Group.sendToBack (and consequently Sprite.sendToBack) no longer removes the child from the InputManager if enabled.
Group.add has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.addAt has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.remove has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onRemovedFromGroup` event.
Group.removeBetween has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Group.removeAll has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Internal child movements in Group (such as bringToTop) now uses the new `silent` parameter to avoid the child emitting incorrect Group addition and deletion events.
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)
Sprite.updateCrop is available if you wish to update an externally referenced crop rectangle.
Sprites and Images now have their own textures objects, they are no longer references to those stored in the global Pixi.TextureCache. This allows you to redefine the texture frame dynamically without messing up any other Sprites in your game, such as via cropping. They still share global Base Textures, so image references are kept to a minimum.
Sprite.resetFrame will revert the Sprites texture frame back to its defaults dimensions. This is called when you call Sprite.crop with no rectangle, to reset the crop effect, but can be userful in other situations so we've left it as a public method.
Emitter.explode is a new short-cut for exploding a fixed quantity of particles at once.
Emitter.flow is a new short-cut for creating a flow of particles based on the given frequency.
Updated from last week
Also I think #843 is solved and supports this for example. I do not really see a problem with Casting as I do it fairly frequently.
`var filter: Phaser.Filter.Marble = new Phaser.Filter.Marble(this.game, 800, 600, 4, 1);`
`var filter: Phaser.Filter.Marble = <Phaser.Filter.Marble>this.game.add.filter("Marble", 800, 600, 4, 1);`
`var filter: Phaser.Filter = this.game.add.filter("Marble", 800, 600, 4, 1);` <-- looses intellisense
Pointer.withinGame is now accurate based on game scale and updated as the Pointer moves.
Stage.bounds is now updated if the game canvas offset changes position. Note that it gives the un-scaled game dimensions.
Cache.checkCanvasKey(key) - Check if a Canvas key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTextureKey(key) - Check if a Texture key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkSoundKey(key) - Check if a Sound key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTextKey(key) - Check if a Text key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkPhysicsKey(key) - Check if a Physics key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTilemapKey(key) - Check if a Tilemap key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBinaryKey(key) - Check if a Binary key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBitmapDataKey(key) - Check if a BitmapData key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBitmapFontKey(key) - Check if a BitmapFont key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkJSONKey(key) - Check if a JSON key exists in the cache (thanks to @delta11 for the proposal)
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.
ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix#782)
P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix#776)
P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix#783)
Merge pull request #783 from woutercommandeur/dev
fix creation of RevoluteConstraint by passing maxForce in the options
Input and Pointer now use the new ArrayList instead of a LinkedList, which resolve list item removable during callback issues.
Input.reset no longer resets every interactive item it knows of, because they are removed during the destroy phase and can now persist between States if needed.
Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
Body.loadData flagged as deprecated.
Emitter.particleAnchor allows you to control the anchor of emitted Particles. Defaults to 0.5 (same as before) but now under your control.
Emitter now emits Phaser.Particle objects instead of Phaser.Sprites, which can be extended as required.
Emitter has had various local properties removed that were already declared in Phaser.Group which it extends.
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.
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.
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.
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.
Added Device.getUserMedia detection.
Updated config.php so you can toggle physics engines on/off via flags.
Updated Gruntfile.js so it builds a Phaser + Pixi but no Physics libs.
Will maybe be sketchy (a few Any's - p2.Shape or p2.Constraint etc). Also I may have messed up a couple of types (Phaser.Physics.p2.Body vs p2.Body).
Also fixed#585
This includes the latest changes made to Phaser.d.ts today. (Body)
I am pretty lost in the whole Physics Body definitions stuff so generally only do limited edits there.
Thanks to @natelong for Maintaining the original PIXI definitions.
Updated to 1.5.2 PIXI.
Needs testing. May be missing updates from the dev branch of Phaser 1.2 that occurred in the last few days.
Warning! I made Phaser.point extend PIXI.Point. It was the only way I could get this to work.
If class property position is PIXI.Point
And you try to overlay position with Phaser.Point
I get "X cannot extend Y type mismatch" for a whole bunch of classes. Only when I extend PIXI.Point does the errors dissapear.
Also was not sure to include PIXI in this file or a separate one.
Fixed issue where renderOrderID wasn't being assigned correctly, causing the Input Handler to be unable to select the "top" item on a display list (would all default to zero)
Fixed issue where Stage would assign renderOrderIDs in reverse, should be in sequence.
Fixed issue where objects where checking World for the currentRenderOrderID by mistake instead of Stage.
Basically, input handling works a lot better now for Groups and nested objects :)
Group.sendToBottom(child) is the handy opposite of Group.bringToTop()
Group.moveUp(child) will move a child up the display list, swapping with the child above it.
Group.moveDown(child) will move a child down the display list, swapping with the child below it.
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).
AnimationManager.add documentation said that 'frames' could be null, but the code couldn't handle this so it defaults to an empty array if none given (thanks yig)
Also updated TypeScript definitions and StateManager.add docs.
If your game references the old Phaser.StageScaleMode consts like SHOW_ALL you need to update them to Phaser.ScaleManager, i.e. Phaser.ScaleManager.SHOW_ALL.
All of the Project Templates have been updated to reflect the above change.
Ready for Materials and Constraints.
InversePointProxy is for aliasing a p2 typed array when the values need reversing before applying (gravity for example).
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
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.
InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
Previously using a Pixel Perfect check didn't work if the Sprite was rotated or had a non-zero anchor point, now works under all conditions + atlas frames.
Game.add.bitmapData now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getBitmapData(key).
It is a bit confusing that AnimationManager.getAnimation can return animation object or false. Maybe it will better if this method will be returning null instead of false.