Richard Davey
bc71d61734
Merge pull request #1151 from videlais/patch-4
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CocoonJS doesn't support mouse wheel
2014-08-31 00:09:07 +01:00
Dan Cox
cccaa30459
CocoonJSApp 'onSuspended' and 'onActivated' events
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This PR depends on [#1150 ] (https://github.com/photonstorm/phaser/pull/1150 )!
(I apologize for all the different pull requests in a short time period. I finally got some time to do some development tonight and have been making my way through many of my TODO items.)
This adds support for CocoonJS.App's 'onSuspended' and 'onActivated' events, making it so that the timers and sounds are stopped/started and muted/unmuted when the user swaps an app from the background to the fore or the reverse.
Because neither ['onActivated'] (http://doc.ludei.com/2.0.2/CocoonJS_App/symbols/CocoonJS.App.html#.event:onActivated ) nor ['onSuspended'] (http://doc.ludei.com/2.0.2/CocoonJS_App/symbols/CocoonJS.App.html#.event:onSuspended ) send an Event object themselves, this patch fakes sending an object by creating one during the function call and giving it a 'type' property for visibilityChange() to check against.
2014-08-29 23:13:13 -04:00
Dan Cox
46c8fe3a09
CocoonJS doesn't support mouse wheel
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CocoonJS hasn't implemented the "DOMMouseScroll" and "mousewheel" events.
2014-08-29 22:45:52 -04:00
Dan Cox
3f7f6fac2c
Adjustment for JSLint
2014-08-29 22:33:33 -04:00
Dan Cox
c1872356fe
Detect CocoonJS.App
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There's a bit of a story behind this, but I'll try to keep it short.
While I've been working on a patch to detect Cordova's 'pause' and 'resume' events for Phaser.Stage's checkVisibilityChange(), I came across this [thread] (http://www.html5gamedevs.com/topic/8834-cocoonjs-pause-game-on-app-switch/ ) over on the forum. My hope, at the time, was that someone else would come along and write this patch and I could use their work to finish my own code. But, since that hasn't happened yet (and might never), I'm sending in this PR first for the check that establishes a 'game.device.cocoonJSApp' boolean that I plan to use later.
2014-08-29 20:58:19 -04:00
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
0284d0b98c
If Time.elapsed was > Time.timeCap it would reset the elapsed value to be 1 / 60. It's now set to Time.timeCap and Time.timeCap defaults to 1 / 60 * 1000
as it's a ms value (thanks @casensiom #899 )
2014-08-29 16:37:57 +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
719b81c6e3
GamepadButton.justPressed and justReleased now correctly report if the button has just been pressed or released (thanks @padpadpad #1019 )
2014-08-29 16:08:38 +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
7b9c1a561e
GamePad and SinglePad onAxisCallback parameters have changed. You are now sent: this (a reference to the SinglePad that caused the callback), the axis index and the axis value in that order.
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GamePad axis detection now works again properly in Firefox (#1035 )
2014-08-29 15:55:05 +01:00
photonstorm
32119e9892
Animation.onUpdate is a new event that is dispatched each time the animation frame changes. Due to its intensive nature it is disabled by default. Enable it with Animation.enableUpdate = true
( #902 )
2014-08-29 14:30:44 +01:00
photonstorm
9055fc7e01
The Pointer move callbacks are now sent an extra parameter: fromClick
allowing your callbacks to distinguish between the Pointer just moving, or moving as a result of being pressed down (thanks @iforce2d #1055 )
2014-08-29 14:19:47 +01:00
photonstorm
9b6ffc3f94
Moved Springs to not extend p2 Springs as they break when added to the p2.World. Springs and spring removal now working properly ( #1134 )
2014-08-29 14:13:20 +01:00
photonstorm
26a55bd202
SoundManager.destroy is a new method that will destroy all current sounds and reset any callbacks.
...
StateManager.clearCurrentState now handles the process of clearing down the current state and is now called if the Game is destroyed.
Game.destroy now clears the current state, activating its shutdown callback if it had one. It also now destroys the SoundManager, stopping any currently running sounds (#1092 )
2014-08-29 11:37:47 +01:00
photonstorm
69b9e5eb7c
Arcade.overlap and collide are now more consistent about allowing a Group vs. Group or Group vs. Array of Groups set (thanks @pyromanfo #877 #1147 )
2014-08-29 01:28:43 +01:00
Richard Davey
32989094f4
Merge pull request #1147 from pyromanfo/dev
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Fix for group vs group within group collision (fixes #877 )
2014-08-29 01:27:01 +01:00
Allen Cook
5a3eeb8a9c
Fix for group vs group within group collision ( fixes #877 )
2014-08-28 20:23:02 -04:00
photonstorm
dd160f004b
jsdocs update for collideWorldBounds #1010
2014-08-29 01:16:05 +01:00
photonstorm
52ea95d9ce
Sound.restart used to cause the Sound to double-up if it was already playing when called. Now correctly stops the sound before restarting it (thanks @wombatbuddy #1136 )
2014-08-29 01:06:29 +01:00
photonstorm
dd9e7e6297
Pointer.dirty is a new boolean that is set by the InputHandler. It tells the Pointer to re-check all interactive objects it may be over on the next update, regardless if it has moved position or not. This helps solve issues where you may have a Button that on click generates a pop-up window that now obscures the Button (thanks @jflowers45 #882 )
2014-08-29 00:47:49 +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
cca955f1fd
Updated to latest version of Pixi.
2014-08-28 23:11:13 +01:00
Richard Davey
ffb413b741
Fixed issue with callbacks not having the correct context.
2014-08-28 21:54:30 +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
6fbaa36ddd
P2.PointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
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P2.InversePointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
P2.PointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
P2.InversePointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
2014-08-28 17:04:58 +01:00
photonstorm
34426e7560
Loader.useXDomainRequest boolean automatically set to true
if the browser is specifically detected as IE9, but you can still override this. IE10 will use xhr.
2014-08-28 05:24:57 +01:00
Richard Davey
3a9f869882
Merge pull request #1129 from videlais/patch-2
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Device detection of Node-Webkit
2014-08-28 04:37:58 +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
photonstorm
a7d9b2c8c5
The P2.World.postBroadphaseHandler now checks if the returned pairs array is empty or not before processing it (thanks @wayfu #934 )
2014-08-28 04:24:08 +01:00
photonstorm
0c88ba041a
If you used a single Game configuration object and didn't specify the enableDebug property it would crash on Debug.preUpdate (thanks @luizbills #1053 )
2014-08-28 04:19:10 +01:00
photonstorm
83619ba81e
InputHandler docs updated to avoid Pointer data-type confusion ( #1097 )
2014-08-28 04:07:24 +01:00
photonstorm
6216cf578c
BitmapFonts are now correctly added to the Cache._bitmapFont array and returned via Cache.getBitmapFont (thanks @prudolfs #1076 )
2014-08-28 03:52:26 +01:00
photonstorm
0f207c47a7
Calling P2.Body.destroy or ArcadePhysics.Body.destroy wouldn't null the parent sprite body, causing it to error in the next update (thanks @jonathanhooker #1077 )
2014-08-28 03:44:02 +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
6e2cd37776
ScaleManager.destroy now removes the window and document event listeners, which are no longer created anonymously (thanks @eguneys #1092 )
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Input.Gamepad.destroy now destroys all connected SinglePads and clears event listeners.
SinglePad.destroy now clears all associated GamepadButton objects and signals.
2014-08-28 03:31:47 +01:00
Dan Cox
a0840274f7
Tests for both Node and Node-Webkit
2014-08-27 22:00:14 -04:00
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
photonstorm
d7f8950758
Debug.cameraInfo no longer crashes if the camera bounds are nulled (thanks @wayfu #1143 )
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Camera.setBoundsToWorld no longer crashes if the camera bounds are nulled (thanks @wayfu #1143 )
2014-08-28 02:13:51 +01:00
Richard Davey
50179d76fb
Merge pull request #1015 from Zielak/dev
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Phaser.Camera.position for quick access
2014-08-28 02:02:40 +01:00
Richard Davey
ee579c2b0d
Merge pull request #989 from lucbloom/android-stock-browser
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Android stock browser check
2014-08-28 02:01:25 +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
Richard Davey
6a314a60d1
Merge pull request #1142 from darfux/dev
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Fixed Group.removeBetween's default endIndex bug
2014-08-28 01:44:01 +01:00
Richard Davey
e8ca3a8d7b
Merge pull request #1130 from beeglebug/feature/clone-consistency
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Improved consistency of clone methods on geometry classes
2014-08-28 01:40:51 +01:00
Richard Davey
cc69a4bf2c
Merge pull request #1127 from FedeOmoto/dev
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Game configuration object "renderer" property wrongly assigned to Game.r...
2014-08-28 01:36:49 +01:00
Richard Davey
afb094a6eb
Merge pull request #1126 from beeglebug/feature/tile-properties
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copy tile properties to tiles when parsing map
2014-08-28 01:35:20 +01:00
Richard Davey
cc1c7948f3
Merge pull request #1125 from beeglebug/fix/#1095-rectangle-contains-rect
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swapped argument order of Rectangle.containsRect - fixes #1095
2014-08-28 01:33:33 +01:00
Richard Davey
ec6259558e
Merge pull request #1111 from rex64/dev
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Added support for Tiled object's type field
2014-08-28 01:31:22 +01:00
photonstorm
ccc8369f43
InputHandler.checkBoundsRect was incorrectly assigning a property in Sprites fixed to the camera being dragged left (thanks @CraigBeswetherick #1093 )
2014-08-28 01:29:23 +01:00
photonstorm
7bfa6fa9f2
Loader.useXDomainRequest boolean added. If true
(the default is false
) it will use XDomainRequest when loading JSON files instead of xhr. In rare IE edge-cases this may be required. You'll know if you need it ( #1131 #1116 )
2014-08-28 01:23:45 +01:00
photonstorm
c87aa5103d
Fixed the RevoluteConstraint worldPivot and moved it to the end of the signature to minimise code changes.
2014-08-28 01:14:59 +01:00
photonstorm
aeb82dbee9
World.createRotationalSpring will now let you create rotational springs.
2014-08-28 00:58:50 +01:00
photonstorm
6acc8bf9f2
World.enableBodySleeping has been removed and replaced with World.sleepMode.
2014-08-28 00:45:57 +01:00
photonstorm
98ccae56de
P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called type
we have left the motionState
getter/setter in for now.
2014-08-28 00:39:47 +01:00
photonstorm
4935a4e4af
RevoluteConstraint fixed for new version of p2.
2014-08-28 00:24:56 +01:00
photonstorm
b25bdf3523
Fixed the DistanceConstraint parameters.
2014-08-28 00:15:28 +01:00
photonstorm
504b69ffaa
Updated p2.js to d1c7a340c42e4d5d1d939fba5fd13c5e49d6abd2
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Updated grunt replace task to match p2s new UMD signature.
2014-08-28 00:01:35 +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
darfux
abdf54858c
Fixed Group.removeBetween's default endIndex bug
2014-08-26 21:02:13 +08:00
Stuart Lee
8ef5c5e0de
fixed arguments
2014-08-22 16:33:42 +01:00
Alvin
c7e256245a
Merge pull request #1107 from gamedolphin/test
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Fixed Point.rotate bug . Also added a little documentation for world wrap.
2014-08-22 12:32:06 +02:00
Dan Cox
2065c3a77a
Fixed trailing whitespace
2014-08-21 20:37:27 -04:00
beeglebug
bfd0b77fd4
typo
2014-08-21 22:50:09 +01:00
beeglebug
c85f4c04b0
may as well use the setter logic, saves duplicating code
2014-08-21 22:46:44 +01:00
beeglebug
2faab9b516
added clone and setTo functions
2014-08-21 22:45:10 +01:00
beeglebug
7ae5657113
extra null check on output to match rectangle
2014-08-21 22:44:40 +01:00
Dan Cox
fa0fa860c0
Device detection of Node-Webkit
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Because the user-agent string can be (easily changed) [https://github.com/rogerwang/node-webkit/wiki/Manifest-format#user-agent ], one of the few ways to detect Node-Webkit is to look for the 'process' object and require() function. If they exist, Node support was enabled and 'process.version' will have the version of Node.js used to create the project.
However, if Node is (disabled) [https://github.com/rogerwang/node-webkit/wiki/Manifest-format#nodejs ], the 'process' object won't exist and the project will be executed as if it was in a single instance of a browser anyway.
2014-08-21 17:37:51 -04:00
beeglebug
5930a90546
added clone function to Line
2014-08-21 22:36:40 +01:00
beeglebug
8c0a400d65
rename out to output to match others
2014-08-21 22:36:24 +01:00
Federico Omoto
14028cafbc
Game configuration object "renderer" property wrongly assigned to Game.renderer
2014-08-21 17:57:07 -03:00
beeglebug
23f077a4e8
copy tile properties to tiles when parsing map
2014-08-21 21:08:05 +01:00
beeglebug
a435191fd0
swapped argument order of Rectangle.containsRect - fixes #1095
2014-08-21 20:59:08 +01:00
Dan Cox
fbd2de5b23
Cordova 'deviceready' event check
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A slightly obnoxious but necessary hack to prevent a race condition between the loading of Apache Cordova and Phaser itself.
Without waiting for the 'deviceready' event, Phaser can often load first, preventing any console messages from appearing to the user. Because Cordova writes to the platform's console (via CordovaLog), it must first be loaded and signal its own 'deviceready' event before console or plugin usage can occur. Otherwise, all messages and functionality is ignored.
2014-08-21 00:11:41 -04:00
Alessandro Cuzzocrea
5e76eb4834
Added support for Tiled object's type field
2014-08-16 21:44:21 +02:00
Sandeep Nambiar
b25e2bd782
Sign Error
2014-08-13 05:49:39 +05:30
Sandeep Nambiar
daade10ecc
Should fix the Error in rotation
2014-08-13 05:19:21 +05:30
Sandeep Nambiar
9977d5e204
World Wrap and P2
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Changes only to documentation for clarity.
2014-08-13 04:10:37 +05:30
Dan Cox
d54725212f
Device detection of Apache Cordova
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Simple check if "window.cordova" is defined for device detection of Phaser running (most likely) under Apache Cordova.
2014-08-11 12:33:06 -04:00
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
Richard Davey
15378e1d09
Merge pull request #1091 from photonstorm/alvin/dev
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Fixed #1078 chromeOS no belongs to desktops
2014-08-06 16:12:33 +01:00
Alvin
79166bb268
Fixed #1078 chromeOS no belongs to desktops
2014-08-06 14:08:38 +02:00
Sam MacPherson
3b69c7ede1
group swap fix
2014-08-05 19:39:21 -04:00
photonstorm
36ecd81f29
Arcade Physics Body.skipQuadTree is a new boolean that if set to true
when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large.
...
Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.
2014-08-04 13:04:11 +01:00
Richard Davey
0c4c43be1e
Merge pull request #1080 from lucbloom/detect-kindle
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Added a UA string test for Kindle
2014-08-03 11:00:40 +01:00
photonstorm
aabdf6f97a
Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0.
2014-08-01 17:46:51 +01:00
Luc Bloom
84cf835e83
Added a UA string test for Kindle
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Also added PS Vita so the “silk” detection doesn’t confuse that one.
2014-07-31 15:40:59 +02:00
Richard Davey
48869776f2
Merge pull request #1064 from txusinho/dev
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Fix for scale issues in CocoonJS using webgl renderer and screencanvas
2014-07-31 14:00:31 +01:00
Richard Davey
acceb692c3
Merge pull request #1071 from Dumtard/dev
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Fix for previous PR #1028
2014-07-31 13:48:15 +01:00
photonstorm
9bbc8ecce3
Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060 )
2014-07-31 13:39:26 +01:00
Charles Black
a90ab2e59b
P2 bounds now collides with everything by default
2014-07-27 16:06:55 -04:00
Txus Ordorika
b952884d9d
Fix for scale issues in CocoonJS using webgl renderer and screencanvas
2014-07-23 17:16:25 +02:00
Luc Bloom
0fc30e839e
Removed some more checks
2014-07-22 10:42:47 +02:00
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
photonstorm
122640e01b
Phaser.Loader was incorrectly getting the responseText from _xhr instead of _ajax on IE9 xDomainRequests (thanks @lardratboy #1050 )
2014-07-21 11:12:58 +01:00
jackrugile
05d856d4ea
remove escaping backslashes from retro font text set documentation
2014-07-20 15:15:02 -06:00
photonstorm
8e7e6f05e1
Adding .0 :)
2014-07-18 13:12:08 +01:00
photonstorm
113b69a5d1
Preparing for 2.1 development work.
2014-07-18 13:09:21 +01:00
photonstorm
ee49575714
Preparing for master.
2014-07-18 12:35:16 +01:00
Richard Davey
d8c755a544
Merge pull request #1017 from devinb83/dev-codepaused
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codePaused should be set if manually called
2014-07-18 11:57:37 +01:00
photonstorm
24527eac3e
Group.checkAll allows you to check if the same property exists across all children of the Group and is set to the given value (thanks @codevinsky #1013 )
...
Group.checkProperty allows you to check if the property exists on the given child of the Group and is set to the value specified (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.getProperty will get an Objects property regardless of depth (thanks @codevinsky #1013 )
2014-07-18 11:52:39 +01:00
Richard Davey
3da788bd1d
Merge pull request #1013 from codevinsky/group-checkall
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added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phase...
2014-07-18 11:37:38 +01:00
Richard Davey
491d7c2eec
Merge pull request #1036 from DarkDev-/dev
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OritentationSprite fix, not using PIXI.TextureCache anymore
2014-07-18 11:32:50 +01:00
photonstorm
f9a6d1f376
Updating to Pixi 1.6.1
2014-07-18 11:22:55 +01:00
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
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
Richard Davey
91eb2ff842
Merge pull request #1033 from lucbloom/updateFrameData-fix
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Frame data guards
2014-07-18 00:16:17 +01:00
Charles Black
31cc247462
AnimationManager.currentFrame update on play
2014-07-16 23:05:27 -04:00
photonstorm
82ef6d4aeb
If you add a Tween to the TweenManager and then immediately stop it, it will still exist in the TweenManager (thanks @gilangcp #1032 )
2014-07-16 19:50:58 +01:00
Johan Rosén
ba62326ce7
OritentationSprite fix, not using PIXI.TextureCache anymore
2014-07-16 17:07:53 +02:00
Luc Bloom
ccd4b502d7
Fram data guards
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Sometimes, this._frameData is null. Guard agains it.
Sometimes, we transfer to an animation that contains lesser frames.
Guard against it.
2014-07-16 12:00:30 +02:00
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
90eec97707
Animation.updateFrameData allows you to load a new FrameData object into an existing animation, even if currently running (based on #1029 )
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AnimationManager.loadFrameData will now update all existing Animations to use the newly loaded FrameData (based on #1029 )
2014-07-16 00:55:12 +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
d72e199291
Physics.bounds now correctly matches World.bounds on system start (thanks @Dumtard #1028 )
2014-07-16 00:14:47 +01:00
photonstorm
afeeeecbe0
Keyboard.processKeyPress now checks if the Keyboard Input handler is disabled or not before processing the key callbacks.
2014-07-16 00:12:59 +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
Darek Zieliński
64ae6c6ba7
"Reuse a single Point object rather than creating a new one each time"
2014-07-15 18:32:20 +02:00
Richard Davey
afb379f2dd
Merge pull request #1024 from lucbloom/if-onShutDownCallback
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Add a check around this optional function
2014-07-15 16:21:35 +01:00
Richard Davey
615d1b6526
Merge pull request #1026 from lucbloom/spritesheet-report-key
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Report key when failing
2014-07-15 16:13:39 +01:00
Luc Bloom
7498e6aa6e
Report key when failing
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While loading sprite sheet.
2014-07-15 16:47:49 +02:00
Richard Davey
053f862b6b
Merge pull request #1023 from lucbloom/sprite-textureChange-obsolete
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Removed obsolete code in setTexture
2014-07-15 15:14:36 +01:00
photonstorm
538425193a
World.wrap when using the bounds of the object wouldn't adjust the bounds correctly, meaning wrapping outside the camera failed (thanks @jackrugile #1020 )
2014-07-15 14:22:24 +01:00
Richard Davey
f77b4d4e8f
Merge pull request #1014 from Dumtard/dev
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Group create was not creating with p2 debug flag
2014-07-15 12:39:53 +01:00
Luc Bloom
5328069329
Removed obsolete code in setTexture
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This code has no side-effects besides assigning “textureChange”, which
is used nor reset anywhere else.
2014-07-15 13:28:31 +02:00
Luc Bloom
f1cb146c10
Add a check around an optional function
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My game crashes here if I update phaser.js to a new version. It happens
when my game switches to another State object.
2014-07-15 13:02:44 +02:00
photonstorm
64000dfcb6
Fixed small boolean check error.
2014-07-15 11:49:05 +01:00
photonstorm
f78a527ad5
Prevented objects with pixel perfect checks from over-riding other higher priority ID items ( #983 )
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Rebuilt the way items are polled for Pointer events (drag, click, move). Now faster and more efficient, especially when some items in the stack require pixel perfect checks.
2014-07-15 11:20:57 +01:00
devinb83
4a632ed3a0
codePaused should be set if manually called
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If pause is called manually, codePaused should be set regardless of whether the game is currently paused or not. This would fix issues where a developer might not want the game to automatically resume when the screen regains focus.
2014-07-14 12:57:37 -07:00
devinb83
2be45e93ae
QuadTree leveling Bug
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Rather than level++ which changes the current node's level, the subnodes should get the current node's level + 1
2014-07-14 12:55:26 -07:00
Darek Zieliński
852054b772
Plus validation of non-point objects
2014-07-14 20:09:22 +02:00
Charles Black
7107d73188
group create with p2 debug
2014-07-14 14:05:44 -04:00
Darek Zieliński
ee1df55d84
Added position Point object for quick x/y coordinates access.
2014-07-14 20:03:34 +02:00
jdowell
aad74ff4d5
added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phaser.Group.checkAll
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Added deep-property getting and setting via strings:
Phaser.Util.getProperty(someObj, 'foo.bar.baz');
Phaser.Util.setProperty(someObj, 'foo.bar.baz', 'lol');
Added a "checkAll" method to Phaser.Group that returns true/false if all of the children's given properties match the value passed in.
this.someGroup.checkAll('foo.bar.baz', 'lol'); // will return true if child[n].foo.bar.baz === 'lol'
Comes with standard 'force' ability.
2014-07-14 12:33:13 -05:00
Charles Black
6363b35e26
docs typo
2014-07-14 11:01:21 -04:00
photonstorm
e5078a2197
Fixed missing cacheKey parameter.
2014-07-14 12:56:05 +01:00
photonstorm
f0365835c9
Pixi 1.6.1
2014-07-14 12:56:05 +01:00
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
Richard Davey
92815d8965
Merge pull request #1007 from mjeffery/dev
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Added missing onPackComplete Signal
2014-07-14 12:17:53 +01:00
mjeffery
fcc23ef5d2
fixed onPackComplete Signal
2014-07-13 15:38:13 -04:00
Petar Petrov
78771d875b
Fix issue #883
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Check if points is an Array before parsing arguments.
2014-07-12 22:50:48 +02:00