01:00
Richard Davey
c4f4ceef42
Code format fix.
2016-06-02 22:41:58 +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
Richard Davey
8da3395407
Merge pull request #2471 from cwleonard/gamepad
...
Gamepad problems in Google Chrome
2016-06-02 15:46:03 +01:00
photonstorm
a81fe3cf02
jshint fixes.
2016-06-02 15:38:05 +01:00
photonstorm
63a1336bd5
Sound.addMarker now has a default value for the duration
argument (1 second) to avoid the DOM Exception 11 error if you accidentally miss it out (thanks @mari8i #2508 )
2016-06-02 15:29:51 +01:00
photonstorm
21b5492e98
Video.onComplete wouldn't fire on iOS if the user hit the 'Done' button before the video had finished playing. It now uses the webkitendfullscreen
event to detect this, and dispatches the onComplete
signal should that event fire (thanks @kelu-smiley #2498 )
2016-06-02 15:26:11 +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
Richard Davey
837d3cba46
Merge pull request #2505 from gotenxds/ReverseAnimation
...
Added a reverse functionality to animations.
2016-06-02 15:01:57 +01:00
Richard Davey
f67d304e99
Merge pull request #2504 from Nuuf/master
...
added functions for getting closest child and farthest child
2016-06-02 14:58:09 +01:00
Richard Davey
56cc7dc155
Merge pull request #2519 from TadejZupancic/patch-1
...
Fixing measurement of text width that produced too narrow canvas
2016-06-02 14:53:17 +01:00
Richard Davey
d18c591c15
Merge pull request #2499 from kevinleedrum/2496
...
Fixing issue #2496 : Wrapped BitmapText not centering
2016-06-02 14:51:09 +01:00
TadejZupancic
317c85db90
Fixing measurement of text width that produced too narrow canvas
...
When using a style on characters (e.g. addColor), the length of the whole line with default style was measured ignoring the different width of the characters with added style.
I've included the measureLine function, which does the same measurements as updateLine, but it does not render the line to canvas - it only returns the line length.
Now this function is used for measuring line of text if some style is added to it.
2016-06-02 11:10:40 +02:00
gotenxds
7fc34c117c
Reverse and reverseOnce will now return the animation to allow linking.
2016-05-31 20:29:02 +03:00
gotenxds
b34860c89b
Reverse and reverseOnce will now return the animation to allow linking.
2016-05-31 20:27:55 +03:00
Vitaliy
cd3742f9f2
Corrected intersects fuction
...
Added protection against incorrect handling collisions. Clashes with the body itself will not be processed.
2016-05-31 01:18:17 +03:00
Gustav
5a1cb006ec
beautified
2016-05-28 00:27:35 +02:00
gotenxds
d243da7a1b
Small fix, should check for -1 not 0
2016-05-27 21:37:56 +03:00
gotenxds
ae3ebf00cd
Added typescript defs; Fixed jshint.
2016-05-27 18:04:33 +03:00
gotenxds
d4636e9e81
Added a reverseOnce method.
2016-05-27 17:58:54 +03:00
gotenxds
b0c4f3bc4c
Added a convenient function.
2016-05-27 17:48:06 +03:00
gotenxds
bb7cbb36f6
If animation is reversed it should start from last frame.
2016-05-27 17:43:36 +03:00
gotenxds
2c752a25c2
Deleted whitespace.
2016-05-27 15:55:46 +03:00
John Doe
911d345571
Merge remote-tracking branch 'origin/ReverseAnimation' into ReverseAnimation
...
Conflicts:
src/animation/Animation.js
typescript/phaser.comments.d.ts
typescript/phaser.d.ts
2016-05-27 15:46:57 +03:00
John Doe
ce17ac9902
Added a reverse functionality to animations.
2016-05-27 15:44:32 +03:00
John Doe
11805b311d
Added a reverse functionality to animations.
2016-05-27 02:24:23 +03:00
Gustav
5b4b41c958
added functions for getting closest child and farthest child
2016-05-26 21:51:56 +02:00
Pete Baron
0904e386de
Use firstgid (TODO: assumes tileset 0 currently, needs to calculate the correct tileset) to fix the 'out by one' tilemap example errors.
...
Handle empty VBO case, and make sure we only drawArrays the correct number of vertices (to fix the large corrupt block in the top-right corner of many example demos).
2016-05-26 14:13:07 +12:00
Pete Baron
0dd3610ee4
Minor optimisation in TilemapLayerGL to remove unnecessary loop.
2016-05-26 14:10:45 +12:00
kevinleedrum
c1a2970488
Fixing issue #2496 : Wrapped BitmapText not centering
2016-05-24 09:09:38 -04:00
photonstorm
07ef075e92
Phaser.Line.intersectsRectangle checks for intersection between a Line and a Rectangle, or any Rectangle-like object such as a Sprite or Body.
2016-05-24 02:30:00 +01:00
photonstorm
c1c2e6bc9d
Removed left-over Body.isCircle checks.
2016-05-23 23:02:04 +01:00
photonstorm
e974ff4ee9
Removed Circle functions and updated setSize docs.
2016-05-23 13:16:21 +01:00
photonstorm
9b9e398c73
InputHandler.checkPointerDown had an incorrect single pipe character |, instead of an OR check ||, and an isDown
check, causing Button Over events to fail (thanks @pengchuan #2486 )
2016-05-23 13:03:11 +01:00
photonstorm
16e9acac84
Updated Body.reset call.
2016-05-23 12:54:41 +01:00
photonstorm
8743e8952c
Reverted worldScale calculation.
2016-05-23 12:54:33 +01:00