Commit graph

258 commits

Author SHA1 Message Date
photonstorm
6d8fb60f77 Removed TilemapLayer.index getter as it incorrectly refereneced a property that didn't exist, breaking most demos. Couldn't see an obvious reason for the getter so restored previous property and tested all examples, and all run now (and faster too thanks to the rest of the changes made in TilemapLayer). 2014-11-08 14:50:00 +00:00
Paul
03af5e1582 TilemapLayer/Tileset - Documentation consistency updates for Phaser 2014-10-30 02:00:20 -07:00
Paul
75f13cfe44 TilemapLayer / Tileset documentation to Phaser conventions
- Reverted @member to @property for uniformity
- Expanded some comments
2014-10-28 22:21:47 -07:00
Paul
ce2acdd54c TilemapLayer / Tileset
- Minor regression fix, increasing argument specifity/documentation
2014-10-25 22:17:31 -07:00
Paul
6108091035 Merge branch 'dev' of https://github.com/photonstorm/phaser into wip-tilelayer 2014-10-25 22:10:20 -07:00
Paul
22be4b0bf6 TilemapLayer / Tileset performance and documentation
TilemapLayer
 - Added "delta scroll rendering"
   - Enabled (by default) via `renderSettings.enableScrollDelta`
   - Dramatic CPU reduction: 30% to 2% scrolling 50x37 region
   - Side-effect: fixed some Chrome de-opt issues with `render`
   - Various rendering updates and removal of many `_mc` field
 - Made `index` a read-only propert that reflects the layer.index
 - Creates a local cache from tile index -> tileset, added `resetTilesetCache`
   - Also prevents crash when an index not associated with a tileset is
     used; see `missingImageOverfill`.
 - Various debug options moved to `debugSettings` and simplified; documentation updated.
   - Uses `debugSettings.missingImageOverfill` and `tileColor` (deprecated) to display invalid tileset images
 - Only change the context alpha when the tile alpha changes; in Chrome 38
   this removed a .5% penalty
 - Added `renderSettings` which controls misc. rendering/optimizations.
 - Updated documentation to @member, clarified

Tileset
 - Added `containsTileIndex` method to allow being queried if the specific tile index is handled/supported.
 - Uses a firstgid bias and interlacing to fit the data in single densely packed array.
 - Updated documentation to @member, clarified
2014-10-25 21:48:59 -07:00
Richard Davey
35c42e3073 Tilemaps in WebGL wouldn't update after the first frame due to a subtle change in how Pixi uploads new textures to the GPU. 2014-10-25 10:09:04 +01:00
photonstorm
96fd0ade74 JSDoc fixes. 2014-10-21 22:43:42 +01:00
photonstorm
5e734a6bb6 Pixi v2 UV update fixes. 2014-10-17 16:52:47 +01:00
photonstorm
e5eea56c9b jsdoc updates. 2014-09-16 19:44:04 +01:00
photonstorm
410cfd2d71 Code reformatting. 2014-08-29 18:06:01 +01:00
photonstorm
92386221e4 Tile.setCollision now adjusts the tiles interesting faces list as well, this allows you to create one-way jump tiles without using custom callbacks on a specific tile basis (thanks @RafaelOliveira #886) 2014-08-29 18:03:32 +01:00
photonstorm
5546e5903c Tiled polylines are now imported into the map objects property as well as map collision (#1117) 2014-08-29 16:56:30 +01:00
photonstorm
10e7d8ff7e TilemapParser.getEmptyData now correct adds an empty bodies array into layers. This fixes an issue where p2 couldn't convert a csv map into collision tiles (thanks @sru #845) 2014-08-29 16:30:29 +01:00
photonstorm
2d4d1a050d Tilemap.hasTile now checks the Tile.index value and will return false if the index is -1 (i.e. a non-active tile) (thanks @elgansayer #859) 2014-08-28 04:30:13 +01:00
Richard Davey
afb094a6eb Merge pull request #1126 from beeglebug/feature/tile-properties
copy tile properties to tiles when parsing map
2014-08-28 01:35:20 +01:00
beeglebug
23f077a4e8 copy tile properties to tiles when parsing map 2014-08-21 21:08:05 +01:00
Alessandro Cuzzocrea
5e76eb4834 Added support for Tiled object's type field 2014-08-16 21:44:21 +02:00
photonstorm
9c1f39d284 jshint fix 2014-07-18 01:07:45 +01:00
photonstorm
49bb45c42e Tilemap.swap now accurately swaps from A to B and from B to A (thanks @noidexe #1034) 2014-07-18 00:29:24 +01:00
photonstorm
2293b64c94 Removing debug / console.log output. 2014-07-09 05:49:13 +01:00
sivael
cdaab269a0 Update Tilemap.js 2014-06-27 14:36:06 +02:00
sivael
7fb5c8cf5d Update Tilemap.js 2014-06-27 14:25:56 +02:00
sivael
c7cae6ece7 Update Tilemap.js 2014-06-27 14:21:45 +02:00
sivael
05ce6f60a1 TileMap update performance
Discussion: http://www.html5gamedevs.com/topic/7409-tilemaps-changing/

It should remove the problem of updating stuff in a 100x100 tilemap making the engine recalculate every single update.(390 tiles changed in that map makes it a 100x100x390 loop.
Whould make the recalculate parameter in the setCollision functions unnecessary as well.
2014-06-27 14:10:11 +02:00
photonstorm
e923e230e0 TilemapLayers can now be used with an unbounded camera (a camera that can move beyond the world boundaries). Currently, when an unbounded camera moves outside of the world, tilemaps start acting weird because they only render themselves strictly within the world limits. With this change, the tilemap will continue scrolling and show empty space beyond its edge (thanks @jotson #851)
TilemapLayer.wrap property - if true the map is rendered as if it is on the surface of a toroid (donut) instead of a plane. This allows for games that seamlessly scroll from one edge to the opposite edge of the world without noticing the transition. Note that the World size must match the Map size (thanks @jotson #851)
2014-06-11 00:15:02 +01:00
Richard Davey
fddd1e9f7a Merge pull request #851 from jotson/dev
Render tilemap when camera outside of world bounds, layer wrapping
2014-06-11 00:05:23 +01:00
JeanDavidDaviet
a4b279b9cc updated doc for Phaser.Tilemap#createBlankLayer 2014-06-04 19:01:10 +10:00
John Watson
14e1f0fcc6 Render tilemap when camera outside of world bounds, layer wrapping
Prior to this change, TilemapLayers always restricted themselves to
rendering strictly within the world bounds. If the camera was allowed
to go beyond the world bounds, then the tilemap would appear to stop
scrolling once the camera hit the world edge. This allows the tilemap
to continue scrolling, showing empty space beyond the edge of the map.

Additionally, when the new "wrap" parameter is true, the tilemap will
render its opposite edge in the empty space. This simulates the map as
if it was the surface of a toroid (donut) rather than a flat plane.
2014-05-27 14:51:44 -07:00
Simon Boyé
7e43248412 Fixed Tilemap.removeTile issue to put tile of index -1 instead of null. 2014-05-19 22:58:52 +02:00
photonstorm
cfadaf3e70 Tilemap.layer is a getter/setter to the current layer object (which can be changed with Tilemap.setLayer) 2014-05-15 22:30:32 +01:00
photonstorm
1d13855abb Tilemap.searchTileIndex allows you to search for the first tile matching the given index, with optional skip and reverse parameters. 2014-05-15 19:56:56 +01:00
Richard Davey
5770b654a6 Merge pull request #791 from tigermonkey/dev
[tilemap] parse polygon, ellipses and rectangles
2014-05-14 00:06:53 +01:00
Maximilian Mader
d7ba7b3a62 Improve TileMap's setCollsion functions
Now one can decide in 'setCollision', 'setCollisionBetween', 'setCollisionByExclusion' and 'setCollisionByIndex' to recalculate the collision faces or not.

I was able to decrease the time it takes to set the collisions from 1880ms to 440ms in my case,see http://www.html5gamedevs.com/topic/6328-camera-rendered-area-move-tilemaplayer/?p=38037
2014-05-12 17:42:54 +02:00
photonstorm
041bbd430c Tilemap.getTile has a new nonNull parameter. If true it won't return null for empty tiles, but will return the actual Tile in that location. 2014-05-07 01:30:48 +01:00
photonstorm
91f8f96a76 TilemapWalker allows you to set a location marker into a tilemap. You can then move around with commands such as moveForward, turnLeft, etc.
New consts: Phaser.Tilemap.NORTH, SOUTH, EAST and WEST to use with the TileMapWalker Plugin.
2014-05-07 00:10:48 +01:00
Pablo Barbáchano
7f733a0b82 [tilemap] parse polygon, ellipses and rectangles 2014-05-01 13:13:53 +02:00
photonstorm
422e769a3e Tilemap.createFromObjects will now force the creation of the property again even if it doesn't exist (regression fix from 2.0.4) 2014-05-01 11:42:15 +01:00
photonstorm
55dc748953 Tilemap.getTile and getTileXY used to return null in 2.0.3 but returned a Tile object in 2.0.4 (with an index of -1), they now return null again. 2014-04-29 21:28:14 +01:00
photonstorm
74108148ac CSV Tilemap tiles would incorrectly set the Tile layer reference, causing collision to fail (thanks @Chapelin, fix #692) 2014-04-28 23:21:57 +01:00
photonstorm
e9436293a8 Tilemap.addTilesetImage will now raise a console.warn if you specify an invalid tileset key and not create the tileset rather than pick the default set. 2014-04-28 13:47:27 +01:00
photonstorm
65022ccc55 Blank Tilemaps no longer create null tiles, but instead create Tile objects with an index of -1 which can be replaced and updated like any other tile.
Tilemap.fill would throw an error if called on a blank tilemap full of null values (thanks @DrHackenstein, fix #761)
2014-04-28 02:42:38 +01:00
photonstorm
b1153299c0 Tilemap.fill would throw an error if called on a blank tilemap full of null values (thanks @DrHackenstein, fix #761) 2014-04-28 02:23:07 +01:00
photonstorm
1ef617ca82 Updated Tilemap.destroy documentation to clarify layer removal (issue #740) 2014-04-28 01:39:45 +01:00
photonstorm
e9cb345261 P2.World.convertTilemap now correctly checks the collides parameter of the tiles as it converts them. 2014-04-14 13:52:53 +01:00
Raeven0
7fa9e4639e correct Tilemap.hasTile(...) parameter typing
Member methods of Tilemap which take a layer parameter use getLayer on
that parameter to allow passing int, string, and TilemapLayer objects.
Tilemap.hasTile(...) should do so as well.
2014-04-01 20:26:16 -05:00
photonstorm
38d722c1e5 Tilemap.removeTile(x, y, layer) lets you remove the tile at the given coordinates and updates the collision data.
Tilemap.removeTileWorldXY lets you remove the tile at the given pixel value coordinates and updates the collision data.
If you pass `null` to Tilemap.putTile as the tile parameter it will pass the call over to Tilemap.removeTile.
2014-04-01 13:36:42 +01:00
Christian Wesselhoeft
89a1639952 Fix jshint issues in src/tilemap 2014-03-25 14:56:04 -07:00
Christian Wesselhoeft
61f18b675c Trim trailing whitespace. 2014-03-25 14:56:04 -07:00
photonstorm
26a89f0b84 New build files with tilemap callback fixes in. 2014-03-24 01:39:09 +00:00
photonstorm
49bcd2edd2 Tilemap fixes. 2014-03-24 00:30:05 +00:00
photonstorm
e1c98ba617 You can now create multiple blank layers in a Tilemap. 2014-03-23 23:58:01 +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
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
46d5069110 Tilemap.createFromObjects has a new parameter: adjustY, which is true by default. Because Tiled uses a bottom-left coordinate system Phaser used to set the Sprite anchor to 0,1 to compensate. If adjustY is true it now reduces the y value by the object height instead. 2014-03-17 23:54:04 +00:00
photonstorm
90ef694347 Tilemap.createFromObjects used to set the Sprite anchor to 0,1 because Tiled uses a bottom-left coordinate system. It now calculates the offset in TilemapParser. 2014-03-17 23:27:13 +00:00
photonstorm
30a04985f7 Working through blank tilemap fix. 2014-03-17 16:10:19 +00:00
photonstorm
b9ac0d565e Fixed Tile callback check in Arcade Physics (fix #562) 2014-03-16 00:53:50 +00:00
photonstorm
0e29bd4300 Tile Collision Callbacks working properly. CSV / Blank map examples added. Multiple tilesets per map working again. That's it folks! 2014-03-14 04:21:56 +00:00
photonstorm
f3ff9c197f Fixed all the tilemap examples. 2014-03-14 03:26:06 +00:00
photonstorm
017a017b96 TilemapLayer.getRayCastTiles will let you get all tiles that hit the given line for further processing.
Fixed Tilemap collision. Added new TILE_BIAS const to aid with fast/small sprites.
2014-03-14 02:33:58 +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
5297497632 Tilemap collision finally getting closer. 2014-03-13 22:49:08 +00:00
photonstorm
e955145707 Added p2 kill and reset test + nearing completion on tilemap collision. 2014-03-13 21:14:18 +00:00
photonstorm
c8e63582a4 Lots of small tweaks to pass jshint. 2014-03-13 16:49:52 +00:00
Dan Cox
3b7039ad32 Documentation change: swap for swapTile
In both Phaser 1.1.6 and 1.2, it says "swapTile" when it means "swap".
2014-03-11 23:56:12 -04:00
Dan Cox
5fcc8db8a4 Tilemap.swap() called twice should not flip values
Repeat calls to swap() should not affect index values a second time.
"swap(1,2); swap(1,2)" should not be the same as "swap(2,1)."

(This also affects Phaser 1.1.6.)
2014-03-11 23:41:37 -04:00
photonstorm
58887d9bc6 Moved all of the Tilemap to P2 body methods into P2 itself (makes more sense this way) and tidied them up. 2014-03-11 15:02:59 +00:00
photonstorm
c73b4eaea0 json is now the default tilemap format when not defined (thanks RyanDansie, #528)
Updated docstrap
2014-03-10 00:50:06 +00:00
photonstorm
1c68ff9042 Tilemap.createFromObjects allows you to specify you own object type to be created if you want a class that extends Phaser.Sprite. 2014-03-07 03:19:07 +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
5a6ae5f696 Tilemap.putTile now correctly re-calculates the collision data based on the new collideIndexes array (fixes #371)
Tilemap.putTile can now insert a tile into a null/blank area of the map (before it could only replace existing tiles)
2014-03-04 03:08:35 +00:00
photonstorm
4a370c82cf You can now load in CSV Tilemaps again and they get created properly (fixes #391)
You can now create blank Tilemaps and then populate them with data later.
2014-03-03 13:45:47 +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
418a161b46 Testing webgl debug overlay. 2014-03-02 20:51:44 +00:00
photonstorm
09d4a35b7f Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it. 2014-02-28 03:55:06 +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
29fcfc515d Fixed TilemapParser - would spit out a tileset warning if margin/spacing were set (fix #485, thanks Cybolic) 2014-02-26 01:20:24 +00:00
photonstorm
994eaff92b StateManager fixes for when you change state in the create function.
TilemapLayer update for WebGL.
2014-02-26 00:58:19 +00:00
Jonas Malm
276ef9c268 Method expects body
Fixes crash in map.generateCollisionData
2014-02-23 17:42:39 +01:00
photonstorm
5a00a0ad97 TilemapParser will now throw a warning if the tileset image isn't the right size for the tile dimensions (fixes #377) 2014-02-21 16:57:45 +00:00
photonstorm
251b819bdb Fixed InputHandler group check #463 2014-02-21 10:06:53 +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
0294a4735d Fixes issues reported in #389 2014-02-10 01:49:58 +00:00
photonstorm
ee3f6d8e7f Tilemap had the wrong @method signatures so most were missing from the docs. 2014-02-08 07:24:40 +00:00
photonstorm
0896c2fac7 Updating copyright year and README. 2014-02-05 16:54:59 +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
13a86765cb Phaser.CANVAS_PX_ROUND is a boolean. If 'true' the Canvas renderer will Math.floor() all coordinates before drawImage, stopping pixel interpolation. Defaults to false.
Phaser.CANVAS_CLEAR_RECT is a boolean. If 'true' (the default) it will context.clearRect() every frame. If false this is skipped (useful if you know you don't need it)
Collision now works between Sprites positioned via sprite.x/y, sprite.body.x/y or sprite.body.velocity.
If you are tweening a sprite and still want physics collision, set `sprite.body.moves = false` otherwise it will fight against the tween motion.
2014-01-31 04:14:02 +00:00
photonstorm
68b7d22e0d Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets. 2014-01-31 03:32:12 +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
5b85c910cb New lineIntersectLine() function working nicely. 2014-01-28 17:13:07 +00:00
photonstorm
82cb66f47b Updated intersects code, tilemap collision is running again. Still finding gravity pushing sprites through tiles. 2014-01-28 06:52:56 +00:00
photonstorm
be6489fbc9 Body bounce + blocking values nearly sorted. 2014-01-15 14:40:24 +00:00
photonstorm
bd66be1804 Updated Tilemap classes and further tests. 2014-01-14 22:34:41 +00:00
photonstorm
ff7cad102c All of the setCollision methods now have a 'collides' parameter so you can enable or disable collision, not only enable it. Also fixed Loader example. 2014-01-14 11:58:00 +00:00
jcs
ab02040bea fix Tilemap.putTile 2014-01-13 20:18:08 -08:00
Richard Davey
17af96d46a Merge pull request #306 from jcd-as/dev
fix Tilemap.setCollision
2014-01-13 17:19:25 -08:00
jcs
befcf74f44 fix Tilemap.setCollision 2014-01-13 16:46:29 -08:00
photonstorm
e7c2b6ae9c Fixed nearly all of the tilemap examples to use the new tilemap system. 2014-01-14 00:31:58 +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
bf72b4d3b0 Tilemap.createFromObjects can now turn a bunch of Tiled objects into Sprites in one single call, and copies across all properties as well. 2013-12-22 04:27:12 +00:00
photonstorm
63d90a0176 Sprites that are fixedToCamera can now be input dragged regardless of world position. 2013-12-22 03:46:08 +00:00
photonstorm
352749e803 Collision commands in and working. Updated sci-fly example. Multiple layers rendering. Mixed tile size on one layer rendering, but collision is grid bound. 2013-12-19 05:09:49 +00:00
photonstorm
4c7a4ebf62 Tiled map loader now working much better, rendering, layering properly. 2013-12-19 03:49:28 +00:00
photonstorm
5cf7ed4fdb More TypeScript updates. 2013-12-18 16:56:14 +00:00
photonstorm
f991f9cee8 Tweens have a new event: onLoop.
Tweens - Example showing how to use the tween events, onStart, onLoop and onComplete.
Lots of documentation fixes in the Tween class.
Tweens fire an onLoop event if they are set to repeat. onComplete is now only fired for the final repeat (or never if the repeat is infinite)
Tween.onStart is now called when the tween starts AFTER the delay value, if given (thanks stevenbouma)
2013-12-18 13:02:01 +00:00
photonstorm
b2c680811b New unified Tiled loader. 2013-12-18 13:02:01 +00:00
photonstorm
50eee95c99 Improved TilemapLayer rendering and debug rendering significantly. Cleared out some old assets and added a new map. 2013-12-18 00:44:04 +00:00
photonstorm
896e9af9f5 TilemapLayers now render tiles correctly, with our without debugging overlay. Collision working well across single and index ranges. 2013-12-17 05:07:00 +00:00
photonstorm
a361a18616 Updated IE11 check, forces IE11 to use Canvas renderer even in AUTO mode. 2013-12-13 14:04:14 +00:00
photonstorm
669570c701 Tidying up the examples and more Tilemap work. 2013-12-10 12:23:42 +00:00
photonstorm
af5847e8e4 Tilemap and game core loop updates. 2013-12-09 16:40:48 +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
Josh Shepard (jcs)
539dcdd18a move 'dirty' flag for Tilemap to a per-layer flag. Fixes #242 2013-12-04 09:42:25 -08:00
Josh Shepard (jcs)
2b99cb4be4 move TilemapLayer positioning/rendering to postUpdate to be in line with ‘normal’ Sprites.
reverts e91d40b9fc - fix was incorrect & regressed fixedToCamera Sprites’ & TilemapLayer positioning.
Fixes #237
2013-11-30 17:40:24 -08:00
photonstorm
f22159e257 Updated documentation. 2013-11-28 15:57:09 +00:00
photonstorm
a9a46bfbbf Lots of documentation updates and new Loader examples. 2013-11-27 16:33:49 +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
Richard Davey
ebe441666c BitmapData object added 2013-11-13 20:57:09 +00:00
Richard Davey
e4faa34908 Merge pull request #188 from Izzimach/izz
Switched Tilemap to use user-specified layer.
2013-11-12 16:33:43 -08:00
Izzimach
18a07f7a88 Switched Tilemap to use user-specified layer.
Tilemap was using the current layer even if a layer was specified as a
parameter in getTile/setTile. Changed it to use the user layer if one is
specified.
2013-11-08 11:40:07 -07:00
Josh Shepard
b35da01cfc Added scrollFactorX/scrollFactorY to TilemapLayers - controls rate of movement of layers as a factor of camera position 2013-11-07 10:44:04 -08:00
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
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
7e8b79adf4 Tilemap painting example and other smaller updates. 2013-10-17 21:10:00 +01:00
photonstorm
4b2ac6c6c6 More tilemap examples 2013-10-16 21:25:51 +01:00
photonstorm
9c1fdb371c Nearly finished Tilemap integration into the core. 2013-10-16 06:33:39 +01:00
photonstorm
31018b9295 Star Struck game back and working again, plus finished the level design. 2013-10-16 03:37:15 +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
f3ea68aad3 Extracting the correct area from a layer, debug displaying it and preparing for collision. 2013-10-15 05:41:42 +01:00
photonstorm
dd695e066f More tilemap tweaks. 2013-10-14 19:37:52 +01:00
photonstorm
e98aa205ea Sprite.destroy is back in business. 2013-10-13 01:29:57 +01:00
photonstorm
574f4f351b Github Issue #101 fixed. Plus more Tilemap updates. 2013-10-11 20:02:12 +01:00
photonstorm
0201baef11 And Tilemaps are rendering again - and much better than ever before :) Just one final optimisation pass to do and then it's on to collision. 2013-10-11 18:18:27 +01:00
photonstorm
cf414394c3 Tileset working, map coming next. 2013-10-11 06:30:28 +01:00
photonstorm
b868c2cb1b Started revamp of the Tilemap system. Also removed old 'Advanced Physics' and dropped in p2.js which is what I hope we'll eventually use. 2013-10-11 04:42:11 +01:00
photonstorm
ebc4e5dc3d New examples HTML page added. 2013-10-08 12:52:20 +01:00
photonstorm
fa692653e3 Final commit before rebuilding the Tilemap system. 2013-10-08 10:52:15 +01:00
photonstorm
c307f79102 Added Sprite.fixedToCamera, fixed Angular Velocity and Acceleration, fixed jittery Camera, added skipQuadTree flag and created lots more examples. 2013-10-08 00:58:20 +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
891369b197 Preparing for 1.0.6 release, but moving physics changes to dev. 2013-09-24 15:28:29 +01:00
Richard Davey
257cbe3be8 Much more stable collision, just need to refactor the Tilemap handling - see if I can optimise it a bit too. 2013-09-23 03:26:08 +01:00
Richard Davey
f069107e55 1.0.1 release - fixes issues in tile map collision, additional Animation stop checks and updated package license. 2013-09-15 03:58:38 +01:00