photonstorm
d18f523d93
jsdoc fixes.
2014-09-18 16:58:25 +01:00
photonstorm
20551f9129
Lots of jsdocs fixes ready for the new doc generator.
2014-09-16 17:35:08 +01:00
photonstorm
60acef2f97
If Game Objects change their frame, such as with an animated Sprite, and the change goes from a previously trimmed frame to a non-trimmed (full size) one, then the previous trim values were still left active, causing it to glitch (thanks stupot)
2014-09-11 20:56:01 +01:00
photonstorm
052e5042ed
jsdoc fix.
2014-09-08 22:34:53 +01:00
photonstorm
9fa3f8f2b1
alphaMask update.
2014-09-04 16:53:19 +01:00
photonstorm
3a69ed944d
Fixed TypeScript defs for BitmapData.
2014-09-04 16:52:10 +01:00
photonstorm
9aaa8d80ca
jsdocs, fixes to load, draw, copy and addToWorld.
2014-09-04 05:05:30 +01:00
photonstorm
7d9a4f4100
Phaser.Text wouldn't render the text to its local canvas if you passed the text on the constructor and didn't add it to the display list. If a string is given it now updates the local canvas on creation.
2014-09-04 02:18:12 +01:00
Richard Davey
fe0c03d5d7
Phaser.Text.destroy will now destroy the base texture by default ( #1162 )
2014-09-03 22:34:10 +01:00
Richard Davey
68368357ba
jshint fix
2014-09-03 22:26:05 +01:00
photonstorm
804eea9ca3
Optimised BitmapData.copy and refactoring continues.
2014-09-03 20:56:31 +01:00
photonstorm
15e6edc56b
BitmapData.copy no longer creates any temporary variables. It also accurately copies over Sprite/Image values before drawing them.
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Creation now defaults to a texture size of 256x256.
2014-09-03 12:53:07 +01:00
photonstorm
f5ad22399f
BitmapData.copy is now the new uber copy function. Helper methods coming.
2014-09-03 11:12:06 +01:00
photonstorm
3b28d568e9
Ironed out the issues in BitmapData.fastCopy.
2014-09-03 01:28:58 +01:00
Richard Davey
773be312ce
BitmapData.fastCopy test.
2014-09-02 23:16:10 +01:00
photonstorm
de07f5b649
Testing out Frame and Animation clone features.
2014-09-02 21:03:16 +01:00
photonstorm
d26f937f1c
RetroFont has a new property called frameData which contains the Frame objects for each of the letters in the font, which can be used by Sprites.
2014-09-02 00:41:53 +01:00
photonstorm
8f7141ca3f
New blit op
2014-09-01 20:22:47 +01:00
photonstorm
9047e4d5ca
Sorted out the issue with Images not working properly with texture atlases.
2014-08-29 15:55:23 +01:00
photonstorm
b4ba7958c6
Added missing copy parameter to Image.crop, fixing jshint in the process.
2014-08-28 23:26:27 +01:00
photonstorm
e3f73b87ba
Fixed some jsdocs issues and added the Image.alive property.
2014-08-28 17:04:59 +01:00
photonstorm
05922d6fb0
Lots of fixes to the Image class to restore texture loading and fix cropping so it works exactly the same as the Sprite now.
2014-08-28 17:04:59 +01:00
photonstorm
ec687868de
Input.setMoveCallback has been removed due to deprecation.
...
BitmapData.refreshBuffer has been removed and replaced with BitmapData.update.
BitmapData.drawSprite has been removed due to deprecation. Use BitmapData.draw instead.
Pointer.moveCallback has been removed due to deprecation.
SinglePad.addButton has been removed due to deprecation.
P2.Body.loadData has been removed due to deprecation.
P2.World.defaultFriction and defaultRestitution have been removed due to deprecation.
Canvas.create noCocoon parameter has been removed due to deprecation.
Color.getColorInfo, RGBtoHexstring, RGBtoWebstring and colorToHexstring has been removed due to deprecation.
2014-08-28 03:40:59 +01:00
photonstorm
fa45d7feff
Events.onDestroy is a new signal that is dispatched whenever the parent is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084 )
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Group.onDestroy is a new signal that is dispatched whenever the Group is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084 )
2014-08-28 02:56:06 +01:00
photonstorm
6b4510f693
TileSprite now has the alive
property, which should help with some Group operations (thanks @jonkelling #1085 )
2014-08-28 02:36:30 +01:00
Richard Davey
9941942941
Merge pull request #1030 from codevinsky/rope
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Phaser.Rope
2014-08-28 01:56:02 +01:00
Richard Davey
7fe4abc5c4
Merge pull request #1059 from lucbloom/spritesheet-to-framecount
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Sprite Sheet => frame count
2014-08-28 01:49:15 +01:00
photonstorm
33c52eaf09
BitmapData alpha option added.
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Pointer return type added.
pixi manifest updated to remove need for geom classes.
2014-08-27 21:26:29 +01:00
Alvin
6da5831f73
Merge pull request #1099 from kay-is/master
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Method documentation was missing parameters.
2014-08-08 09:56:39 +02:00
Kay Plößer
9ac06c44ba
Method documentation was missing parameters.
2014-08-07 14:47:54 +02:00
photonstorm
9bbc8ecce3
Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060 )
2014-07-31 13:39:26 +01:00
Luc Bloom
7f3b542fdd
Removed the notion of Sprite Sheets vs single frame images
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Instead of making a distinction between single frame images and Sprite
Sheets, I added a simple FrameData with one Frame to every image that
gets loaded. This way, a lot of the engine code can be simplified.
For instance, you can play animations on any Sprite without having to
check the “frame count” of its image anymore.
The engine doesn’t have to check for non-existing .frameData anymore.
An animation can keep on playing when an image happens to be set with 1
frame, continuing its animation when after that, another image is set
with multiple frames.
Think of it this way: an image with one frame is an animation of just
one frame.
2014-07-22 10:24:53 +02:00
jackrugile
05d856d4ea
remove escaping backslashes from retro font text set documentation
2014-07-20 15:15:02 -06:00
photonstorm
883c11e377
BitmapData.resize fixed to update the crop property too, resolves issues with images getting cut off with BitmapData.load.
2014-07-18 03:33:17 +01:00
photonstorm
f6935c01f8
Sprite.loadTexture will store the smoothed
property of the Sprite and re-apply it once the new texture is loaded.
2014-07-16 00:56:26 +01:00
photonstorm
aaf82f9d3a
Sprite.loadTexture has a new optional stopAnimation
boolean parameter which will halt the currently running animation (if any) after changing the texture (based on #1029 ).
2014-07-16 00:29:43 +01:00
photonstorm
d10dea27b0
Pixi updated worldTransform from an Array to an Object and Phaser Image, BitmapText, Text and Graphics were still using array access to populate the world property, giving it incorrect results (thanks @alvinsight)
2014-07-15 22:44:02 +01:00
jdowell
f969c15aea
fixed: replaced 'snake' with key
2014-07-15 14:24:47 -05:00
jdowell
6432817c7f
added: Rope debug, segments, updateAnimation
2014-07-15 14:01:15 -05:00
jdowell
5a35e1a61d
Initial Rope Commit
2014-07-15 11:40:40 -05:00
Charles Black
6363b35e26
docs typo
2014-07-14 11:01:21 -04:00
photonstorm
2c421d27ce
GameObjectFactory.spriteBatch now lets you specify null
as a parameter for the parent and automatically adds the batch to game.world
as a result. Also fixed jsdocs issues (@petarov #1000 )
2014-07-14 12:56:05 +01:00
photonstorm
22462566b4
Restored old Image object.
2014-07-11 18:02:40 +01:00
photonstorm
26fb6cb866
Temporary fix for #997
2014-07-11 16:04:15 +01:00
Richard Davey
435fab5205
Merge pull request #990 from lucbloom/warn-texture-not-found
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Warn about missing textures and show the key that the author was trying to use.
2014-07-10 19:16:07 +01:00
photonstorm
0d0a16ee2c
loadTexture fix.
2014-07-10 19:13:17 +01:00
photonstorm
a3cf246aee
Image.loadTexture fix and new dist files.
2014-07-10 19:03:17 +01:00
Luc Bloom
3f5bde89fc
Warn about missing textures
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And show the key that the author was trying to use. It can be very
helpful for debugging which image a sprite was trying to load exactly.
2014-07-10 18:49:16 +02:00
photonstorm
a7124cb44c
Swapped back to camera.screenView as that's the correct check for inCamera.
2014-07-10 16:38:15 +01:00
photonstorm
0966971427
jshint fixes and tidying up for release
2014-07-10 16:21:50 +01:00