Commit graph

1422 commits

Author SHA1 Message Date
Richard Davey
92479eb03f * Device.safariVersion now holds the major version of the Safari browser.
* Device.edge is a boolean that is set if running under the Microsoft Edge browser.
* Device.dolby is a boolean that is set if the browser can play EC-3 Dolby Digital Plus files
* The Loader and SoundManager can now play Dolby Digital Plus files on supported devices.
2016-02-09 13:17:14 +00:00
Richard Davey
30b563085b The z property assigned to children of a Group now starts from zero instead of 1, this is an internal change mostly but if you relied on the z property for some reason then please be aware of this (thanks pantoninho) 2016-02-09 11:31:46 +00:00
Richard Davey
3d459103b4 Merge branch 'pr/2331' into dev
# Conflicts:
#	README.md
2016-02-09 11:15:31 +00:00
Richard Davey
2e1b5a8f66 Updated readme. 2016-02-07 13:31:01 +00:00
Richard Davey
5801f1aa15 jshint fixes. 2016-02-04 23:39:58 +00:00
Richard Davey
818c64291a SinglePad.onDownCallback has been moved to the end of the method, so that DeviceButton.start is now called before the callback fires, meaning if you check the status of the button in the onDownCallback it will now be fully activated (thanks @suicidepills #2159) 2016-02-04 22:46:18 +00:00
photonstorm
829b1e7ad1 Events.onDragUpdate has a new 6th property fromStart which is a boolean. You can determine if the event was the result of the start of a drag movement or not by polling it (#2155) 2016-02-04 17:00:30 +00:00
photonstorm
882c8b8d40 InputHandler.consumePointerEvent has been removed, as it was never used internally anyway, so was misleading (thanks @GregoryAveryWeir #2227) 2016-02-04 16:46:35 +00:00
photonstorm
9787474c6e Camera.checkBounds now takes the scale of the Camera into account (thanks @ForGorNorPor #2263) 2016-02-04 16:26:18 +00:00
photonstorm
a7c360425f Tidying up code and docs. 2016-02-04 16:23:40 +00:00
photonstorm
4574f310c3 Docs update. 2016-02-04 16:21:27 +00:00
photonstorm
af4c938299 Docs update (#1967) 2016-02-04 16:05:45 +00:00
photonstorm
5bcfa08af6 Text.useAdvancedWrap allows you to swap between the Basic and the Advanced word wrapping functions. In Advanced it will wrap long-words and condense and trim excess white space (thanks @soldoutactivist #1811) 2016-02-04 16:00:21 +00:00
photonstorm
afc96352de PIXI.WebGLGraphics.stencilBufferLimit is a new integer that allows you to define how many points exist in a Graphics object before Pixi swaps to using the Stencil Buffer to render it. The default is now 64 (originally 6). This fixes issues with things like Quadratic curves not rendering as masks in WebGL. 2016-02-04 14:52:35 +00:00
photonstorm
c3c2dd6067 Graphics.arc has a new argument segments that allows you to control how many segments are created when the arc is drawn. The default is 40. Use a higher number for more fidelity, i.e. if you find that reversed arcs are not joining up fully (#2064) 2016-02-04 13:49:55 +00:00
photonstorm
8076f64656 We have replaced the PolyK Triangulation calls within Pixi with EarCut 2.0.8. This allows for faster polygon triangulation, and also deals with more complex polygons that PolyK would crash on. 2016-02-04 13:23:01 +00:00
Richard Davey
33604901c4 TilingSprite would ignore the renderable property, and render it regardless. Now it skips render if renderable is false (thanks @Green92 #2214) 2016-02-04 00:09:30 +00:00
Richard Davey
4e7fad353e Loader.audiosprite is renamed to Loader.audioSprite (the old one still works for legacy reasons) (thanks @epaezrubio #2145) 2016-02-03 23:53:50 +00:00
Richard Davey
0610ddd15f SoundManager.setTouchLock is no longer set if SoundManager.noAudio is true, or if the PhaserGlobal setting disableAudio is true (thanks @bcjordan #2206) 2016-02-03 23:23:36 +00:00
Richard Davey
a4c5fb9660 BitmapData.drawGroup can now handle drawing Emitters and BitmapText objects that are part of the Group. 2016-02-03 23:08:54 +00:00
Richard Davey
3b686f906f Moved the Sound.disconnect after the Sound.stop call in Web Audio (#2280) 2016-02-03 22:22:22 +00:00
Richard Davey
a0eb44ec09 Group.add and Group.addAt would forget to remove the child from the hash of its previous Group if it had a physics body enabled, causing unbounded hash increase (thanks @strawlion @McIntozh #2232) 2016-02-03 21:51:01 +00:00
Richard Davey
10209dc8f5 GameObject.revive used to add the health amount given to the Game Object (via heal) instead of setting it as the new health amount. It now calls setHealth instead, giving it the exact amount (thanks @netgfx #2231)
GameObject.revive will now set the health amount to 100 instead of 1, bringing it in-line with the `maxHealth` default value.
2016-02-03 21:44:06 +00:00
Richard Davey
a1c3050bf7 Tilemap.getObjectIndex has been removed as it didn't work correctly in most cases, and it's easier to just scan the Tilemap.objects object directly anyway (#2242) 2016-02-03 21:35:35 +00:00
Richard Davey
3bc8dcd154 The width and height values passed to the Game constructor are now passed through Math.floor first. This ensures you can never create a game width non-integer dimensions, which has all kinds of implications - from browser performance to breaking things like TileSprite rendering (#2262) 2016-02-03 19:11:26 +00:00
Richard Davey
2d2101adcb Both transparent and antialias were ignored if set to false in a Game configuration object, as the parseConfig method didn't check for falsey values (thanks @amadeus #2302) 2016-02-03 12:28:12 +00:00
Richard Davey
e04504f481 Tweens with 'yoyo' set on them couldn't be re-used again because the start and end properties were left in a reversed state. When a yoyo tween ends it now restores the reversed values (thanks @SBCGames #2307) 2016-02-03 12:24:22 +00:00
Richard Davey
034428e92c Sprite (and all Game Objects) have a new argument in their destroy method: destroyTexture. This boolean (which is false by default) controls if the BaseTexture of the Game Object should be destroyed or not. This is extremely useful in situations where you've got a lot of dynamic assets you no longer need, such as textures created from BitmapDatas. You must set the destroyTexture argument yourself. This can be done in a custom Game Object destroy method or as part of your state shutdown (#2261) 2016-02-03 11:41:37 +00:00
Richard Davey
75d6bbb251 Updated defs and improved jsdocs for #2277 2016-02-02 23:37:08 +00:00
Richard Davey
741cf1e0ed Huge TypeScript defs update (thanks to @clark-stevenson - this is all of the changes from #2156 merged into the current build) 2016-02-02 23:30:03 +00:00
Richard Davey
5e7f864c04 Docs update. 2016-02-02 22:58:52 +00:00
photonstorm
8cf96a2f78 Docs fix #2271 2016-02-02 16:28:33 +00:00
photonstorm
ddbc72cbf4 Docs update #2265 2016-02-02 16:26:20 +00:00
photonstorm
044a91d2a4 Docs update. 2016-02-02 16:19:10 +00:00
Richard Davey
5703178ee4 Removed reference to Lynda 'free' courses (#2266) 2016-02-02 01:24:16 +00:00
Richard Davey
068252fc50 Docs update. 2016-02-02 01:08:50 +00:00
Richard Davey
2a1bf389b5 Added a typescript section to the bower and npm configs to support tsd link (thanks @mjohnsonengr #2189 #2180) 2016-02-02 00:49:07 +00:00
Richard Davey
7c43f28161 Docs update. 2016-02-02 00:49:07 +00:00
Richard Davey
5893224f10 The Style object passed in to Phaser.Text is now cloned instead of referenced. This means you can adjust single Text instances without invaliding other Text objects using the same style object (thanks @asyncanup #2267) 2016-02-02 00:29:46 +00:00
Richard Davey
34aff350eb The Video game object used an anonymous bound function for both the 'ended' and 'playing' event listeners, meaning that they were never removed properly (thanks @ramalhovfc #2303) 2016-02-02 00:18:50 +00:00
Richard Davey
2bf3ede746 Docs update. 2016-02-01 17:23:44 +00:00
Richard Davey
eaf582ba4f Readme update. 2016-02-01 17:06:17 +00:00
Richard Davey
1087db6c2b Docs update. 2016-02-01 16:53:29 +00:00
Richard Davey
c21c317d9f Docs update. 2016-02-01 16:47:46 +00:00
Richard Davey
76e2dc66ee Fixed docs (#2216) 2016-02-01 16:42:03 +00:00
Richard Davey
a74edd1ee9 Docs and defs. 2016-02-01 16:38:06 +00:00
Richard Davey
3350c537c7 Defs update and README update. 2016-02-01 16:30:41 +00:00
Richard Davey
0ecd1c6170 Emitter methods at, explode, flow, kill, revive, setAlpha, setRotation, setScale, setSize, setXSpeed, setYSpeed and start now return the Emitter instance for better method chaining (thanks @samme #2308) 2016-02-01 16:30:41 +00:00
photonstorm
6a868cba5e BitmapText.cleanText is a new method that will scan the given text and either remove or replace all characters that are not present in the font data. It is called automatically by BitmapText.updateText. 2016-01-13 15:15:51 +00:00
photonstorm
172f972d8c Pausing a Sound that used a Marker for playback would fire the onMarkerComplete signal by mistake as well as stop the fadeTween. This Signal is now only dispatched if Sound.stop is called and the Sound isn't paused (thanks Corin) 2015-12-02 12:41:20 +00:00
Timo Sand
1083fff4ca Fixes to webpack example 2015-11-23 21:06:43 +02:00
Timo Sand
0762350d23 DOCS Adds documentation on Webpack usage 2015-11-22 18:06:40 +02:00
photonstorm
609b38c6e1 BitmapData.update causes a snowballing memory leak under WebGL due to a Context.getImageData call. BitmapData.clear used to call update automatically but no longer does. This resolves the issue of the Debug class causing excessive memory build-up in Chrome. Firefox and IE were unaffected (thanks @kingjerod #2208) 2015-11-17 14:07:56 +00:00
photonstorm
8b0224e7b4 TilemapParser accidentally redeclared i when parsing the ImageCollections which would cause an infinite loop (thanks DanHett) 2015-11-12 13:39:42 +00:00
Richard Davey
799efa3079 You can use the new const Phaser.PENDING_ATLAS as the texture key for any sprite. Doing this then sets the key to be the frame argument (the frame is set to zero). This allows you to create sprites using load.image during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data. 2015-10-31 01:04:14 +00:00
photonstorm
efc69ff463 Buttons (or any Sprites) that don't have a texture, but have children, would incorrectly render the children under WebGL due to the baseTexture.skipRender property (thanks @puzzud #2141) 2015-10-16 16:44:51 +01:00
photonstorm
8a4a1528e4 Preparing for 2.4.5 dev. 2015-10-15 12:22:01 +01:00
photonstorm
c9c85330ab 2.4.4 Release. 2015-10-15 12:06:38 +01:00
photonstorm
99751a5e8e BaseTexture.skipRender is a new boolean that can be set to skip the rendering phase in the WebGL Sprite Batch. You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal __default texture) that has children that you do want to render, without causing a batch flush in the process. 2015-10-15 11:39:59 +01:00
photonstorm
d1233ad229 Phaser 2.4.4 RC1. 2015-10-13 14:10:55 +01:00
photonstorm
45d92d4217 ScaleMin and ScaleMax stopped working in Phaser 2.3.0 due to an incorrect transform callback scope (thanks @brianbunch #2132) 2015-10-13 13:32:55 +01:00
photonstorm
bd53b61ffd Sprite.getBounds would report an inaccurate value if the sprite was negatively scaled (causing things like generateTexture to be cut off) (thanks @DavidAPC #2108) 2015-10-13 13:02:49 +01:00
photonstorm
84373dc478 Removed use of the tilePosition property in the Phaser.Rope class as it isn't implemented and caused calls to Rope.reset to crash (thanks @spayton #2135) 2015-10-13 12:20:02 +01:00
photonstorm
8e4dc1f078 ScaleManager.getParentBounds now checks if parentNode has an offsetParent before calling getBoundingClientRect on it (thanks @McFarts #2134) 2015-10-13 12:04:57 +01:00
photonstorm
b91de47d8d Readme and JSDocs updates. 2015-10-13 12:01:08 +01:00
photonstorm
84624bd8f5 Readme update. 2015-10-07 12:00:53 +01:00
photonstorm
bf0bd9657e Updated readme and build scripts. 2015-09-30 11:20:14 +01:00
Richard Davey
0064d969ce Also excluded PIXI.PolyK from the build if Graphics not included (as only WebGL Graphics used it) 2015-09-29 16:27:10 +01:00
Richard Davey
084c453fcc Added the PIXI.WebGLGraphics and PIXI.CanvasGraphics files to the Graphics custom build option. They weren't used anyway and this removes an extra 35.5KB from the build size. 2015-09-29 16:15:07 +01:00
Richard Davey
200a2a37bf New stubs added to Grunt tasks. 2015-09-29 16:06:59 +01:00
Richard Davey
8899eddd9a BitmapData.clear now automatically calls BitmapData.update at the end of it. 2015-09-29 14:02:26 +01:00
Richard Davey
cbf9b3f71f WebGLRenderer.mapBlendModes optimised to cut down on file size. 2015-09-26 00:58:02 +01:00
Richard Davey
d0930bc161 Keyboard.addCallbacks didn't check to see if the arguments were null, only if they were undefined making the jsdocs misleading. 2015-09-23 23:18:36 +01:00
photonstorm
832034af94 Typo fix. 2015-09-23 14:04:04 +01:00
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
photonstorm
0dee1157fc PIXI.WebGLRenderer.updateTexture now returns a boolean depending on if the texture was successfully bound to the gl context or not.
PIXI.WebGLSpriteBatch.renderBatch would still try and render a texture even if `updateTexture` failed to bind it. It now checks the return value from `updateTexture` and ignores failed binds.
2015-09-22 15:20:23 +01:00
photonstorm
2633f8ce6d InputHandler.validForInput now checks if the game object has input.enabled set to false and doesn't validate it for input if that's the case. 2015-09-22 15:20:23 +01:00
photonstorm
f64fc42f3e The SoundManager now detects if the browser is running under iOS9 and uses a touchend callback to unlock the audio subsystem. Previous versions of iOS (and Android) still use touchstart. This fixes Apple's screw-up with regard to changing the way Web Audio should be triggered in Mobile Safari. Thanks Apple (thanks @MyCatCarlos for the heads-up #2095) 2015-09-22 11:46:58 +01:00
Richard Davey
d86d01bd25 Camera.setBoundsToWorld only adjusts the bounds if it exists (thanks @prudolfs #2099) 2015-09-20 21:07:28 +01:00
Richard Davey
96de58cc5f Added lots more info to the jsdocs and tidied up the code for #2056 2015-09-19 11:50:26 +01:00
photonstorm
4c5dfc4847 Optimised getSmoothingEnabled, setSmoothingEnabled and setImageRenderingCrisp. 2015-09-15 14:18:00 +01:00
photonstorm
b9fcb7f179 Optimised size of PIXI.CanvasRenderer.mapBlendModes and started removal of options object. 2015-09-15 13:54:17 +01:00
photonstorm
a8e972b25a Under setTimeOut (or when forceSetTimeOut was true) the Time was incorrectly setting Time.timeExpected causing game updates to lag (thanks @satan6 #2087) 2015-09-14 16:31:16 +01:00
photonstorm
8915a570d9 Readme update. 2015-09-14 11:21:48 +01:00
photonstorm
e9cefbfccf Added base64 polyfill for new Tiled export support. 2015-09-14 11:21:48 +01:00
Richard Davey
83eaf3a574 Added Node.js v4 stable to Travis config (thanks @phillipalexander #2070) 2015-09-09 22:12:27 +01:00
Richard Davey
6c9e43ad36 DeviceButton was setting a duration property on itself, which went against the read only getter of duration (thanks @winstonwolff) 2015-09-09 21:58:50 +01:00
photonstorm
90a500ec1e Game.update could call updateLogic multiple times in a single frame when catching up with slow device frame rates. This would cause Tweens to advance at twice the speed they should have done (thanks @mkristo)
Time.desiredFpsMult is a pre-calculated multiplier used in Game.update.

Time.refresh updates the `Time.time` and `Time.elapsedMS` values and is called automatically by Game.update.
2015-09-09 12:09:18 +01:00
Richard Davey
ee0094f172 Docs update. 2015-09-08 23:00:15 +01:00
photonstorm
7487c15f0e Doc updates. 2015-09-08 15:56:28 +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
Richard Davey
38eca4d5b9 Filter.addToWorld allows you to quickly create a Phaser.Image object at the given position and size, with the Filter ready applied to it. This can eliminate lots of duplicate code. 2015-09-03 00:46:47 +01:00
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
Richard Davey
af194d447c jsdoc fix #2049 2015-08-31 10:57:54 +01:00
photonstorm
32b0c98f7a Group.resetChild is a new method that allows you to call both child.reset and/or child.loadTexture on the given child object. This is used internally by getFirstDead and similar, but is made public so you can use it as a group iteration callback. Note that the child must have public reset and loadTexture methods to be valid for the call.
Group.getFirstDead, Group.getFirstAlive and Group.getFirstExists all have new optional arguments: `createIfNull`, `x`, `y`, `key` and `frame`. If the method you call cannot find a matching child (i.e. getFirstDead cannot find any dead children) then the optional `createIfNull` allows you to instantly create a new child in the group using the position and texture arguments to do so. This allows you to always get a child back from the Group and remove the need to do null checks and Group inserts from your game code. The same arguments can also be used in a different way: if `createIfNull` is false AND you provide the extra arguments AND a child is found then it will be passed to the new `Group.resetChild` method. This allows you to retrieve a child from the Group and have it reset and instantly ready for use in your game without any extra code.
2015-08-28 12:23:48 +01:00
Richard Davey
14dd1eabbf Updated readme. 2015-08-28 09:14:09 +01:00
photonstorm
f0d7da1c56 Removed RND.float as it's a reserved word :(
Fixed jshint errors.
2015-08-27 19:28:01 +01:00
photonstorm
ddcc46124c RandomDataGenerator.float is a new alias for the method 'realInRange' and takes the same arguments. 2015-08-27 14:57:23 +01:00
photonstorm
9798864cc6 Emitter.emitParticle now has 4 new optional arguments: x, y, key and frame. These allow you to override whatever the Emitter default values may be and emit the particle from the given coordinates and with a new texture. 2015-08-27 14:48:52 +01:00
Richard Davey
a1bd35fc35 Tidied up formatting and improved jsdocs. 2015-08-26 19:13:46 +01:00
photonstorm
1e88bdda70 Loader.bitmapFont wouldn't automatically set the atlasURL value if just the key was given. 2015-08-25 13:46:28 +01:00
photonstorm
482d3c9882 Preparing for 2.4.4 dev. 2015-08-24 16:01:58 +01:00
photonstorm
db641ca82e Updated date in the readme. 2015-08-24 15:56:06 +01:00
photonstorm
94223c66b7 Updated blend mode multiply check (#1994) 2015-08-24 13:53:46 +01:00
photonstorm
cc7b632a37 Phaser.TilemapParser.INSERT_NULL is a new boolean that controls what happens when the parser encounters an empty tile: When scanning the Tiled map data the TilemapParser can either insert a null value (true) or a Phaser.Tile instance with an index of -1 (false, the default). Depending on your game type depends how this should be configured. If you've a large sparsely populated map and the tile data doesn't need to change then setting this value to true will help with memory consumption. However if your map is small, or you need to update the tiles (perhaps the map dynamically changes during the game) then leave the default value set (thanks #1982) 2015-08-24 12:36:23 +01:00
photonstorm
0cce3f8287 Enabling a filter on a display object that had a blend mode set would cause the object to become invisible. The two cannot be combined, so when you set a filter on a display object it now automatically resets the blend mode to NORMAL. The same does not happen in reverse however, so if you've got a filter set and then change the blend mode it will still break. Be careful to capture this yourself (thanks @wayfu #1994) 2015-08-24 12:26:02 +01:00
photonstorm
09f5742410 Tilemap.shuffle was calling the deprecated Phaser.Utils.shuffle, which has now moved to Phaser.ArrayUtils.shuffle. 2015-08-24 12:02:43 +01:00
photonstorm
bcedd921b7 Cache.addSpriteSheet didn't include default values for the frameMax, margin and spacing arguments (thanks @vladkens #2017 #2018) 2015-08-24 11:43:34 +01:00
photonstorm
845a14ff55 TilingSprite._renderCanvas wasn't correctly allowing for pixel rounding (thanks @ximop #2022 2015-08-24 11:38:59 +01:00
photonstorm
5ffb5b558d Tilemap.createFromObjects has been strengthened so that will only create Sprites for matching gids/ids/names. It also only sets the Sprite width and height values if they are present in the Tiled data (thanks @pparke #2012) 2015-08-20 13:22:06 +01:00
photonstorm
22f7aacfcb Added frameBased to the TweenManager and made Tween.frameBased reference that setting, allowing you to set it once (#2015) 2015-08-20 12:59:06 +01:00
photonstorm
99fbf35236 * Pointer.withinGame is no longer automatically set to 'false' in the Pointer.stop method - it will check if the Pointer actually is within the stage bounds and only set withinGame to false if it's outside the bounds.
* MSPointer now has an `onPointerUpGlobal` handler for when the pointer is released outside of the canvas, but still within the browser window. This means that in IE11 a Sprites `onInputUp` event will now trigger even when outside the canvas (thanks @bvargish #2000)
* MSPointer now has handles for the pointer being over and outside of the canvas element, which sets the Pointer.withinGame booleans accordingly. It also triggers the Mouse.mouseOutCallback and Mouse.mouseOverCallback callbacks respectively.
* The MSPointer event listeners have been renamed to all lower-case, i.e. 'pointerDown' is now 'pointerdown'.
2015-08-20 12:47:50 +01:00
photonstorm
55a7699381 Setting a P2.Body from Static or Kinematic to Dynamic will now automatically adjust the Body.mass to be 1 (thanks @wayfu #2005) 2015-08-20 11:19:30 +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
photonstorm
ac77bb8e46 Fixed download links. 2015-08-18 12:40:24 +01:00
Richard Davey
19584b78a3 Readme update. 2015-08-07 02:56:44 +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
7588e123c7 Line.centerOn will position the Line so that its midpoint lays on the coordinates given. 2015-08-07 01:40:37 +01:00
Richard Davey
614b84e2ea * Line.rotateAround allows you to rotate a Line around the given coordinates (in world space)
* Point.rotate uses a faster and simpler rotation function when no distance argument is specified.
* Line.rotate used a calculation method which resulted in the line growing (or shrinking) in length over time, the more it was rotated. The new method never changes the lines length.
2015-08-07 01:35:31 +01:00
Richard Davey
13e97532b8 Docs update. 2015-08-06 23:36:50 +01:00
photonstorm
8e7b717a50 Line.midPoint will return a Point object where the x and y values correspond to the center (or midpoint) of the Line segment. 2015-08-06 17:10:39 +01:00
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
f4a1f11429 PIXI.CanvasPool is a new static global created to deal with the issue of resource leaks and continuous DOM node build-up when creating lots of Text or BitmapData objects, or when calling generateTexture on any display object. The CanvasPool will do its best to re-use out dated canvas elements rather than filling up the DOM with new ones.
Sprite.setTexture has a new `destroyBase` parameter - set this to `true` if you know the base used a generated texture that isn't being used by any other sprites. This will free-up the canvas for further re-use by other calls to generateTexture or Text objects.
2015-08-03 16:09:16 +01:00
photonstorm
0493e19b8b Group.cacheAsBitmap would be incorrectly offset in Canvas mode (thanks @mkristo #1925) 2015-08-03 12:03:20 +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
photonstorm
1102299173 readme update 2015-08-03 11:44:25 +01:00
photonstorm
98ae410c34 Removed use of the deprecated enterFullScreen and leaveFullScreen signals from the Scale Manager (thanks @mmanlod #1972) 2015-08-03 11:44:00 +01:00
Richard Davey
9362a2b1f4 Text with tints applied wouldn't update properly in Canvas mode. 2015-07-31 19:09:49 +01:00
photonstorm
78fdb224ce ArrayUtils.numberArrayStep would return an empty array if a single parameter was given, instead of a single step array (thanks @pooya72 #1958) 2015-07-31 16:21:10 +01:00
photonstorm
f52155bce8 Readme update. 2015-07-31 16:02:25 +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
159f49d5bf Experimenting with generateTexture fixes for Canvas. 2015-07-30 17:17:31 +01:00
photonstorm
fc83dc6bdf Tween.frameBased allows you to control if a Tween updates based on the physics step (i.e. frame based) or the system clock (time based). A frame based tween will use the physics elapsed timer when updating. This means it will retain the same consistent frame rate, regardless of the speed of the device. The duration value given should be given in frames. If the Tween uses a time based update (which is the default) then the duration is given in milliseconds. In this situation a 2000ms tween will last exactly 2 seconds, regardless of the device and how many visual updates the tween has actually been through. 2015-07-30 15:27:51 +01:00
photonstorm
c032d57183 Loader.images is a new method that allows you to pass an array of image keys, and optionally the urls, to the Loader and have them all added to the load queue in one go. 2015-07-30 15:01:52 +01:00
photonstorm
1393c8a98b InputHandler.pointerOver would get stuck in an 'isOver' state if the Sprite changed its visibility during an onUp callback (thanks @Cristy94 #1955) 2015-07-30 14:45:34 +01:00
photonstorm
a4321e56e3 * Pointer.isDown was reset before the Input.onUp event, meaning you couldn't get the Pointer.duration from within the event.
* Pointer.isDown was reset before the Input tap calculations, meaning onTap wouldn't dispatch (thanks @stovenator #1953)
2015-07-30 14:08:26 +01:00
photonstorm
6139071ebc Preparing for 2.4.3 dev. 2015-07-29 15:14:40 +01:00
photonstorm
4b22f48c75 2.4.2 release. 2015-07-29 15:01:04 +01:00
photonstorm
962066102c Pointer fixes for Linux FireFox (#1932 #1944) 2015-07-28 14:18:36 +01:00
photonstorm
a8934c392d Phaser.Sound will now automatically check the Cache to see if the audio file it is using is still there or not. If not then it will automatically called Sound.destroy on itself. If you do not desire this result then you should ensure that you undertake all house-keeping yourself, and properly destroy Sound objects _before_ calling Cache.removeSound (#1946) 2015-07-27 14:02:04 +01:00
photonstorm
fd6c29e451 Pointer.move would accidentally reset the isDown status of the Pointer on touch devices, which broke things like Sprite input events when built to native apps or run locally (#1932 #1943) 2015-07-27 13:34:06 +01:00
Richard Davey
1f73bbbe94 Device.canPlayVideo now checks for ogv as a valid file extension for OGG video files (thanks @JB-Tellez #1928) 2015-07-26 13:19:05 +01:00
Richard Davey
50480d815f * Cache.getFrame has a new cache parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameCount has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameData has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.hasFrameData has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameByIndex has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)
* Cache.getFrameByName has a new `cache` parameter (that defaults to the Image cache, but can be changed to any other)

re: #1935
2015-07-26 13:14:25 +01:00
Richard Davey
2e12cd70ed DeviceButton would try to set altKey, shiftKey and ctrlKey even for Joypads (thanks @zatch #1939) 2015-07-26 13:01:24 +01:00
photonstorm
cef2948ec1 2.4.2 Readme update. 2015-07-24 17:53:17 +01:00