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
...
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
...
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
...
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
...
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 )
...
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
...
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 )
...
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
...
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
...
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
photonstorm
22462566b4
Restored old Image object.
2014-07-11 18:02:40 +01:00
photonstorm
79c5544869
Pixi 1.6 patches for RenderTextures and IE9 Float32 calls.
2014-07-11 18:02:24 +01:00
photonstorm
0353ee12be
Reverting to a 2.0.7 release to fix the issues with Image / RetroText / Buttons.
2014-07-11 16:30:25 +01:00
photonstorm
26fb6cb866
Temporary fix for #997
2014-07-11 16:04:15 +01:00
photonstorm
ded5eac8c7
Updated build files with patched Pixi UMD statement.
2014-07-11 11:53:44 +01:00
photonstorm
74679922d1
Debug.preUpdate was still being called in the Game Loop even if enableDebug was set to false (thanks @qdrj, #995 )
2014-07-11 11:52:48 +01:00
Jeroen Verfallie
01a761b77f
Fixed pixel perfect dragging, this was still using the old property 'pixelPerfect' instead of the new 'pixelPerfectClick'
2014-07-11 09:58:38 +02:00
photonstorm
d7bed24a27
Preparing for 2.1.0 build.
2014-07-10 23:14:29 +01:00
photonstorm
46eb906253
Pixi 1.6 merge.
2014-07-10 20:39:13 +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
...
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
Luc Bloom
4183237fb3
Android stock browser check
...
This is a class-static function of Phaser.Device to check wether we’re
running on an Android Stock browser. Autors might want to scale down on
effects and switch to the CANVAS rendering method on those devices.
Usage: var defaultRenderingMode = Phaser.Device.isAndroidStockBrowser()
? Phaser.CANVAS : Phaser.AUTO;
2014-07-10 18:00:29 +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
photonstorm
25e7e6ffc4
Pretty huge refactoring to cut down on duplicated code.
2014-07-10 16:07:02 +01:00
photonstorm
34efa223cb
Small conditional check in case someone has removed the animations property.
2014-07-10 16:06:47 +01:00
photonstorm
6a0b8b5e73
Fixed and working Sprite.crop - removed lots of _cache vars no longer required and added two new private vars.
2014-07-10 14:47:12 +01:00
photonstorm
78759260de
Updated Pixi.Sprite
2014-07-10 14:46:48 +01:00
photonstorm
006d40f452
Updated docs for loadFrameData and removed debug line.
2014-07-10 14:46:28 +01:00
photonstorm
4a429c3c1f
Added null
check to Rectangle.clone and size.
2014-07-10 14:46:09 +01:00
photonstorm
813de7c125
More crop work.
2014-07-10 10:46:19 +01:00
photonstorm
d11d8051b1
You can now prevent the Debug class from being created or booted by using the Game configuration setting: enableDebug
. By default it is true
, set to false
to prevent the class from being created. Please note you are responsible for checking if this class exists before calling it, but you can do that via if (game.debug) { ... }
(request #984 )
2014-07-10 10:46:18 +01:00
photonstorm
a182598c65
Using a Game configuration object you can now specify the value of the preserveDrawingBuffer
flag for the WebGL renderer. By default this is disabled for performance reasons. But if you need to be able to take screen shots of your WebGL games using toDataUrl on the game canvas then you'll need to set this to true
( #987 )
2014-07-10 10:46:18 +01:00
photonstorm
73e8a9763b
Pixi updates
2014-07-10 10:46:18 +01:00
jackrugile
42df8356e7
Added options to disable horizontal and vertical world wrapping individually
2014-07-10 00:05:50 -06:00
photonstorm
63fb7780b3
Fixes issue of Pixi DisplayObject width/height sending an emitter scale into Infinity.
2014-07-09 11:37:22 +01:00
photonstorm
0ff2eb2fb9
jshint fixes
2014-07-09 11:36:45 +01:00
photonstorm
494c33a9f4
Rectangle.randomX will return a random value located within the horizontal bounds of the Rectangle.
...
Rectangle.randomY will return a random value located within the vertical bounds of the Rectangle.
2014-07-09 11:34:18 +01:00
photonstorm
003403c832
Color.getWebRGB will now accept either an Object or numeric color value.
2014-07-09 11:15:24 +01:00
photonstorm
2293b64c94
Removing debug / console.log output.
2014-07-09 05:49:13 +01:00
photonstorm
ffd51479e4
Crop test
2014-07-09 05:43:15 +01:00
photonstorm
4fc26e4a26
Updated to the latest version of Pixi.
2014-07-09 05:40:50 +01:00
photonstorm
dd88f2a6e2
Fixed BitmapText parser.
2014-07-09 05:39:49 +01:00
photonstorm
a70a938505
docs fix
2014-07-09 05:38:59 +01:00
photonstorm
3ff8b9f999
On-going crop tests.
2014-07-08 12:59:36 +01:00
photonstorm
f1bcd1d00b
Added Phaser.Utils.mixin.
2014-07-08 12:59:36 +01:00
photonstorm
0b2bea3564
Removed hasOwnProperty check from Tween.from because it breaks on extended or inherited Game Objects.
2014-07-08 12:59:36 +01:00
photonstorm
2a106473b4
Added more detail to the Tween docs.
2014-07-08 12:59:36 +01:00
photonstorm
2d676b00b4
Working through crop issues.
2014-07-08 12:59:36 +01:00
photonstorm
77d5be1d8e
When adding a new Animation to a Sprite it would incorrectly reset the current Sprite frame to the first frame of the animation sequence, it is now left un-touched until you call play
on the animation.
2014-07-08 12:59:35 +01:00
Alvin
7031d9ccc1
Fixed typo
2014-07-07 18:19:02 +02:00
Alvin
f6f70d35a4
Added game.add.plugin, a shotcut for game.plugins.add
2014-07-07 18:18:00 +02:00
Richard Davey
6ce183189f
Merge pull request #971 from psalaets/issue-970
...
reorder param list of Phaser.Physics.Arcade.Body.render
2014-07-07 10:29:51 +01:00
Richard Davey
e9886ad84d
Merge pull request #972 from psalaets/debug-rendering-ninja-aabb-and-circle
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Debug rendering for Ninja aabb and circle
2014-07-07 10:26:37 +01:00
b-ely
e02a52b55d
Adding a return to the Tween#from method
2014-07-06 18:21:03 -05:00
Paul Salaets
cbf0a9011a
remove a little duplication
2014-07-05 21:53:32 -04:00
Paul Salaets
0c15ef6adc
move shape specific debug rendering into the shapes
2014-07-05 21:29:28 -04:00
Paul Salaets
77b86f43e3
support for debug rendering ninja AABB and circle bodies
2014-07-05 20:58:33 -04:00
Paul Salaets
79f550bc89
updating comments: default color and method name
2014-07-05 18:08:00 -04:00
Paul Salaets
0694dab909
reorder param list to be consistent with comment's ordering and other code
2014-07-05 17:50:13 -04:00
photonstorm
da822ab207
Fixing anchor issue :)
2014-07-03 17:21:06 +01:00
photonstorm
14109aeeb1
Animation.next will advance to the next frame in the animation, even if it's not currently playing. You can optionally define the number of frames to advance, but the default is 1. This is also aliased from the AnimationManager, so you can do Sprite.animations.next()
.
...
Animation.previous will rewind to the previous frame in the animation, even if it's not currently playing. You can optionally define the number of frames to rewind, but the default is 1. This is also aliased from the AnimationManager, so you can do `Sprite.animations.previous()`.
2014-07-03 16:23:36 +01:00
photonstorm
7c624f409f
Updated console.log and README.
2014-07-03 10:50:26 +01:00
photonstorm
e0b5e94f45
Fixed _destroy issue in Signal.
2014-07-03 10:50:12 +01:00
photonstorm
86f972a765
Updated to latest Pixi dev branch.
2014-07-03 10:49:58 +01:00
photonstorm
177d51f238
Signal.removeAll now has a new context
parameter. If specified only listeners matching the given context are removed (thanks @lucbloom for the idea, #880 )
2014-07-03 02:22:11 +01:00
photonstorm
92dbabb2df
Camera.updateTarget has had a make-over and now is a lot smoother under certain conditions (thanks @tjkopena, fix #966 )
2014-07-03 02:09:53 +01:00
photonstorm
6e94aa7cde
Updated applyForce docs.
2014-07-02 16:29:30 +01:00
photonstorm
8b160a1eb1
Tidied up formatting and docs.
2014-07-02 15:25:07 +01:00
photonstorm
8c41f6cc10
Game.onBlur and Game.onFocus events are now dispatched regardless if Stage.disableVisibilityChange is true or false, so you can respond to these events without your game automatically pausing or resuming ( #911 )
2014-07-02 14:57:28 +01:00
photonstorm
2916f0413f
Group.bringToTop (and consequently Sprite.bringToTop) no longer removes the child from the InputManager if enabled (thanks @BinaryMoon, fix #928 )
...
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.
2014-07-02 14:04:14 +01:00
photonstorm
2cef655ed6
Calling Tween.stop from inside a Tween update callback would still cause the tween onComplete event to fire (thanks @eguneys, #924 )
2014-07-02 05:47:38 +01:00
photonstorm
5ee9245acf
Rectangle.right when set would set the new width to be Rectangle.x + the value given. However the value given should be a new Right coordinate, so the width calculation has been adjusted to compensate (thanks @cryptonomicon, #849 )
2014-07-02 05:37:12 +01:00
photonstorm
58fc73348c
The StateManager has a preRenderCallback option, which checks for a preRender function existing on the State, but it was never called. Have decided to add this in, so the core Game loop now calls state.preRender right before the renderer runs (thanks @AnderbergE #869 )
2014-07-02 05:32:40 +01:00
photonstorm
c71ca3b849
Updated some Rectangle docs.
2014-07-01 22:10:13 +01:00
photonstorm
757136bf4f
Device.mobileSafari was no longer detecting Mobile Safari, now fixed (thanks @Zammy, #927 )
2014-07-01 19:19:49 +01:00
photonstorm
79bd7c400b
Key.duration wasn't set to zero after a Key.reset (thanks @DrHackenstein, #932 )
2014-07-01 16:57:55 +01:00
photonstorm
db22b019be
Swapped the ScaleManager creation order in Game, so both start and stop fullScreen requests work now.
2014-07-01 16:50:33 +01:00
Richard Davey
a127080794
Merge pull request #951 from sivael/dev
...
TileMap update performance
2014-07-01 16:17:20 +01:00
Richard Davey
dd11e2a5a9
Merge pull request #840 from villetou/WebAudioExternalNodeFix
...
Web audio external node fix
2014-07-01 16:06:08 +01:00
Richard Davey
de270908de
Merge pull request #958 from renatodarrigo/patch-2
...
Fix rawpad button array to support win and linux
2014-07-01 15:59:06 +01:00
Richard Davey
a425470f41
Merge pull request #925 from jonkelling/dev
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Fix for issue #917 , Physics.P2.Body#addToWorld
2014-07-01 15:52:29 +01:00
photonstorm
d2fc42520b
stopFullScreen has been changed to run against document instead of the canvas since the cancelFullScreen method is created on the document (thanks @j0hnskot, #863 )
2014-07-01 15:46:32 +01:00
Richard Davey
e1bc2b7bd6
Merge pull request #912 from j0hnskot/onDecoded-patch
...
Fix for bug #906
2014-07-01 15:42:09 +01:00
Richard Davey
ba29d5bd4b
Merge pull request #910 from TatumCreative/dev
...
Fix null returns for play()
2014-07-01 15:39:17 +01:00
Richard Davey
117aef650b
Merge pull request #956 from Phaiax/phaserdts-createcollisiongroup
...
createCollisionGroup -> public, included in .d.ts file
2014-07-01 15:37:31 +01:00
Richard Davey
2fb9217776
Merge pull request #955 from Phaiax/issue952-p2bounds
...
P2 bottom world wall position fix
2014-07-01 15:36:02 +01:00
Richard Davey
1a0ebe6d26
Merge pull request #954 from Phaiax/issue953-bodydebug
...
inverting debug getter result
2014-07-01 15:35:35 +01:00
Richard Davey
3c191e4cea
Merge pull request #959 from woutercommandeur/dev
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Add mouse wheel support
2014-07-01 15:33:34 +01:00
Richard Davey
3cbda52ca5
Merge pull request #960 from Phaiax/replaceRGBissue
...
replaceColor fix
2014-07-01 15:31:16 +01:00
Richard Davey
7fa3110c06
Merge pull request #961 from Phaiax/issue-bodyEnable
...
Body.enable only exists in Arcade physics, so move conditions concerning...
2014-07-01 15:27:33 +01:00
Richard Davey
cde51d3c95
Merge pull request #940 from alvinsight/dev
...
Added factorial and updated to pass jshint :)
2014-07-01 15:07:10 +01:00
photonstorm
181fd1ae56
Merged Pixi 1.5.4 with Phaser - all of the lovely new Pixi features are in, like complex Graphics objects and masking.
2014-07-01 15:03:46 +01:00
Phaiax
00bf349ff5
Body.enable only exists in Arcade physics, so move conditions concerning this into arcarde
2014-06-30 12:49:53 +02:00
photonstorm
3d80568e4c
Loader.isLoading is set to false if the filelist size is zero.
2014-06-30 09:24:25 +01:00
photonstorm
692ca928f0
Updated docs.
2014-06-29 21:19:37 +01:00
Phaiax
18229d1673
fix jshint warning
2014-06-29 18:23:43 +02:00
Phaiax
b14aff5844
Return type of Phaser.Color.packPixel changed
2014-06-29 18:02:59 +02:00
Wouter Commandeur
a863482439
Add constants for wheel up and down
2014-06-29 14:23:09 +02:00
Wouter Commandeur
7b8f08d5f9
appease travis
2014-06-29 13:49:45 +02:00
Wouter Commandeur
c716709f66
Add mouse wheel support
2014-06-29 13:45:39 +02:00
renatodarrigo
149016093c
Fix rawpad button array to support win and linux
...
On Linux, rawpad button array doesn't get populated with GamepadButton objects, so I made a check to verify if it is an object or a number, then pass the correct value to appropriate function.
Also, uncommented the axischange lines.
2014-06-28 04:11:55 -03:00
Phaiax
394e70db06
inverting debug getter result
2014-06-28 01:33:02 +02:00
Phaiax
441d0a816e
P2 bottom world wall position fix
2014-06-28 01:28:59 +02:00
Phaiax
961d25cadc
createCollisionGroup -> public, included in .d.ts file
2014-06-28 01:25:51 +02:00
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
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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
Richard Davey
56d1cef1c8
Merge pull request #941 from kay-is/master
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Changed a @method string
2014-06-24 22:39:55 +01:00
Kay Plößer
4b7698d3e1
Changed a @method string so the documentation method name matches the code method name.
2014-06-24 14:16:38 +02:00
Alvin
6f0a9115c4
Made the code jshint-friendly
2014-06-24 11:26:05 +02:00
Alvin
9e2ca08722
Added factorial and changed interpolation docs
2014-06-24 11:23:20 +02:00
j0hnskot
5ef8143322
Fixes bug #906
2014-06-24 01:59:44 +03:00
Richard Davey
e74cedf73e
Merge pull request #936 from lewster32/patch-2
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Fix checkPointerDown method
2014-06-23 23:45:08 +01:00
Richard Davey
e2578504e5
Merge pull request #937 from woutercommandeur/dev
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fix checking of segment intersection no more rounding needed.
2014-06-23 23:40:55 +01:00
photonstorm
cd60554c78
Added P2 body anchor docs to clarify #938
2014-06-23 23:34:27 +01:00
Wouter Commandeur
5ebacd0b30
stop travis complaints
2014-06-23 22:59:47 +02:00
Wouter Commandeur
37dcfce628
fix checking of segment intersection no more rounding needed.
2014-06-23 20:25:47 +02:00
Lewis Lane
187387126d
Fix checkPointerDown method
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checkPointerDown method was a verbatim duplication of checkPointerOver - added pointer.isDown check to passed pointer and altered wording of associated docs to make it clearer what the method is doing.
2014-06-22 23:03:15 +01:00
jonkelling
36d70697db
Fix for issue #917 , Physics.P2.Body#addToWorld
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Fix for issue #917 : Calling reset() on Sprite with a P2 body can result in body.data.world == null.
Calling addToWorld() would previously not check the _toRemove array, which could, if the timing were right, result in a Sprite being revived but then removed from the P2 World--the result of this being the Sprite's data would be in a mixed state causing it to appear visually but not function in the world.
2014-06-17 21:53:20 -05:00
Greg Tatum
50f91eae54
Shape changed not called on removeShape
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It looks like a bunch of these methods that modify the body don't call shapeChanged(). If you want I can add them all and resubmit.
2014-06-17 08:36:39 -05:00
j0hnskot
cb0d9c5a69
Fixes bug #906 by adding a check for isDecoded in the update loop.
2014-06-15 21:27:32 +03:00
j0hnskot
5aec4cff8f
Fixes bug #906 by adding a check for isDecoded in the update loop.
2014-06-15 21:23:13 +03:00
Greg Tatum
26a177d9a1
Fix null returns for play()
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The play() method in the AnimationManager could return null for a valid animation name.
2014-06-14 23:59:57 -05:00
photonstorm
3888653022
Added new loadTexture and setFrame calls. Will test crop support.
2014-06-11 14:38:14 +01:00
photonstorm
c0b34eddda
Fixed PS3 mappings.
2014-06-11 14:37:58 +01:00
photonstorm
69525799d7
New build files for testing.
2014-06-11 12:46:49 +01:00
photonstorm
907ba55478
Huge number of gamepad updates to get it working properly on Chrome again. Firefox debugging tomorrow.
2014-06-11 04:25:30 +01:00
photonstorm
0587d944b3
Added PlayStation 3 controller button mappings to Phaser.Gamepad (thanks @wayfu #887 )
2014-06-11 00:25:58 +01:00
photonstorm
50e47d89ee
ArcadePhysics.Body.setSize if you set offset x/y values previously and then passed zero values they would be ignored (thanks @casensiom fix #889 )
2014-06-11 00:21:04 +01:00
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 )
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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
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Render tilemap when camera outside of world bounds, layer wrapping
2014-06-11 00:05:23 +01:00
Richard Davey
13700148fb
Merge pull request #891 from aivins/issue890
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Separate from TilemapLayer after custom callbacks.
2014-06-11 00:00:20 +01:00
Richard Davey
f433f20ca7
Merge pull request #892 from lewster32/patch-1
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Added notes to overlap/collide regarding non-recursiveness
2014-06-10 23:58:02 +01:00
Richard Davey
bf48b1a6c3
Merge pull request #894 from lstor/dev
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Fix getPixel for pixels with zero red value.
2014-06-10 23:52:26 +01:00
photonstorm
b979243a8d
Removed the cacheKey parameters from the AnimationParser methods as they're no longer used.
2014-06-10 23:50:12 +01:00
photonstorm
7c7d9153e6
Sprite.crop (and Image.crop) has been completely overhauled. You can now crop animated sprites (sprite sheet and texture atlas), you can define the x/y crop offset and the crop rectangle is exposed in the Sprite.cropRect property.
...
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.
2014-06-10 23:37:33 +01:00
photonstorm
6d10be6baa
When creating a Sprite or Image using a texture atlas it would set the frame twice, once in loadTexture and once when the initial frame is set. This has been reduced down to just a single setting now.
2014-06-10 11:21:07 +01:00
Lars Storjord
38e971c819
Fix getPixel for pixels with zero red value.
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Remove an erroneous if that causes getPixel() to fail if the red value
of the pixel is zero.
Fixes #881 .
2014-06-09 23:34:06 +02:00
photonstorm
ee5f6457c8
Swapped to using escaped Unicode characters for the console output.
2014-06-09 16:15:41 +01:00
photonstorm
b3baaba1a1
setFrame updates.
2014-06-09 15:23:18 +01:00
Lewis Lane
a16cb3f5a2
Added notes to overlap/collide regarding non-recursiveness
...
Made it clear that the overlap and collide methods do not recursively check for collisions, i.e. in the case of being passed a Group containing other Groups or Tilemaps.
2014-06-09 08:05:23 +01:00
Andrew Ivins
ccd914620d
Separate from TilemapLayer after custom callbacks.
2014-06-09 14:28:14 +08:00
photonstorm
c0b3bd224e
Removed the Pixi texture cache calls.
2014-06-06 04:12:51 +01:00
photonstorm
7836f3acd9
Added RandomDataGenerator.between (an alias for integerInRange)
2014-06-06 04:12:35 +01:00
photonstorm
622978fa77
Finally managed to get crop x/y/width/height working across all texture types. Needs optimising for the trim rect, but works.
2014-06-06 04:12:16 +01:00
photonstorm
7d436a7dc3
Update to #868
2014-06-05 13:17:32 +01:00
photonstorm
9aa10f7521
Sound.pause will no longer fire a Sound.onStop signal, and the pause values are set before the onPause signal is dispatched (thanks @AnderbergE, fix #868 )
2014-06-05 02:55:20 +01:00
photonstorm
369e2cc2d0
Sound.destroy(true) would call remove on the SoundManager, which in turn would throw a TypeError as it tried to remove the sound events twice (thanks @AnderbergE, fix #874 )
2014-06-05 02:50:53 +01:00
photonstorm
b63900f669
Testing frame crop support.
2014-06-05 02:33:29 +01:00
Richard Davey
62dfd56983
Merge pull request #875 from JeanDavidDaviet/dev
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updated doc for Phaser.Tilemap#createBlankLayer
2014-06-05 02:29:17 +01:00
JeanDavidDaviet
89f860ad46
Updated doc for Input#deleteMoveCallback
2014-06-04 20:36:56 +10:00
JeanDavidDaviet
a4b279b9cc
updated doc for Phaser.Tilemap#createBlankLayer
2014-06-04 19:01:10 +10:00
Momin Khan
b4d6044f14
Updated docs for Tween.onUpdateCallback to indicate that you can specify the context
2014-06-03 23:56:49 -04:00
photonstorm
1c9e23f535
Emitter.start has a new parameter: forceQuantity which will force the quantity of a flow of particles to be the given value (request #853 )
...
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.
2014-06-02 01:15:58 +01:00
photonstorm
12252944fa
Time.add allows you to add an existing Phaser.Timer to the timer pool (request #864 )
2014-06-02 00:54:42 +01:00
photonstorm
1d428a7ca4
Recoded Gamepad detection to stop it breaking on FF.
2014-06-02 00:48:44 +01:00
Wouter Commandeur
266eb10765
Fix Phaser.Line.intersectsPoints for floating point inaccuracy. Round the result to 3 decimals, should be enough precision and solves the problems.
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See: http://www.html5gamedevs.com/topic/6840-phaserlineintersects-does-not-work-for-floats/
2014-05-31 12:13:59 +02:00
photonstorm
1e9d0b2438
Tidying up.
2014-05-30 05:33:30 +01:00
photonstorm
917c7491cd
Canvas.create has deprecated the noCocoon parameter as it's no longer required. The parameter is still in the signature, but no longer used in the method.
2014-05-30 02:03:07 +01:00
photonstorm
6e8694d5f7
A Canvas style set from a game config object used an incorrect property (thanks @TatumCreative, fix #861 )
2014-05-30 02:01:33 +01:00
photonstorm
edc1507b4e
Resolved issue where Cocoon won't render a scene in Canvas mode if there is only one Sprite/Image on it.
2014-05-29 23:52:13 +01:00
photonstorm
eee1183a6a
Forces use of a Canvas Renderer under CocoonJS automatically.
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The SoundManager no longer requires a touch to unlock it, defaults to unlocked.
2014-05-29 23:17:18 +01:00
photonstorm
0c675f741f
Wrapped all events that CocoonJS doesn't support in conditional checks to avoid Cocoon Warnings.
2014-05-29 22:25:40 +01:00
photonstorm
5b5bdc80d9
Loader.pack will allow you to load in a new Phaser Asset Pack JSON file. An Asset Pack is a specially structured file that allows you to define all assets for your game in an external file. The file can be split into sections, allowing you to control loading a specific set of files from it. An example JSON file can be found in the resources
folder and examples of use in the Phaser Examples repository.
...
Loader.totalQueuedPacks returns the number of Asset Packs in the queue.
Loader.totalLoadedPacks returns the number of Asset Packs already loaded.
2014-05-29 17:05:13 +01:00
photonstorm
4004cc92e3
First working pass at the Asset Pack Loader update.
2014-05-29 15:57:47 +01:00
photonstorm
066ab633a6
Loader.tilemap has renamed the mapURL
parameter to url
and mapData
to data
to keep it consistent with the other Loader methods.
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Loader.physics has renamed the `dataURL` parameter to `url` and `jsonData` to `data` to keep it consistent with the other Loader methods.
2014-05-29 04:44:23 +01:00
photonstorm
af1508de8f
BitmapData.addToWorld will create a new Phaser.Image object, assign the BitmapData to be its texture, add it to the world then return it.
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BitmapData.copyPixels now accepts a Sprite, Image, BitmapData, HTMLImage or string as its source.
2014-05-29 03:30:21 +01:00
photonstorm
2219e6f1c9
Timer.ms would report the game time ms value if the Timer hadn't yet been started, instead of 0.
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Timer.seconds would report the game time value if the Timer hadn't yet been started, instead of 0.
2014-05-28 23:27:26 +01:00
photonstorm
30cf226fc2
Rebuild on offset change.
2014-05-28 01:08:28 +01:00
John Watson
14e1f0fcc6
Render tilemap when camera outside of world bounds, layer wrapping
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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
photonstorm
0c76e9aada
Sprite animation data wasn't reset when going from a sprite sheet to a single frame in Sprite.loadTexture (thanks @lucbloom, fix #850 )
2014-05-27 14:23:41 +01:00
photonstorm
5a0d5b4887
RetroFont now uses Phaser.scaleModes.NEAREST by default for its RenderTexture to preserve scaling.
2014-05-27 13:36:38 +01:00
photonstorm
cdde45a292
Phaser.RenderTexture incorrectly passed the scaleMode to Pixi.RenderTexture, causing the renderer to error.
2014-05-27 13:35:47 +01:00
photonstorm
8d94b4a91c
Swapped keypress callback order.
2014-05-27 11:32:18 +01:00
photonstorm
9c35dfde0c
ArcadePhysics.Body has a new boolean property enable
. If false
the body won't be checked for any collision or overlaps, or have its pre or post update methods called. Use this for easy toggling of physics bodies without having to destroy or re-create the Body object itself.
2014-05-27 11:22:58 +01:00
photonstorm
5b9bd96583
RetroFont.updateOffset allows you to modify the offsetX/Y values used by the font during rendering.
2014-05-27 05:23:34 +01:00
photonstorm
890d90af4d
Keyboard.addCallbacks now has a new parameter for keypress event capture.
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Keyboard.pressEvent stores the most recent DOM keypress event.
Keyboard.processKeyDown now runs the callback after all the objects have been created and/or updated.
Keyboard.processKeyUp now runs the callback after all the objects have been created and/or updated.
Phaser.Keyboard.lastChar will return the string value of the last key pressed.
Phaser.Keyboard.lastKey will return the most recently pressed Key object.
2014-05-27 04:26:37 +01:00
photonstorm
68f1bbd9a5
RetroFont charsPerRow paramters is now optional. If not given it will take the image width and divide it by the characterWidth value.
2014-05-27 04:26:23 +01:00
photonstorm
f007a77f3d
Fixed Gamepad issue that incorrectly checked non-webkit prefix gamepads.
2014-05-26 22:02:53 +01:00
photonstorm
cd963242cd
jshint fix + draw sprite fix
2014-05-26 20:15:11 +01:00
photonstorm
86c228d380
Group.destroy now removes any set filters (thanks @Jmaharman fix #844 )
2014-05-26 20:13:00 +01:00
photonstorm
c5d9f12858
BitmapData.alphaMask has 2 new optional parameters: sourceRect and maskRect to give more fine-grained control over where the source and mask are drawn and their size
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BitmapData.draw now has two optional parameters: width and height, to let you stretch the image being drawn if needed.
2014-05-24 03:58:00 +01:00
photonstorm
7846da7c90
BitmapData.alphaMask 'mask' parameter is now optional, if not given it will use itself as the mask.
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BitmapData.alphaMask now calls BitmapData.update after running.
2014-05-24 03:17:58 +01:00
photonstorm
6e9c9c10b8
BitmapData.alphaMask can now also take a Phaser.Sprite, Phaser.Image or BitmapData object as a source type.
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BitmapData.alphaMask has 4 new optional parameters: x, y, x2 and y2 to control exactly where the source and mask images are drawn.
2014-05-24 03:15:13 +01:00
photonstorm
be66a694a8
jsdoc and jshint fixes.
2014-05-24 02:53:48 +01:00
photonstorm
f3ef3aed19
BitmapData.draw can now take a BitmapData object as a source type.
2014-05-24 02:43:59 +01:00
photonstorm
934f6a816c
BitmapData.resize now properly updates the baseTexture and texture dimensions.
2014-05-24 02:02:49 +01:00
photonstorm
7b696dddfe
BitmapData.extract has 4 new parameters: r2, g2, b2, a2 which let you re-color the extract pixels as they are drawn to the new BitmapData.
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BitmapData.load will take a game object or string and resize the BitmapData to match it and then draw the pixels in.
2014-05-24 01:29:47 +01:00
photonstorm
bcddfc83c0
Sprite.alive property now explicitly defined on the Sprite prototype (thanks @lewster32, #841 )
2014-05-21 21:48:29 +01:00
Ville Touronen
2e7c8de118
Fixed connecting to an externalNode in Sound.play() and Sound.resume().
2014-05-21 00:09:46 +03:00
photonstorm
2a73652ed8
Preparing for 2.0.6 "Jornhill" development.
2014-05-20 10:56:45 +01:00
photonstorm
43e079a53a
Readme update.
2014-05-20 10:31:55 +01:00
photonstorm
88306b6e12
P2 World array reset fix.
2014-05-20 10:03:00 +01:00
Richard Davey
00819626fc
Merge pull request #835 from draklaw/tilemap-removeTile-fix
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Tilemap removeTile sets tiles to null
2014-05-20 00:09:28 +01:00
photonstorm
a8256f4ef7
defs typo fix
2014-05-20 00:08:39 +01:00
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
7b876d5fc4
ScaleManager.bounds is a Rectangle object that holds the exact size of the game canvas, taking DOM offset and game scale into account.
...
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.
2014-05-19 18:49:59 +01:00
photonstorm
c9656e48de
Group.hasProperty fixed to not use hasOwnProperty, but a series of in
checks (thanks @mgiuffrida for the idea, #829 )
2014-05-19 13:11:58 +01:00
Richard Davey
ee30dd634a
Merge pull request #831 from woutercommandeur/dev
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Add movement data for pointerlocked mouse
2014-05-19 11:48:25 +01:00
photonstorm
da75a22e82
Cache.checkKey added - allows you to pass in a Cache type and a key and return a boolean.
...
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)
2014-05-19 11:34:14 +01:00
Wouter Commandeur
ce34da80c6
Only update movement when mouse is locked
2014-05-17 12:01:40 +02:00
Wouter Commandeur
e041eea968
whitespace adjustments
2014-05-17 11:32:11 +02:00
Wouter Commandeur
449c7ebfb0
Add mouse movement to pointer. This should be used with pointerLock.
2014-05-17 11:27:31 +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
photonstorm
3f3655a138
jshint fix
2014-05-15 15:38:28 +01:00