Commit graph

240 commits

Author SHA1 Message Date
Paul Salaets
77b86f43e3 support for debug rendering ninja AABB and circle bodies 2014-07-05 20:58:33 -04:00
Paul Salaets
79f550bc89 updating comments: default color and method name 2014-07-05 18:08:00 -04:00
Phaiax
b14aff5844 Return type of Phaser.Color.packPixel changed 2014-06-29 18:02:59 +02:00
photonstorm
1e9d0b2438 Tidying up. 2014-05-30 05:33:30 +01:00
photonstorm
43e079a53a Readme update. 2014-05-20 10:31:55 +01:00
photonstorm
cc9a234c8c Color.getRGB would return incorrect color components if a color value without alpha was given, now works with both 0xRRGGBB and 0xAARRGGBB.
Color.getWebRGB now works regardless if you give an 0xRRGGBB or 0xAARRGGBB color value.
2014-05-14 02:09:44 +01:00
photonstorm
798d7a4fd1 Stage.backgroundColor now properly accepts hex #RRGGBB and color values 0xRRGGBB again (fix #785) 2014-05-14 01:59:21 +01:00
photonstorm
a60246d3c2 typeof fix. 2014-05-08 02:25:53 +01:00
photonstorm
c32706f98c Phaser.Utils.transposeArray will transpose the given array and return it.
Phaser.Utils.rotateArray will rotate the given array by 90 or 180 degrees in either direction and return it.
2014-05-08 02:17:37 +01:00
photonstorm
9fd4ac5950 Fixed and tested on IE9. 2014-04-29 15:38:33 +01:00
photonstorm
937085afda Added Uint32Array polyfill for BitmapData manipulation, and optional dataview polyfill for IE9 P2 requirements in the resources folder. 2014-04-29 02:09:58 +01:00
photonstorm
de9fc08e7d Color.updateColor - updates an existing color object to update the rgba property.
Color.HSVColorWheel will return an array with 360 color objects for each segment of an HSV color wheel, you can optionally set the saturation and value amounts.
Color.HSLColorWheel will return an array with 360 color objects for each segment of an HSL color wheel, you can optionally set the saturation and lightness amounts.
2014-04-28 04:19:26 +01:00
photonstorm
27d62aa147 Color.HSVColorWheel will return an array with 360 color objects for each segment of an HSV color wheel. 2014-04-28 03:25:45 +01:00
photonstorm
ce6215c98a Improved the docs to do with Sound duration / durationMS and added the extra output to the Debug.soundInfo (issue #630) 2014-04-28 02:08:19 +01:00
photonstorm
3db5d27c82 ArrayList.callAll check added (ping @jflowers45 #746) 2014-04-25 19:38:10 +01:00
photonstorm
251bc10327 jshint fixes. 2014-04-25 02:52:14 +01:00
photonstorm
11ca2deaf6 Finally - fully working setHSL and shiftHSL. 2014-04-25 02:45:35 +01:00
photonstorm
c88fa2bd91 Loads of BitmapData updates. More details soon. 2014-04-24 03:49:49 +01:00
photonstorm
77f8e5eefc P2 Fixtures Collection Class (@georgiee please test it works ok! #704) 2014-04-11 00:43:30 +01:00
Georgios Kaleadis
13e5cacd71 added a p2 fixture collections helper class 2014-04-10 23:45:35 +02:00
Christian Wesselhoeft
35c24f4ec3 Fix jshint issues in src/utils 2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
61f18b675c Trim trailing whitespace. 2014-03-25 14:56:04 -07:00
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
f678d1fd31 Line now has x, y, width, height, top, bottom, left and right properties, so you can effectively get its bounds. 2014-03-14 00:19:45 +00:00
photonstorm
c8e63582a4 Lots of small tweaks to pass jshint. 2014-03-13 16:49:52 +00:00
photonstorm
c2d38fe16b jshint passed all the p2 physics and fixed Debug.spriteBounds. 2014-03-13 16:16:14 +00:00
photonstorm
dc434dd1ff Render Debug moved into Arcade class. 2014-03-13 15:41:56 +00:00
photonstorm
abf26df741 New P2 examples and fixed Body debug assignment parameter. 2014-03-12 06:25:29 +00:00
photonstorm
e9ae465272 Sorted out Body gravity settings and updated the example. 2014-03-11 16:26:03 +00:00
photonstorm
6bddf1a914 The main Game class has been modified so that the update methods no longer have any if/else checks in them. Now split into coreUpdate, etc.
Put QuadTree back into Debug class.
Debug class now clears down on WebGL.
Updated RetroFont.type.
Fixed QuadTree example.
2014-03-11 16:14:01 +00:00
photonstorm
4aba75a522 Debug canvas now clears on WebGL. 2014-03-11 15:37:28 +00:00
photonstorm
3e93f24583 New split physics system is implemented. Still tidying-up, but ArcadePhysics, P2 and Ninja Physics are in and configured. Lots more examples required, and tilemap collision mostly broken in Arcade at the moment. Time to implement in Ninja. 2014-03-06 06:29:19 +00:00
photonstorm
22b1ce9b9d Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games. 2014-03-05 02:36:08 +00:00
photonstorm
d8f5832fa2 Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
Loads of updates across most the Tilemap files. Not finished yet, still CSV loading to do and a multi-tileset issue to resolve, but it's a lot more flexible now.
2014-03-03 05:19:46 +00:00
photonstorm
6f513042c1 Tween no longer copies all the object properties into the _valuesStart object on creation.
Fixed shadow bug in Debug.text
Fixed tween examples.
2014-03-03 02:40:59 +00:00
photonstorm
c4a68e3e87 The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499)
All the Debug methods have had the word 'render' removed from the start. So where you did `debug.renderSpriteInfo` before, it's now just `debug.spriteInfo`.
Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
2014-03-03 00:46:03 +00:00
photonstorm
418a161b46 Testing webgl debug overlay. 2014-03-02 20:51:44 +00:00
photonstorm
8662cd2fd4 Brand new Grunt task - creates each core library as its own file and a combined phaser.js.
New build script now cleanly splits Phaser, Pixi and p2 so they are each UMD wrapped and each available in the global scope (now more requireJS friendly!).
phaser-no-libs.js allows you to use your own version of p2.js or pixi.js with Phaser. Warning: This is totally unsupported. If you hit bugs, you fix them yourself.
Fixed silly instanceof bug in game objects (sorry guys).
2014-02-28 09:30:53 +00:00
photonstorm
34ee2b0b20 Fixed issue with CocoonJS detection in Device.
Fixed docs issue in Tilemap.
Created landscape pointer test, confirmed working fine (issue #276)
2014-02-28 03:09:04 +00:00
photonstorm
be27442139 Fixed Fullscreen example and State preloading. 2014-02-25 16:26:11 +00:00
photonstorm
36df5516dd Fixed full-screen anti-alias issue (#478). 2014-02-24 20:33:22 +00:00
photonstorm
d9cadc70ac The Keyboard class has had a complete overhaul. Phaser.Key objects are created automatically, there are fixes against duration and keys reset properly on visibility loss.
Keyboard.removeKey has been removed. The way the new keyboard manager works means it's no longer required.
Fixes issue #462
2014-02-24 15:58:02 +00:00
photonstorm
5c4dd26d25 Fixed for renderSpriteInfo. 2014-02-21 15:50:02 +00:00
photonstorm
7ee0c20bb3 Added Debug.renderSpriteBounds() back and wrapped Body.velocity and force in px2p calls. 2014-02-21 15:34:15 +00:00
photonstorm
aac31bdaa4 debug#renderShapeConvex fixed, fix in p2 physics body creation #446 2014-02-19 15:43:05 +00:00
photonstorm
5d5c64d22f Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00
photonstorm
cad14848e8 Removed input handler from Graphics as it's just meant to be used as a texture really, if you need input events you can apply Graphics to a Sprite.
You can now create a Physics Body directly via game.physics.createBody(), and Body has been updated so it's no longer always bound to a Sprite.
Debug.renderPhysicsBody now works with Rectangles, Lines and multiple Convex shapes.
Starting to get the Tiled polyline parsing working nicely. Not too far off a complete tilemap collision.
2014-02-17 17:54:10 +00:00
photonstorm
b94c78cf61 Removed loads of old Debug methods and fixed up Debug.renderPhysicsBody so it iterates through and renders the shapes of a Body. 2014-02-14 22:30:24 +00:00
photonstorm
8fcf5ee415 Debug rendering of physics bodies. 2014-02-14 21:49:02 +00:00
photonstorm
c6cc2c9d71 Updated p2.js to latest build. Checked tests. Added Debug draw (needs rotation support). 2014-02-12 05:34:31 +00:00
photonstorm
9ee5cdaded Merge branch 'origin/dev' 2014-02-09 19:59:03 +00:00
photonstorm
3cae06d1ad Phaser.AnimationParser now sets the trimmed data directly for Pixi Texture frames. Tested across JSON Hash, JSON Data, Sprite Sheet and XML. 2014-02-07 00:57:41 +00:00
Mario Carballo Zama
df2a048594 Added description for pad len parameter 2014-02-06 00:20:40 -06:00
photonstorm
8eae8feecc More Group fixes to the new format. Updated list of included Pixi files to remove un-needed ones. 2014-02-06 03:34:27 +00:00
photonstorm
02b75b9e23 Updated doc files. 2014-02-05 16:55:02 +00:00
photonstorm
0896c2fac7 Updating copyright year and README. 2014-02-05 16:54:59 +00:00
photonstorm
1af86771ba And we have level/ground jitter fixed :) Starstruck is running again properly now too. Time to commit and remove lots of debug data. 2014-02-05 16:54:58 +00:00
photonstorm
84f0f00f49 n-way collision checks and onBeginContact and onEndContact done and working. Also fixed issue in TweenManager.removeAll. 2014-02-05 16:54:58 +00:00
photonstorm
27fc447928 New polygon collision object examples and Body scale fixes. 2014-01-31 10:34:18 +00:00
photonstorm
45b6d5a741 Removed: Debug.renderSpriteTouching, Debug.renderLocalTransformInfo, Debug.renderWorldTransformInfo, Debug.renderSpriteCollision and Debug.dumpLinkedList.
Debug.renderPhysicsBody(body, color) is extremely useful for debugging the new physics bodies. Will draw the outline + points in the color given.
Debug.renderBodyInfo(sprite, x, y, color) will display lots of Sprite body data.
2014-01-31 05:42:20 +00:00
photonstorm
6e4e99f436 Added Game Update loop step debugging - has proved utterly invaluable! Resolved camera jitter issues, gravity / downward force on tile/boundary issues and most tilemap collision issues. 2014-01-31 02:06:45 +00:00
photonstorm
651858372c Added Game core loop stepping support. Super-useful for debugging, and helped me track down the issue with jittery physics collision. Double-win! 2014-01-29 17:10:13 +00:00
photonstorm
d51a37211c Phaser.Line added to the group of geometry classes, with full point on line/segment and intersection tests (see new examples) 2014-01-29 00:21:28 +00:00
photonstorm
5b85c910cb New lineIntersectLine() function working nicely. 2014-01-28 17:13:07 +00:00
photonstorm
9deb5514a2 ArcadePhysics.setBoundsToWorld implemented. Body.setCircle, setRectangle and setPolygon all working. Tidying up Body class. Need to add tile collision special case handler next. 2014-01-28 05:01:17 +00:00
photonstorm
90c09374af Velocity integration tidied up. Now moving to sync Body with Sprite center point. 2014-01-28 01:29:35 +00:00
photonstorm
fbe508ab1b Direct assignment of Body values, allows for sloped ground walking. 2014-01-27 17:08:20 +00:00
photonstorm
ea9e22f472 SAT implemented and working nicely at long last :) 2014-01-23 21:45:35 +00:00
photonstorm
15a002e720 Finally getting there! Body collision almost as good as it can be (without a full-on physics system). Just a few last tweaks to do. 2014-01-21 16:12:50 +00:00
photonstorm
128c7143d5 Lots more physics tests and updates.
PLEASE DO NOT upgrade to this release if you need your game working and it uses any of the physics functions, as they're nearly all broken here.
Just pushing up so I can share it with someone.
2014-01-20 20:14:34 +00:00
photonstorm
abdaaa0010 Tidied up the docs and removed some Body vars no longer needed. Now to attempt stacking. 2014-01-15 14:40:25 +00:00
photonstorm
651737fdd0 More physics tweaks. 2014-01-15 14:40:24 +00:00
photonstorm
011d2d8e05 The way the collision process callback works has changed significantly and now works as originally intended.
The World level quadtree is no longer created, they are now built and ripped down each time you collide a Group, this helps collision accuracy.
Bodies are no longer added to a world quadtree, so have had all of their quadtree properties removed such as skipQuadtree, quadTreeIndex, etc.
QuadTree.populate - you can pass it a Group and it'll automatically insert all of the children ready for inspection.
Removed ArcadePhysics binding to the QuadTree, so it can now be used independantly of the physics system.
2014-01-14 02:43:09 +00:00
photonstorm
71f82477ea Tidying up all of the map files, sorting out Tiled paths and updated the tilemap examples for 1.1.4. 2014-01-13 19:45:15 +00:00
photonstorm
c6fa2cb7b6 Added the new Timer, TimerEvent and Time methods to the TypeScript definitions files. 2014-01-13 14:18:15 +00:00
photonstorm
c3183dcea9 Angular Physics re-implemented, most tests now working as expected. 2014-01-03 04:50:31 +00:00
Richard Davey
f7329e0661 Further physics modifications 2014-01-03 02:24:06 +00:00
photonstorm
5526a7322b Warning: This version has a new ArcadePhysics handler in it. Don't upgrade if you need this for live game code, wait until we go to master. Otherwise, this commit contains lots of new physics demos and a new updateMotion and Body class to try and fix, once and for all, the physics issues with applied forces. 2014-01-02 23:28:22 +00:00
photonstorm
ce4cf531d4 Added class constructors, fixed Stripshader, added relative Tween example and updated Tween source. 2013-12-30 16:54:00 +00:00
photonstorm
0acef49a7c RenderTexture now displays correctly in Canvas games.
Stage.display property added. A direct reference to the root Pixi Stage object (very useful for RenderTexture manipulation)
2013-12-23 04:20:09 +00:00
photonstorm
886618c056 Tilemap collision fixed, regardless of rotation, number of overlapping tiles and speed (to a point anyway). Maps also don't crash if they are smaller than the render area. Layers can be positioned successfully anywhere in camera but collision isn't yet offset for this. 2013-12-06 04:34:27 +00:00
photonstorm
ea3802a556 Lots of new tilemap code in here. If your game relies on tilemaps then please don't update to this commit unless you want to help debugging! 2013-12-05 18:12:16 +00:00
photonstorm
141337bed9 Heavily optimised PixiShader. 2013-11-26 05:13:56 +00:00
photonstorm
299115ca5d The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00
photonstorm
13a2cc2feb Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way. 2013-11-25 03:13:04 +00:00
photonstorm
e620c99479 ShaderToy convertor up and working, lots of shaders being turned into Pixi filters :) 2013-11-20 02:28:28 +00:00
photonstorm
7ad4164e3a Expanding BitmapData 2013-11-17 04:33:16 +00:00
photonstorm
94d9fa6e77 Tidying up some docs. 2013-11-05 21:44:39 +00:00
photonstorm
3c164b466c * Updated: event.preventDefault() has been added to all Mouse event handlers.
* Updated: Sprite.deltaX/Y removed due to non-use. prevX/Y values moved to Sprite._cache.prevX/Y.
* Updated: Due to missing extends parameter the Sprite prototype was picking up functions from classes it never meant to (Button, TilemapLayer), now fully isolated.
2013-11-01 02:07:21 +00:00
Stuart Lee
9030fbf352 hexToRGB now accepts short hex codes (#EEE) 2013-10-30 13:34:46 +00:00
photonstorm
3de62907a0 Nearly fixed the tilemap / body issue. More tests needed but then can push to master. 2013-10-29 04:07:26 +00:00
photonstorm
a814cc26cc * Fixed issue 135 - Added typeof checks into most ArcadePhysics functions to avoid errors with zero values.
* Fixed issue 136 - distanceTo using worldX/Y instead of x/y.
2013-10-28 10:17:36 +00:00
photonstorm
2921a6de2e Pixel Perfect click detection now works even if the Sprite is part of a texture atlas. 2013-10-25 05:40:46 +01:00
photonstorm
427819c655 Sprite bounds finally correct, regardless of rotation, parenting, scale or anchor. 2013-10-25 03:50:15 +01:00
photonstorm
1469663ea5 Button fixes and Input coordinate fixes. 2013-10-25 02:19:16 +01:00
photonstorm
1f28d328a7 Commit before refactoring Sprite guts. 2013-10-24 21:21:00 +01:00
photonstorm
7e8b79adf4 Tilemap painting example and other smaller updates. 2013-10-17 21:10:00 +01:00
photonstorm
a97f271de7 Fixed Animation index 0 issue and hooked TilemapLayer to camera. 2013-10-16 02:09:12 +01:00
photonstorm
fd5eeb9088 Fixed Rectangle intersection issue and tilemap collision is working again. Win! 2013-10-15 15:24:07 +01:00
photonstorm
a7230aa769 Sprite.loadTexture added. 2013-10-10 09:03:38 +01:00
photonstorm
ca9321ef42 Updated physics body to use localTransform. Updated tanks demo. 2013-10-09 05:13:38 +01:00
photonstorm
83a00862be Lots of new examples and updates. 2013-10-09 04:31:08 +01:00
photonstorm
f5584bdfe5 Lots of fixes and updates to ArcadePhysics and Group, plus more examples. 2013-10-08 21:09:46 +01:00
Richard Davey
47e1b1b54b Sprite optimisations. 2013-10-04 19:00:55 +01:00
Richard Davey
c8760b4341 Docs update. 2013-10-03 04:17:44 +01:00
Richard Davey
96da57cac0 Fixed up the namespace in the documentation and finished off all sections other than Game Objects and Physics (yuck). 2013-10-03 02:38:35 +01:00
Richard Davey
6ce6330f50 More docs. 2013-10-02 11:22:48 +01:00
Richard Davey
ca113b85aa More docs coming on. 2013-10-01 16:39:39 +01:00
Richard Davey
305b12d76b Adding docs. 2013-10-01 15:01:46 +01:00
Richard Davey
18c695e9dd PixiPatch and other 1.0.7 features 2013-09-27 09:57:08 +01:00
Richard Davey
891369b197 Preparing for 1.0.6 release, but moving physics changes to dev. 2013-09-24 15:28:29 +01:00
Richard Davey
20f63c0af2 Fixed Graphics not working correctly. 2013-09-22 15:22:45 +01:00
Richard Davey
a415e779d1 Final 1.0.5 release. 2013-09-20 13:55:33 +01:00
Webeled
26a595cd44 JSDocs update ;) 2013-09-19 16:34:48 +02:00
Richard Davey
3c5ea01e09 1.0.3 release - fixed Text and Bitmap Fonts, Animation documentation and more examples 2013-09-17 16:50:47 +01:00
Richard Davey
92e86494e3 Tilemap Collision in and working :) Needs testing against Groups now. 2013-09-12 15:39:52 +01:00
Richard Davey
fba731e740 Added optional "pixel perfect" input checks and tested against static sprites, animated sprites, physics sprites and sprites positioned outside the screen (needing camera shift to appear). 2013-09-11 16:25:46 +01:00
Richard Davey
f260108433 Tidying up source code for release. Also refactored World to use a Group instance, rather tha duplicate functions. 2013-09-11 13:21:07 +01:00
Richard Davey
a486bf6b4a Phaser now running on iOS. Also fixed a legacy bug where a pending sound wouldn't play once it was touch unlocked. Also fixed Input not working on WebGL contexts. Added WebGL texture updates to the Group/World swap functions. 2013-09-10 16:46:39 +01:00
Richard Davey
5da0e42be4 Added in the Color Utils and removed the less important functions into ColorHarmony plugin. Updated Stage so backgroundColor can be a string or integer now. 2013-09-10 14:00:46 +01:00
Richard Davey
15fe5ed6c8 Fixed the Bring to Top bug and also fixed Group/World.swap when the child was a tail node. Also improved Group.dump significantly. Fixed Phaser.Utils namespace clash too. 2013-09-10 12:46:14 +01:00
Richard Davey
9b6c819e0e Input Component done and new Button object done and included. Also finished the build script. 2013-09-09 00:30:44 +01:00
Richard Davey
ebda1f99e3 Input Handler 90% there. 2013-09-08 22:38:19 +01:00
Richard Davey
fe6664eac7 Fixed the Body collide issues and optimised the process at the same time. Now the QuadTree appears to work perfectly as a result. Bonus! 2013-09-08 01:24:59 +01:00
Richard Davey
128bdccd79 Sorted out the QuadTree issues and resolved a small but vital bug in separateX, also re-organised the collision flags in Body. 2013-09-04 13:54:55 +01:00
Richard Davey
b2263c16c6 Patched the QuadTree, now working a whole lot better but am worried it's still working out too many collisions. 2013-09-04 04:54:43 +01:00
Richard Davey
bdc1c2ceb9 Sorted out the bounds for when sprites are in trimmed texture atlases to stop the physics checks going insane. Also bundled in Advanced Physics lib, although not hooked up yet. 2013-09-03 15:35:40 +01:00
Richard Davey
8a90a87492 Text converted and a couple of examples created. Using new extend system, so much smaller classes now. 2013-09-03 06:02:47 +01:00
Richard Davey
e28cdbeb6a Moving to using a small extend / mixin method to avoid code repeating now we're extending Pixi display objects. 2013-09-03 04:43:26 +01:00
Richard Davey
c18de53bab SoundManager converted and playing audio :) 2013-09-03 01:24:16 +01:00
Richard Davey
ed13283f0f Tided up the cull / bounds demo. 2013-09-03 00:42:17 +01:00
Richard Davey
7c597999d4 Camera culling now in and working, although you need to enable it on a per sprite basis. Also fixed a few small bugs in the Animation Manager. 2013-09-02 23:22:24 +01:00
Richard Davey
d31777972c Camera culling 2013-09-01 19:52:50 +01:00
Richard Davey
6ef89826df Phew.. lots of transform matrix math over and I can finally get all 4 points of a Sprite, regardless of rotation, translation or scale of itself or any of its parents. 2013-09-01 05:29:53 +01:00
Richard Davey
12e5d2aceb ... 2013-09-01 05:22:08 +01:00
Richard Davey
801c2af9d4 Updated world so the update run uses the linked list. Sprite.getLocalPosition now almost working, but falls over for children. 2013-09-01 03:57:24 +01:00
Richard Davey
99e0934244 More late-night math. 2013-09-01 02:28:51 +01:00
Richard Davey
5d4da0ce66 Working out culling 2013-09-01 00:35:29 +01:00
Richard Davey
22847f6ade DebugUtils converted, re-name spaced the Input classes and started on Camera culling. 2013-08-31 21:50:34 +01:00