Commit graph

1402 commits

Author SHA1 Message Date
photonstorm
0c156ccd90 Fixed some md issues in Contributing and Readme.
Fixed game reference in Emitter.
2014-03-23 12:07:55 +00:00
Richard Davey
eddf1edead Tilemap updates 2014-03-23 10:35:31 +00:00
photonstorm
539d70d581 Testing multi layer blank map updates. 2014-03-22 08:33:38 +00:00
Richard Davey
9536782925 Merge pull request #629 from clark-stevenson/patch-1
Few updates
2014-03-22 08:33:35 +00:00
clark-stevenson
daaa99216f Few updates 2014-03-21 23:59:44 +00:00
Richard Davey
01d911a2f9 Merge pull request #626 from georgiee/fix-circle-parsing2
Multiple circle shapes in a body with position
2014-03-21 20:10:55 +00:00
Georgios Kaleadis
c2964857a3 multiple circle shapes in a body with position 2014-03-21 20:45:25 +01:00
photonstorm
21c0be4d02 BitmapDatas when used as Game Object textures in WebGL now update themselves properly.
Timer.ms now correctly reports the ms time even if the Timer has been paused (thanks Nambew, fix #624)
2014-03-21 18:37:54 +00:00
photonstorm
0fa54b0b24 TileSprites now emit outOfBounds and enterBounds events accordingly.
TileSprites working with physics bodies again.
2014-03-21 18:04:24 +00:00
photonstorm
9c8f01cd7f The volume given in Sound.play now over-rides that set in Sound.addMarker if specified (fix #623) 2014-03-21 15:43:59 +00:00
Richard Davey
51a2002bf8 Merge pull request #622 from georgiee/fix-prismatic-naming
Fixed bug in prismatic joint. Lock flag not inverted, updated naming & description
2014-03-21 14:09:14 +00:00
photonstorm
0fca997d43 P2.Body.loadPolygon no longer modifies the Cache array (fix #613) 2014-03-21 13:46:35 +00:00
Georgios Kaleadis
c686ea0eb5 fixed naming for rotation lock in prismatic joint 2014-03-21 14:13:06 +01:00
photonstorm
768bbaaec6 README updates. 2014-03-21 12:34:26 +00:00
Richard Davey
f0034008f5 Merge pull request #614 from georgiee/physics-phaser-exporter
Custom PhysicsEditor export & new p2 polygon parsing
2014-03-21 11:27:13 +00:00
photonstorm
b9fcda73ca ArcadePhysics.World.seperate will now check gravity totals to determine separation order. You can set World.forceX to true to always separate on X first and skip this check. 2014-03-21 11:22:56 +00:00
photonstorm
111164e221 If no seed was given in the Game config object, the RandomDataGenerator wouldn't be started (thank tylerjhutchison fix #619) 2014-03-21 11:22:56 +00:00
Richard Davey
ca915559b2 Merge pull request #612 from clark-stevenson/patch-1
Update phaser.d.ts
2014-03-21 10:01:41 +00:00
Richard Davey
a8e03da9cd Merge pull request #621 from georgiee/fix-p2-revolute-joint
p2 revolute pivots were wrong signed
2014-03-21 09:52:44 +00:00
Georgios Kaleadis
f56f1674f7 pivots were wrong signed, everything was upside down 2014-03-21 09:49:51 +01:00
Georgios Kaleadis
a4982fa6e2 better fixture handling 2014-03-20 19:38:47 +01:00
Georgios Kaleadis
277afa1415 method docs 2014-03-20 15:46:54 +01:00
Georgios Kaleadis
af847de963 reverted p2 body debug 2014-03-20 15:44:41 +01:00
Georgios Kaleadis
45a41af766 exporter update 2014-03-20 15:27:50 +01:00
Georgios Kaleadis
66fa003901 custom export from physics editor 2014-03-20 13:38:25 +01:00
clark-stevenson
1f37a4e1f5 Update phaser.d.ts
Final one, I went through the source code this time so I know its 99% matching your latest commit brining it upto par with 2 completely.

Congratulations on reaching 2! Phaser is amazing, and without the well documented code, I would be stumped.
2014-03-20 11:07:37 +00:00
rroux
bfcd66188d Add Astar plugin to the dev branch 2014-03-20 11:44:17 +01:00
photonstorm
634b1d1093 Emitter.friction property removed and replaced with Emitter.particleDrag, which is now correctly applied.
ArcadePhysics.Body.reset incorrectly set the Body.rotation to Sprite.rotation instead of angle.
Emitter.emitParticle resets the rotation on the particle to zero before emitting it.
Lots of fixes to the TypeScript definitions file (thanks as always to clark-stevenson for his tireless work on these)
Emitters now bring the particle they are about to emit to the top of the Group before doing so. Avoids particles hidden behind others.
ArcadePhysics.Body.setSize corrected to take the parameters as positive, not negative values.
ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608)
Emitter.particleClass can now be set to any object that extends Phaser.Sprite, which will be emitted instead of a regular Sprite.
2014-03-20 03:48:54 +00:00
Richard Davey
c3778be394 Merge pull request #607 from clark-stevenson/patch-1
Update phaser.d.ts
2014-03-20 00:21:05 +00:00
photonstorm
684ee9c064 ArcadePhysics.Body has a deltaMax object, which allows you to cap the delta applied to the position to +- this value.
ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608)
2014-03-20 00:20:02 +00:00
Richard Davey
aefa89b556 Merge pull request #609 from georgiee/fix-p2-body
Fixed (still) wrong constants in Phaser.Physics.P2.Body
2014-03-19 23:03:54 +00:00
Georgios Kaleadis
5b78c5c46e fixed wrong motion state constants in phaser p2 body 2014-03-19 22:56:26 +01:00
clark-stevenson
7ab37a82f4 Update phaser.d.ts
SAT removed
Physics modules should all be updated correctly #599 
Misc updates from the last week of dev. 

So the TS is upto date and it should be easy to maintain with the latest changes. 

The only thing that bothers me is the historic references to <2.0 and the pre-pixi "any". That kind of thing will be my next update.

My final questions though are these!

1) displayObject: any  can this now be considered PIXI.DisplayObject or should I keep "any"?

2) When an argument can either be a string or a number. Are you stuck with "any" or is there a concept I am missing in TypeScript? It is the same with stuff like "p2.Constraint". In this situation, is it wise to create an IConstraint which all constraints implement, rather than having "any" or is that just even more confusing?

I would like my next pass through to be as acceptable as possible.
2014-03-19 15:09:44 +00:00
photonstorm
22b472ba4d Removed rogue console.log 2014-03-19 13:23:46 +00:00
photonstorm
2d08fab48e When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world.
Every Input class now checks to see if it has already been started. If so it doesn't add the listeners again unless they have been nulled.
2014-03-19 13:22:04 +00:00
photonstorm
164f3cbe83 When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world. 2014-03-19 13:09:29 +00:00
photonstorm
4bfbd4dc96 2.0.1-19 build files. 2014-03-19 12:12:59 +00:00
photonstorm
96365a3a1f The StateManager is now responsible for clearing down input, timers, tweens, physics, camera and the World display list.
Removed the use of Int16Array from all Game Objects, swapped for standard Array. Phaser now runs on Android 2.x again (fix #590)
2014-03-19 12:05:19 +00:00
photonstorm
5d40365b87 InputHandler.dragFromCenter will now work regardless of the anchor point of the Sprite. 2014-03-19 05:21:26 +00:00
photonstorm
84df7bf320 Sprite.events.onEnterBounds added. This is dispatched if the Sprite leaves the bounds but then returns. The opposite of onOutOfBounds. 2014-03-19 04:17:37 +00:00
photonstorm
0a42ac39b9 ArcadePhysics.World now has a checkCollision object which can be used to toggle collision against the 4 walls of its bounds. 2014-03-19 04:03:21 +00:00
photonstorm
2cc1a45f9a Fixed SpriteBounds camera placement in Debug (again).
Removed un-needed cache vars from ArcadePhysics.World.
Tidied up ArcadePhysics.Body and fixed rotation parameters.
Every single Arcade Physics Example now runs perfectly under this release.
2014-03-19 03:55:44 +00:00
photonstorm
9959e21925 Debug.spriteBounds will now take the position of the camera into consideration when rendering the bounds (fix #603) 2014-03-19 02:31:37 +00:00
photonstorm
79ffda3f18 ArcadePhysics.separate doesn't pass over to seperateX/Y if overlapOnly is true (fix #604)
ArcadePhysics.collideSpriteVsSprite checks if both objects have bodies before processing.
ArcadePhysics.Body now checks the ArcadePhysics.World bounds, not the game bounds.
ArcadePhysics.Body has reverted to the 1.1.3 method of preUpdate, so you can now position sprites with x/y, drag them, etc, regardless of the Body.moves flag (issue #606)
ArcadePhysics.World now has setBounds and setBoundsToWorld methods, which are called automatically on world resizing.
ArcadePhysics.Body no longer sets the offset to match the anchor.
2014-03-19 02:28:20 +00:00
photonstorm
9490041c79 ArcadePhysics.separate doesn't pass over to seperateX/Y if overlapOnly is true (fix #604)
ArcadePhysics.collideSpriteVsSprite checks if both objects have bodies before processing.
2014-03-19 02:05:29 +00:00
photonstorm
df4debf2a6 Build update for testing. 2014-03-19 00:57:10 +00:00
photonstorm
11fdd62436 World.destroy incorrectly clashed with the Group.destroy method it over-rode, renamed to World.shutdown and updated StateManager accordingly.
World.shutdown now removes all children iteratively, calling destroy on each one, ultimately performing a soft reset of the World.
Objects with a scale.x or y of 0 are no longer considered valid for input (fix #602)
InputHandler will set the browser pointer back to default if destroyed while over (fix #602)
Group.destroy has a new parameter: `soft`. A soft destruction won't remove the Group from its parent or null game references. Default is `false`.
InputHandler.validForInput is a new method that checks if the handler and its owner should be considered for Pointer input handling or not.
Group.replace will now return the old child, the one that was replaced in the Group.
2014-03-19 00:54:49 +00:00
photonstorm
8010d245f1 Fixed Grunt script that stopped the P2 constraint classes from building properly. 2014-03-18 18:36:46 +00:00
photonstorm
eec9f70c1c Math.removeRandom allows you to remove (and return) a random object from an array.
Updated TypeScript defs to fix getRandom (fix #583)
2014-03-18 16:51:58 +00:00
photonstorm
870d534e50 Fixed the Loader.preloadSprite crop effect on WebGL. 2014-03-18 16:23:44 +00:00