photonstorm
b6b478f214
Small jsdoc fixes.
2014-11-04 23:57:21 +00:00
Richard Davey
fc0d423a7b
Merge pull request #1278 from pnstickne/wip-1255
...
ScaleManager - bugfixes and updates for #1255
2014-11-02 14:01:23 +00:00
photonstorm
65618a7ec6
docs fix.
2014-11-02 12:08:54 +00:00
Paul
5b16bd45a5
ScaleManager - minor fullscreenerror fixes
...
- IE9 compatibility (no setWindow arguments)
- And removed code that assumpted event.target was the canvas..
(Actually adding the changes this time..)
2014-11-01 01:23:14 -07:00
Paul
d89c709020
ScaleManager - minor fullscreenerror fixes
...
- IE9 compatibility (no setWindow arguments)
- And removed code that assumpted event.target was the canvas..
2014-10-31 19:41:55 -07:00
Paul
9b319019e7
ScaleManager - backport for API compatibility
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- "Backported" some changed API, all marked as @deprecated
- Minor regression fix for `supportsFullScreen`.
2014-10-31 18:06:36 -07:00
Paul
6e9f435245
ScaleManager - IE11 & Fullscreen error updates
...
- Added prefixed event handlers for IE; it still doesn't work in IE, but that is for other reasons
- Added monitoring of the fullscreenerror event, exposed as a fullScreenFailed signal
- Added `supportsFullScreen` a read-only flag that indicates that this ScaleManager even attempts to support such
2014-10-31 15:31:03 -07:00
Paul
6144b57651
ScaleManager - documentation updates
2014-10-31 03:29:54 -07:00
Paul
53541529e9
ScaleManager
...
- Specific bug fixes (example)
- Scale modes can now be set independently
- Switching between fullscreen and normal correctly restores modes
- Alignment does not incorrectly offset in fullscreen mode
- Changing scale/alignment promptly refreshes layout
- `isFullScreen` returns a boolean, as it should
- Faster parent checks (if required)
- NO_SCALE should not not scale (vs previous behavior of having no behavior)
- Correct usage of scaleMode depending on mode
- Removed / unified code-paths, which helped address several issues
- fullScreenTarget adjustment/restoration is less brutal
- Updated documentation
- pageAlign* works as alignment on the containing element. It should still work were it worked before (so this is not a breaking change) as well as being more universal.
- Added @protected and @private attributes
- Some methods were (implicitly) @public even though using them out of context is invalid
- API Breaking:
- Renamed some INTERNAL/@private methods
- Should only affect methods that were not valid/sane to use publically
- Event callbacks (ie. checkResize changed to resizeWindow) renamed for meaning
- Changed some INTERNAL semantics to better align with usage
- eg. `check*` methods separated from response-to-check
2014-10-31 01:41:06 -07:00
Paul
3cfe200ed1
Minor documentation cleanup
2014-10-28 06:12:48 -07:00
Paul
37a77c674f
Add support for "rgba" to Phaser.Stage.backgroundColor
...
- backgroundColor now uses valueToColor which supports hex strings, web/rgba strings, and hex numbers.
- valueToColor normalizes across hexToColor/webToColor/getRGB; see comments
- hexToColor now documents the prefix being optional and allows the `0x` prefix.
- webToColor now exctracts an alpha channel if present - as a slight misfeature it will also accept `rgb(..,a)`.
2014-10-28 05:45:00 -07:00
photonstorm
08a2b12d7d
Tidied up the jsdocs.
2014-10-28 01:48:56 +00:00
photonstorm
9efa5efa0f
Tidied up the Signal class and added a call counter to SignalBinding.
2014-10-28 01:48:24 +00:00
photonstorm
a471cfc235
Game.destroy now destroys either the WebGLRenderer or CanvasRenderer, whichever Pixi was using.
2014-10-27 22:09:39 +00:00
photonstorm
474fd8e055
JSDoc fixes.
2014-10-21 23:08:16 +01:00
Alvin
7f31cfba62
fixed type in the cached previous point in mouse uniform (filter)
2014-10-20 14:39:16 +02:00
photonstorm
35d29170d0
Lots of small jsdoc fixes and DocGen updates.
2014-10-20 00:54:56 +01:00
photonstorm
d70406588c
Filter.update now caches the previous pointer position to avoid flooding the uniform. Also the mouse uniform is now a value between 0 and 1 depending on the position within the game view.
2014-10-17 19:29:50 +01:00
photonstorm
52f1663642
Fixed the Filter mouse uniform value population.
2014-10-17 16:52:28 +01:00
photonstorm
967497c572
Added a few new uniforms and tidied things up.
2014-10-15 19:35:45 +01:00
photonstorm
3f43637782
Happily removed the IE11 WebGL lock as Pixi now fully supports it :)
2014-10-14 01:10:17 +01:00
photonstorm
ac27f12c95
Fixes for Pixi update WebGL UV calls.
2014-10-11 04:18:42 +01:00
photonstorm
0c5438038d
Allowed the orientation checks to still work when using RESIZE scale mode.
2014-10-10 20:35:50 +01:00
Richard Davey
bc16c7876f
Merge pull request #1187 from codevinsky/feature/group-filter
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Group.filter
2014-10-09 14:08:51 +01:00
Richard Davey
9546fc2959
Merge pull request #1222 from englercj/camera-follow-fix
...
Fix camera follow when in a scaled parent
2014-10-09 14:07:40 +01:00
photonstorm
08c6106c35
Fixed issue with textureLine creating white blocks in iOS.
2014-10-09 02:30:31 +01:00
Chad Engler
4d2e60348f
fix camera follow when in a scaled parent
2014-10-04 20:14:46 -07:00
photonstorm
d7f8e11d21
Removed the customBounds layer.
2014-09-24 06:52:22 +01:00
photonstorm
597b828d7a
StateManager.boot would call start on a State twice if it was added to the game and started before the DOM load had completed. This didn't cause an error but was duplicating function calls needlessly.
2014-09-18 05:14:44 +01:00
photonstorm
426b43cc9f
Removed console.log calls.
2014-09-18 05:12:35 +01:00
photonstorm
d68ed61999
If you called StateManager.start from within a states init
method which also had a preload
method it would fail to start the next State.
2014-09-18 05:11:58 +01:00
photonstorm
756561920f
Group.ignoreDestroy boolean will bail out early from any call to Group.destroy
. Handy if you need to create a global Group that persists across States.
2014-09-18 05:11:48 +01:00
photonstorm
20551f9129
Lots of jsdocs fixes ready for the new doc generator.
2014-09-16 17:35:08 +01:00
photonstorm
fc6b7dd36c
StateManager.unlink will null all State-level Phaser properties, such as game
, add
, etc. Useful if you never need to return to the State again.
2014-09-15 13:19:01 +01:00
Jeremy Dowell
83007878fc
updated: Group.filter documentation
2014-09-11 13:09:52 -05:00
Jeremy Dowell
298622f65f
added: Group.filter
...
takes a predicate function and passes child, index, and the entire child array to it.
return an ArrayList containing all children that the predicate returns true for.
2014-09-11 13:06:38 -05:00
photonstorm
5b922be56e
Version 2.1.1. of Phaser is an emergency point release. It addresses a potential race condition that could happen in States that tried to change state from the create
method but had an empty preloader or pre-cached assets.
2014-09-11 10:38:40 +01:00
photonstorm
33d9b19e29
The Debug canvas is now cleared on State swap.
2014-09-09 15:28:58 +01:00
photonstorm
a1c9b64327
Now bails out of a few methods if RESIZE is set.
2014-09-09 12:48:21 +01:00
photonstorm
2e9dc682a1
Tidied up a redundant if
call.
2014-09-09 12:47:59 +01:00
photonstorm
b4e7da78ed
jsdocs updated.
2014-09-09 12:47:39 +01:00
photonstorm
c40c140631
Camera.roundPx is a new boolean. If set to true
it will call view.floor
as part of its update loop, keeping its boundary to integer values. Set to false
to disable this from happening ( #1141 )
2014-09-09 12:47:27 +01:00
photonstorm
79d873f47b
If you are using CocoonJS, please set your game render type to CANVAS and not WEBGL or AUTO. You should also disable any of the ScaleManager screen resizing or margin setting code. By default in this mode CocoonJS will now set 'screencanvas=true' which helps with performance significantly.
2014-09-08 22:34:53 +01:00
photonstorm
09915ebfde
Tidying up debug.
2014-09-08 22:34:53 +01:00
Richard Davey
3102ad534d
Swapped the order of the Camera.view floor to avoid the 1px jitter effect on the right of maps.
2014-09-06 10:26:54 +01:00
photonstorm
7c02358eed
More FlexGrid updates.
2014-09-05 16:19:32 +01:00
photonstorm
22df587bd3
Swapped to using FlexLayers.
2014-09-05 15:46:21 +01:00
photonstorm
ff07317120
First version of the FlexLayer class.
2014-09-05 15:46:10 +01:00
photonstorm
72c0f50b6b
Lots of small enhancements and layer types.
2014-09-05 08:02:44 +01:00
photonstorm
0af4ec4da2
The StateManager will now check if a State has a method called resize
. If it does, and if the game is running in the RESIZE Scale Mode then this method will be called whenever the game resizes. It will be passed two parameters: width
and height
that will match the games new dimensions. Resizing can happen as a result of either the parent container changing shape, or the browser window resizing.
2014-09-05 06:22:10 +01:00