Commit graph

3817 commits

Author SHA1 Message Date
Richard Davey
ab739bdce0 Added back in undefined Tileset check. 2016-07-23 09:43:20 +01:00
Richard Davey
46c20ab00a The property checkCollision.none has been removed from the ArcadePhysics.Body class. It was never used internally, so lead to confusion about its use. To disable a body, use body.enable = false (thanks @samme #2661) 2016-07-23 09:43:01 +01:00
photonstorm
30e9273eb8 Removed console.log. 2016-07-22 17:38:46 +01:00
photonstorm
3ba00bbf2d Loads of work on tilemap collision, and offset support. You can now collide with a tilemap no matter where it is on the screen, or which layer it's from. 2016-07-22 17:02:10 +01:00
photonstorm
0e25c5acac Revert getTiles call. 2016-07-22 14:08:54 +01:00
photonstorm
9fb27b6fe2 Moving all the getTiles calls back again, as it's just a bit TOO API breaking to move them, for the sake of a few KB. 2016-07-22 14:05:35 +01:00
Richard Davey
d8560eb3bc Fixed Tilemap collision. 2016-07-22 04:32:56 +01:00
Richard Davey
d14250304c Defs update. 2016-07-22 04:19:17 +01:00
Richard Davey
91b9513e7e TilemapLayer.getTileX, getTileY and getTileXY all now required a Phaser.TilemapLayer (or Phaser.TilemapLayerGL) as the first argument.
Tilemap.getRayCastTiles now requires a Phaser.TilemapLayer (or Phaser.TilemapLayerGL) as the first argument.

Tilemap.getTiles now requires a Phaser.TilemapLayer (or Phaser.TilemapLayerGL) as the first argument.
2016-07-22 04:10:55 +01:00
Richard Davey
0301330c2d jshint fixes. 2016-07-22 03:59:10 +01:00
Richard Davey
020cb01056 Canvas tilemap renderer fixes. 2016-07-22 03:55:21 +01:00
Felipe Alfonso
062c7cd95a Added setTexturePriority function to WebGLRenderer 2016-07-21 22:34:27 -04:00
Richard Davey
be92e41366 The private methods TilemapLayer._fixX, _unfixX, _fixY and _unfixY have been moved to `Tilemap. 2016-07-22 03:20:56 +01:00
Richard Davey
ef9f53e350 TilemapLayer.getRayCastTiles has been moved to Tilemap.getRayCastTiles.
TilemapLayer.rayStepRate has been moved to Tilemap.rayStepRate.
TilemapLayer.getTiles has been moved to Tilemap.getTiles.
2016-07-22 03:03:50 +01:00
Felipe Alfonso
1755bfd779 Merge branch 'dev' into multitexture-gl 2016-07-21 21:51:14 -04:00
Felipe Alfonso
44774d648e Final implementation related to multi texture batching 2016-07-21 21:49:29 -04:00
Richard Davey
f669202fb4 Loads of refactoring. Removed the internal layer creation, added in first/last gid detection, sorted out multiple identical layer creation. 2016-07-22 02:39:35 +01:00
Richard Davey
9eff79f2c2 Phaser.Tileset has a new property lastgid which is populated automatically by the TilemapParser when importing Tiled map data, or can be set manually if building your own tileset. 2016-07-22 02:35:33 +01:00
Richard Davey
91e7b2ca9c Updated properties. 2016-07-22 00:30:55 +01:00
Pete Baron
8c6fec0e97 Apply "half pixel correction" to the source coordinates for tiles when drawing with WebGL. 2016-07-22 11:30:06 +12:00
Richard Davey
8832680aa0 Exposed 'width' and 'height' properties on TilemapLayer, so it can be resized and update all children. 2016-07-22 00:09:31 +01:00
Richard Davey
ed9793e06b Removed un-needed baseTexture dirty call. 2016-07-21 22:55:10 +01:00
Richard Davey
e384724b28 Doesn't need to extend DoC, can extend DO instead. 2016-07-21 22:54:39 +01:00
photonstorm
6661952d50 Masses of changes to get tilemap layer display dimensions filtering down to linked child layers. Also allowed offset to work correctly, and fixed the display sizes with offset bounds. Exposed offset as layer.x/y. Need to duplicate in canvas variation. 2016-07-21 16:56:17 +01:00
Pete Baron
d994641d52 Don't scale the clip offset value when the layer is scaled. 2016-07-22 00:23:05 +12:00
Pete Baron
3faca89831 oops my bad: rename 2016-07-22 00:12:56 +12:00
Pete Baron
7c2dae0773 Add offset parameter to TilemapLayerGL and use it with clipping to draw a view into a map at a specified location and size in the game window. 2016-07-22 00:02:05 +12:00
Richard Davey
c36babcc1c Code formatting and docs updates. 2016-07-21 10:45:23 +01:00
Felipe Alfonso
40b4b2dbd0 added multi texture to WebGLFastSpritebatch and Strip (wip) 2016-07-21 01:57:39 -04:00
Pete Baron
aecbd7c267 Add width/height to debug log for new layers. 2016-07-21 17:13:12 +12:00
Pete Baron
29c77e10d7 Send layer width/height to PIXI.Tilemap (previously these were ignored and forgotten after the c'tor).
Modify resize to set displayWidth/displayHeight only.
2016-07-21 17:12:46 +12:00
Pete Baron
008de253ce Add displaywidth/height parameters to PIXI.Tilemap c'tor and save them.
Clean up _initWebGL to remove unused GL buffers.
Clean up _renderBatch to remove unused srcWide/srcHigh variables.
Set new Tile Shader's clipping uniform using displayWidth/Height.
2016-07-21 17:10:51 +12:00
Pete Baron
5f55fb095e Tile shader uses clipping dimensions when drawing. 2016-07-21 17:07:50 +12:00
Pete Baron
42a2608036 Fix createInternalLayer to use the 'base layer' rather than assume this.layers[0] was the base layer for each new one. This makes the multi-tileset, multi-layer demos work correctly. 2016-07-21 16:27:35 +12:00
Pete Baron
37a9f4fa01 Remove console warn for invalid tile index as it was firing incorrectly (when processing a base layer which only uses tiles from another tileset). 2016-07-21 16:26:32 +12:00
Pete Baron
f958567a48 Remove more dead code. 2016-07-21 15:24:05 +12:00
Pete Baron
7454eb0aa0 Add console warning when invalid tile index is used. 2016-07-21 15:23:37 +12:00
Pete Baron
70f95d2558 Remove dead code (commented out).
Add flag to detect when an 'internal layer' is not needed (none of the specified tileset is used in the parent layer) and skip creating one.
2016-07-21 14:58:25 +12:00
Pete Baron
f9ff1d10c5 Apply rendersession.offset to the TilemapShader (fixes screen shake). 2016-07-21 14:16:17 +12:00
Richard Davey
5ecdee86c2 Merging in flipped tile support. 2016-07-21 02:32:08 +01:00
Richard Davey
79e135087f ScaleManager.hasPhaserSetFullScreen is a new boolean that identifies if the browser is in full screen mode or not, and if Phaser was the one that requested it. As it's possible to enter full screen mode outside of Phaser, and it then gets confused about what bounding parent to use. 2016-07-21 02:11:16 +01:00
Filip Nedyalkov
d18f303d28 Fixed formatting to match the general formatting of the code 2016-07-21 03:38:41 +03:00
Filip Nedyalkov
7206453126 Just removed some whitespace I don't remember adding it... 2016-07-21 03:32:41 +03:00
Leopoldo Brines
1e7cd986ee Check if hidden is available first 2016-07-20 20:04:25 -04:00
Richard Davey
b90d7b28f8 Merge pull request #2654 from leopoldobrines7/fix-function
Fix 'TypeError: target.center is undefined'
2016-07-21 00:26:16 +01:00
Filip Nedyalkov
4f21e70852 Fix for PIXI's DisplayObject/DisplayObjectContainer - getting correct dimensions and bounds
With the previous fix what the getBounds did was:
1) if targetCoordinateSpace is the same instance as the caller of
getBounds(), then it will return the bounds of the caller without any
transformations;
2) if targetCoordinateSpace is null/undefined it will return the global
bounds of the caller.
3) if targetCoordinateSpace is any valid DisplayObject it will return
the local bounds of the caller.

What this fix does is fixing 3) along with other obsolete code that
wasn't necessary so I reverted it.
So now if the targetCoordinateSpace is a valid DisplayObject:
- if it's a parent of the caller at some level it will return the bounds
relative to it
- if it's not parenting the caller at all it will get global bounds of
it and the caller and will calculate the x and y bounds of the caller
relative to the targetCoordinateSpace  DisplayObject

Also I have fixed how empty groups are treated when they have no other
children except groups, so now calculations are correct. They obviously
have 0 width and height but are still being positioned and other things
could possibly relate to that bounds and it didn't make sense to me to
ignore them.

Also added a DisplayObjectContainer.contains(child) method which
determines whether the specified display object is a child of the
DisplayObjectContainer instance or the instance itself. This method is
used in the new getBounds function.

Corrected DisplayObject's default _bounds rect from (0, 0, 1, 1), to (0,
0, 0, 0) - it doesn't seem to break anything and also in the getBounds
before the fix, when there were no children it assigned a (0, 0, 0, 0)
rectangle to it so I am pretty sure it's safe to correct it.
2016-07-21 02:14:10 +03:00
Richard Davey
b9d34ca843 Added debug object back in. 2016-07-20 23:44:41 +01:00
Leopoldo Brines
18472f5998 Fix 'TypeError: target.center is undefined' 2016-07-20 18:34:02 -04:00
Richard Davey
d982003760 Lots more tidying up and adding jsdocs. 2016-07-20 20:06:59 +01:00
Richard Davey
ca6985e2f2 Removed lots of redundant code and tidied up bad formatting. 2016-07-20 19:27:32 +01:00
Richard Davey
7645e773dc More tidying and jshint fixing. 2016-07-20 17:28:19 +01:00
Richard Davey
82fb296b2a Code formatting issues. 2016-07-20 17:00:00 +01:00
Richard Davey
49fb798f60 Fixed createInternalLayer loop. 2016-07-20 16:24:06 +01:00
Richard Davey
cff28860fa The Loader.headers object has a new property requestedWith. By default this is set to false, but it can be used to set the X-Requested-With header to XMLHttpRequest (or any other value you need). To enable this do this.load.headers.requestedWith = 'XMLHttpRequest' before adding anything to the Loader #2398 2016-07-20 12:45:11 +01:00
Richard Davey
60b8d78ab8 Group.align updates. 2016-07-20 12:29:30 +01:00
Richard Davey
8139d484a3 Merge pull request #2649 from boniatillo-com/boniatillo-com-patch-jsdoc-intersectsRectangle
jsdoc fix: complete the Phaser.Line.intersectsRectangle @method tag
2016-07-20 12:10:47 +01:00
Richard Davey
29a2f65922 Merge pull request #2648 from boniatillo-com/jsdoc-fixes
jsdoc fix: replace #onTop for #onCeiling
2016-07-20 12:10:20 +01:00
Richard Davey
dc6d3e2680 Merge pull request #2643 from deargle/group-align-documentation-fix
fix documentation for group.align -- row and column were swapped
2016-07-20 12:08:22 +01:00
Richard Davey
418c87ea1a Weapon.autofire wouldn't fire after the first bullet, or until fire was called, neither of which are requirements. If you now set this boolean the Weapon will fire continuously until you toggle it back to false (thanks @alverLopez #2647) 2016-07-20 11:52:48 +01:00
Richard Davey
1105e4821d Added more info to console.warn. 2016-07-20 04:53:21 +01:00
Felipe Alfonso
6d21a4ca18 First working example of multi texture support 2016-07-19 23:17:13 -04:00
Felipe Alfonso
1f72355e8a Fixed issue with disabled vertex attribute 2016-07-19 22:06:37 -04:00
Felipe Alfonso
601573b62c working on setting up texture index on vertex buffer object. 2016-07-19 21:32:38 -04:00
Boniatillo.com
a465a0e8c7 jsdoc fix: complete the Phaser.Line.intersectsRectangle @method tag
complete the @method tag of Phaser.Line.intersectsRectangle with the class prefix.
2016-07-19 08:51:51 -04:00
Boniatillo.com
881dca3cc5 Fix jsdoc: change to #audioSprite
The Phaser.Loader.audioSprite method is using #audiosprite in its jsdoc. Here it is changed to #audioSprite.
2016-07-19 08:41:39 -04:00
Boniatillo.com
3d1b10c310 jsdoc fix: replace #onTop for #onCeiling
Modified the jsdoc of Phaser.Arcade.Body.onCeiling, by replacing the #onTop reference for #onCeiling.
2016-07-19 08:32:34 -04:00
Felipe Alfonso
bb53624418 Merge branch 'dev' into multitexture-gl 2016-07-18 22:54:34 -04:00
Felipe Alfonso
f97b0c4016 Moved texture index to vertex buffer to avoid memory overhead 2016-07-18 22:50:44 -04:00
Dave Eargle
209b588f8b fix documentation for group.align -- row and column were swapped 2016-07-18 20:39:32 -04:00
Richard Davey
3574d86bba Code formatting and copyright text. 2016-07-18 23:39:09 +01:00
Richard Davey
1e181fa30d Tidying up new Tilemap classes. 2016-07-18 23:24:49 +01:00
Richard Davey
d3e460567b Updated config to handle WebGL Tilemap renderer for testing. 2016-07-18 23:05:03 +01:00
Richard Davey
8d1b670df1 Merge remote-tracking branch 'origin/webgl-tilemap' into dev 2016-07-18 23:00:35 +01:00
Pete Baron
e3f402ec06 Clean-up and comments. 2016-07-18 13:28:20 +12:00
Pete Baron
550954210e Clean-up and comments. 2016-07-18 13:24:29 +12:00
Pete Baron
9daf6d0525 Clean-up and comments. 2016-07-18 13:19:15 +12:00
Pete Baron
5f6ea15c58 Clean-up and comments. 2016-07-18 13:09:43 +12:00
Pete Baron
263238ba42 Comments and clean-up. 2016-07-18 12:56:34 +12:00
Pete Baron
fdb80f1a55 Modify Tile Shader to produce scaled layers that look identical to the Canvas renderer scaling (add uCentreOffset, scale the drawing coordinates, subtract uCentreOffset). 2016-07-18 12:43:59 +12:00
Pete Baron
0b392e19a2 Remove unused precalculated u/v scale factor. 2016-07-18 12:41:32 +12:00
Pete Baron
e87fc84527 comment - Tile.scale is currently unused 2016-07-18 12:40:08 +12:00
Filip Nedyalkov
483a3b6836 Fix for DisplayObject/DisplayObjectContainer - getting dimensions or bounds do NOT retrieve proper values
* Documentation
* TypeScript Defs
* Nothing, it's a bug fix

Describe the changes below:
I noticed that getting dimensions or bounds changed in Phaser 2.6.1 and
it was bugged - returned dimensions were doubled in the direction of the
scaling for example, but the nice thing was that this time the
dimensions included the rotation of the object - which I think should be
the default behavior. It also bugged getLocalBounds which started
returning global getBounds();
When I checked the previous version of phaser 2.5.0 - total different
story. getLocalBounds returns the object without any transformations to
it. Getting width and height works ok, but rotation wasn't calculated to
the dimensions at all.
In all cases only getBounds returned proper dimensions, which is
obviously not enough and this is also a very important issue to be
resolved as soon as possible since it's a major core component feature
used all the time.
That's why I decided to spare the time and hopefully find a good fix for
all of this mess and I think I finally got there and tried to make the
changes as much as possible with your Code of Conduct. This is actually
the first time I am requesting a pull so I hope it will do some good. I
did compare my results with how Flash handles dimensions - they match,
so I do hope I didn't miss something and believe you guys would make
sure everything works ok.
To help you with reviewing and possibly (and hopefully) accepting this
pull request I've made available online 3 demos of the issues and with
demo of the fix of course:
1.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemo_v2.5.0/
2.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemo_v2.6.1/
3.
http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemoFixed_v2.6.1/

Here is a zip file of the demo projects (build with VS2015):

http://www.nedyalkov.net/filip/demos/phaser/IncorrectDisplayObjectDimensionsDemos.zip

I really hope to see this FIX in the next version - would help me and a
lot of people I guess to get the job done properly!

Thank you!
2016-07-18 02:32:29 +03:00
Richard Davey
b405570833 Docs fix #2624 2016-07-17 11:26:09 +01:00
Richard Davey
6f9bcae23e Docs fixes #2629 2016-07-17 11:23:41 +01:00
Richard Davey
0765e9eaa6 Merge pull request #2634 from greeny/hotfix-bitmapdata-fluent
BitmapData.js: fixed fluent interface
2016-07-17 11:20:40 +01:00
Richard Davey
776c148a93 Fixed jshint errors. 2016-07-16 08:04:56 +01:00
Tomáš Blatný
2b90f2cb3b BitmapData.js: fixed fluent interface 2016-07-15 20:16:35 +02:00
Felipe Alfonso
44d9f08c06 Merge branch 'dev' into multitexture-gl 2016-07-14 19:45:28 -04:00
Felipe Alfonso
e73837aa77 Texture Index working on common shaders. Still need to disable draw call for texture changing 2016-07-14 19:44:10 -04:00
Felipe Alfonso
2f41d9cf57 Sampler Array working correctly for WebGLSpriteBatch + PixiShader 2016-07-13 00:40:32 -04:00
Felipe Alfonso
9aa71e5e90 Added comments to shaders to help with debugging with WebGL Inspector. 2016-07-12 23:30:30 -04:00
Richard Davey
a01f59d82d Added Path Manager Plugin. 2016-07-13 03:08:03 +01:00
Richard Davey
4548d70369 Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278) 2016-07-13 02:44:35 +01:00
Richard Davey
e49d45e278 Experimenting with new MainLoop + position interpolation. 2016-07-12 03:05:29 +01:00
Richard Davey
265501b4af The src/system folder has been removed and all files relocated to the src/utils folder. This doesn't change anything from an API point of view, but did change the grunt build scripts slightly. 2016-07-11 22:38:09 +01:00
photonstorm
9b4bb1bdd8 Group.getRandomExists will return a random child from the Group that has exists set to true.
Group.getAll will return all children in the Group, or a section of the Group, with the optional ability to test if the child has a property matching the given value or not.

Group.iterate has a new `returnType`: `RETURN_ALL`. This allows you to return all children that pass the iteration test in an array.
2016-07-11 17:05:42 +01:00
photonstorm
1467eb48cf A Group with inputEnableChildren set would re-start the Input Handler on a Sprite, even if that handler had been disabled previously. 2016-07-11 14:17:51 +01:00
photonstorm
94498fcd32 The InputHandler.flagged property has been removed. It was never used internally, or exposed via the API, so was just overhead. 2016-07-11 14:17:41 +01:00
photonstorm
9aef9b741c Preparing for 2.6.2 dev. 2016-07-11 10:30:09 +01:00
photonstorm
ac2516f5aa 2.6.1 Release. 2016-07-11 10:07:56 +01:00
Richard Davey
cfb2b813ef Fixed Uncaught TypeError: Cannot set property 'x' of undefined in Body.js (thanks @ErwanErwan #2607) 2016-07-08 18:54:00 +01:00
photonstorm
aaa9f0d61a Preparing for 2.6.1 dev. 2016-07-08 16:18:59 +01:00
photonstorm
fced3f86ec Phaser 2.6.0 Release. 2016-07-08 15:46:26 +01:00
photonstorm
8a8fa0297d Preparing for release. 2016-07-08 14:26:31 +01:00
photonstorm
61ce14f332 P2.World.clear will now clear out the World.walls property, resetting all of the wall bounds to null. This allows the walls to be re-created accurately when the P2 World is reset, which happens on a State change or restart (thanks @ewpolly1 @codermua #2574) 2016-07-08 13:02:58 +01:00
photonstorm
521a6c9dbb Sound.stop will check to see if gainNode exists before trying to disconnect from it. 2016-07-08 12:27:12 +01:00
photonstorm
c34c7bae4e Docs updates. 2016-07-08 12:04:28 +01:00
photonstorm
dfd9203e0a onWorldBounds now sends the bounds it collided with. 2016-07-08 11:28:45 +01:00
photonstorm
ee202667ed Huge docs update for all of the Game Object events. 2016-07-08 11:28:30 +01:00
Richard Davey
0014201917 Groups now have the following properties, which are getters and setters: centerX, centerY, left, right, top and bottom. These calculate the bounds of the Group, based on all visible children, and then allow you to apply positioning based on that. This means you can, for example, now get the horizontal center of a Group by called Group.centerX. These properties are also setters, so you can position the Groups, and it will take scale and rotation into consideration.
Groups have a new method `alignIn`. It allows you to align the Group within another Game Object, or a Rectangle. You can specify one of 9 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.CENTER` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily place Groups into the corners of the screen, or game world, or align them within other Sprites, using this method.

Groups have a new method `alignTo`. It allows you to align a Group to the side of another Game Object, or a Rectangle. You can specify one of 11 positions which are the new position constants such as: `Phaser.TOP_LEFT` or `Phaser.LEFT_BOTTOM` (see docs for the complete list). The Groups are positioned based on their child bounds, which takes rotation and scaling into consideration. You can easily align Groups next to other Sprites using this method.
2016-07-08 01:33:42 +01:00
Richard Davey
410237881e PIXI.DisplayObjectContainer calls updateTransform at the start of getBounds to help avoid the bounds being out of date. 2016-07-08 01:06:25 +01:00
Richard Davey
c0ba439e82 ArcadePhysics.Body.onCollide is a new Signal that is dispatched whenever the Body collides with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: sprite.body.onCollide = new Phaser.Signal() and it will be called when a collision happens, passing two arguments: the sprites which collided.
ArcadePhysics.Body.onOverlap is a new Signal that is dispatched whenever the Body overlaps with another Body. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onOverlap = new Phaser.Signal()` and it will be called when an overlap happens, passing two arguments: the sprites which collided.
2016-07-07 23:16:18 +01:00
Richard Davey
6ba3c9401f ArcadePhysics.Body.setCircle is a new method that allows you to define an Arcade Physics Body as being a circle instead of a rectangle. You can control the radius of the body and the offset from the parent sprite.
ArcadePhysics.World.separateCircle is a new method that handles all circular body collisions internally within Arcade Physics (thanks @VitaZheltyakov)

All of the Arcade Physics internal methods, such as `collideGroupVsSelf`, `collideSpriteVsSprite` and so on, have been updated to work with circular body shapes (thanks @VitaZheltyakov)

ArcadePhysics.Body.onWorldBounds is a new Signal that is dispatched whenever the Body collides with the world bounds, something that was previously difficult to detect. Due to the potentially high volume of signals this could create it is disabled by default. To use this feature set this property to a Phaser.Signal: `sprite.body.onWorldBounds = new Phaser.Signal()` and it will be called when a collision happens, passing one argument: the sprite on which it occurred.
2016-07-07 21:58:39 +01:00
photonstorm
261155a683 Merged the arcade-circles branch back into 2.6 and tidied up lots of the source code. Needs checking as not working properly with rect vs. circle, but fine with circle vs. circle. 2016-07-07 16:45:10 +01:00
Richard Davey
97bba5f3c7 toABGR updated. 2016-07-06 22:40:05 +01:00
Richard Davey
d93019e86b Moved to 2.6.0 2016-07-06 22:40:00 +01:00
Richard Davey
63158a1dbf Argument swapped for destroyBaseTexture. 2016-07-06 22:31:26 +01:00
Richard Davey
c4d7870a31 * PIXI.Texture.fromImage, PIXI.BaseTexture.fromImage and PIXI.Sprite.fromImage have all been removed. They should never have actually been used, as they bypass the Phaser Loader, and don't factor in CORs or any other advanced loader settings.
* The PIXI.BaseTexture.imageUrl property has been removed, as it was never actually populated.
* The PIXI.BaseTexture._UID property has been removed, as it was never actually used internally.
* All references to PIXI.BaseTextureCache have been removed (primarily from BaseTexture.destroy and Texture.destroy), as the BaseTextureCache was never used internally by Phaser, or by our custom version of Pixi.
* PIXI.TextureCache has been removed. It was only ever used by the __default and __missing images that Phaser generates on start-up. It wasn't used internally by Phaser anywhere else, and the only references Pixi has to it have all been removed. If you need it in your own game, please refactor it to avoid it, or re-create the object on the PIXI global object.
* Canvases created by `BaseTexture.fromCanvas` no longer have the `_pixiId` property attached to them, as this was never used internally by Phaser or Pixi.
* PIXI.BaseTexture.updateSourceImage is now deprecated. Please use `Sprite.loadTexture` instead.
* The property PIXI.BaseTextureCacheIdGenerator has been removed, as it is no longer used internally by Phaser or Pixi.
* PIXI.Texture.addTextureToCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.removeTextureFromCache has been removed. The PIXI Texture Cache was never actually used by Phaser, and was leading to complications internally.
* PIXI.Texture.fromFrame and PIXI.Sprite.fromFrame have been removed. They relied on the PIXI Texture Cache, which was never actually used by Phaser, and was never used internally by Pixi either.
* The property PIXI.TextureCacheIdGenerator has been removed, as it was not used internally.
* The property PIXI.FrameCache has been removed, as it was not used internally.
2016-07-06 21:47:27 +01:00
Richard Davey
440e2afe7c * PIXI.CanvasPool no longer _just_ checks for null parent comparisons. It will check for all falsey parents, helping free-up canvases when the parent objects have been removed elsewhere.
* PIXI.CanvasPool.remove and `removeByCanvas` both now set the removed canvas width and height to 1.
2016-07-06 21:47:05 +01:00
Richard Davey
886c641ddc * The default image texture, for when none is supplied, is now available under Phaser.Cache.DEFAULT.
* The missing image texture, for when an image has failed to load, is now available under `Phaser.Cache.MISSING`.
* Phaser.Cache.addImage will now check the key given, and if `__default` or `__missing` it will update the new consts `Phaser.Cache.DEFAULT` and `Phaser.Cache.MISSING` accordingly, allowing you to replace the default or missing image textures used by Phaser.
* Phaser.Cache.getPixiTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
* Phaser.Cache.getPixiBaseTexture has now been removed, as the Pixi Cache isn't used internally anywhere any longer.
2016-07-06 21:46:40 +01:00
Richard Davey
8a3c71f050 CanvasPool parent checks are now falsey, not just !== null. 2016-07-06 20:59:42 +01:00
Richard Davey
33150018ad Text.fontPropertiesCanvas no longer uses a CanvasPool entry. 2016-07-06 20:59:28 +01:00
Richard Davey
3642ff0489 Phaser.Color.toABGR converts RGBA components to a 32 bit integer in AABBGGRR format. 2016-07-04 18:50:42 +01:00
photonstorm
e08e0861d0 Phaser.ArrayUtils.rotate is now deprecated. Please use Phaser.ArrayUtils.rotateLeft instead. 2016-07-04 13:09:36 +01:00
photonstorm
0036bf747f BitmapData has a new, optional, fifth argument: skipPool. By default BitmapData objects will ask for the first free canvas found in the CanvasPool, but this behavior can now be customized on a per object basis. 2016-07-04 12:57:08 +01:00
photonstorm
cb0861d881 The canvas created by Phaser.Debug for use when displaying debug data is no longer stored in the CanvasPool, and is instead a stand-alone canvas, free from ever being re-used by another game object. 2016-07-04 12:56:52 +01:00
photonstorm
7ebae00c8f Phaser 2.5.1 RC1 2016-07-01 16:57:36 +01:00
photonstorm
32bec66031 Docs update. 2016-06-29 16:18:54 +01:00
photonstorm
4066a8d8d8 All Pixi.Graphics methods that change the Graphics, i.e. drawShape, lineTo, arc, etc will now all automatically call Graphics.updateLocalBounds. This is so that the bounds of the Graphics object are kept updated, allowing you to scale and rotate the Graphics object and still obtain correct dimensions from it (thanks @kelu-smiley #2573) 2016-06-29 16:18:54 +01:00
Richard Davey
fdcbb9229b Phaser.ArrayUtils.shift is the opposite of ArrayUtils.rotate. It takes an array, removes the element from the end of the array, and inserts it at the start, shifting everything else 1 space in the process. 2016-06-29 02:08:42 +01:00
Richard Davey
1f570b49e8 Phaser.Utils.pad now calls toString on the input given, which means you can pass in common data typs such as numbers and have them padded and returned as strings. 2016-06-29 00:04:22 +01:00
Richard Davey
fbd1ba05f7 Phaser.Utils.reverseString will take the given string, reverse it, and then return it. 2016-06-27 22:43:53 +01:00
Richard Davey
a0c771d47e Text.setText has a new optional argument immediate which will re-create the texture immediately upon call, rather than wait for the next render pass to do so (thanks @Scraft #2594) 2016-06-27 22:42:01 +01:00
photonstorm
b24de1e561 Polygon.contains would only work with non-flattened Polygon objects. It now works with both flat and non-flat Polygons.
Graphics objects enabled for input would fail to do anything if a Phaser Polygon was given to the Graphics object (which it was in nearly all cases), as it wouldn't detect input correctly with flattened polygons (thanks @symbiane #2591)
2016-06-27 14:51:25 +01:00
Pete Baron
2a2c82ee3d Fixed the alpha blending (copied the approach from the TriangleStrip PIXI shader) for Tilemap layers. The "blank tilemap" example now works properly and blends the background layers when you use the number keys to switch primary layers. 2016-06-28 00:28:28 +12:00
Pete Baron
9e3a7ec537 Modified the batch creation code and the batch drawing code to only insert degenerate triangles at the end of rows or when a row is broken (e.g. by some empty tiles which we won't draw at all). This should speed things up by optimising the draw, and reducing the amount of data required to describe the batch.
PIXI.Tilemap - _renderBatch using a local 'degenerate' flag to signal to next iteration that one should be inserted before the next triangle.
Phaser.TilemapLayerGL - add degenerate markers at end of rows and whenever a row has a break in it (e.g. empty tiles)
Phaser.Tileset - new addDegenerate function which prevents double markers in a row
2016-06-27 18:24:56 +12:00
Pete Baron
2a4049d5ef Pass each Tile.alpha value and store it with the glBatch data.
NOTE: if implemented this will have to break the tile batch into separate batches based on the alpha values!  Need a chat with Rich...
2016-06-27 16:09:01 +12:00
Pete Baron
d43f29d839 Use the tilemap layer alpha value when batch rendering tiles. 2016-06-27 16:07:24 +12:00
Pete Baron
61635c930e Added offsets to render large tiles at the correct (according to Tiled editor) positions. 2016-06-27 15:21:55 +12:00
Pete Baron
b8c81c21c9 Removed resolveTileset from TilemapLayerGL, added new task to task list. 2016-06-27 15:14:08 +12:00
Pete Baron
20b3d92b9b Fixed large tiles vanishing at screen edges by making a clear distinction between the original tilemap tile width and height, and the collision width and height of tiles for each layer. The difference between these two is now applied when calculating the region to be drawn to fill the screen. 2016-06-27 15:02:20 +12:00
Pete Baron
4f1728c62d First working demo of multiple tileset sources specified in a single Tiled map layer being rendered as separate Batch drawing lists by the webgl renderer.
Phaser.Tilemap now creates internal map layers for each tileset except the first one (which will be handled by the createLayer call from the game).  It also stores a reference to each tileset where the new map layers can access it.
Phaser.TilemapLayerGL uses the new tileset reference to ensure the correct base image and tile sizes are used for each new layer.
PIXI.Tilemap: added initialisation of glBatch to null in c'tor.
Phaser.TilemapParser was cleaned up to remove the now unnecessary tilemap parameter and the attempt to create layers while parsing.
2016-06-27 14:41:46 +12:00
Pete Baron
8d4733c8a5 Commit current state of development before trying something different (see last note in the progress doc). Will revert to previous commits if this attempt fails. 2016-06-27 11:46:52 +12:00
Richard Davey
8c5cea066a Updated docs. 2016-06-23 00:45:24 +01:00
Richard Davey
e050c39357 Gamedevs do it in the render method. 2016-06-22 19:30:30 +01:00
Mike Headley
fca0a625b0 Distance comparison opposite of intended. Fixing so it will save the smaller distance instead of the greater. 2016-06-21 22:20:27 -07:00
Richard Davey
80f12ec074 Merge pull request #2571 from uboot/dev
Fixed Animation.setFrame() for sprite index argument
2016-06-21 22:20:24 +01:00
Richard Davey
2bd4f68ea0 Small tweaks to #2577 and TS defs. 2016-06-21 22:18:09 +01:00
Richard Davey
8cde880d98 Merge pull request #2577 from LoneStranger/dev
Modifed Group.getClosestTo() and Group.getFurthestFrom() to add optional filter callback
2016-06-21 22:07:13 +01:00
Richard Davey
50434375a1 Tidy up formatting for #2585 2016-06-21 22:00:59 +01:00
Richard Davey
495cbb7c14 Merge pull request #2585 from stoneman1/dev
Added file type mappings to accept headers.
2016-06-21 21:56:36 +01:00
Stoneman1
4861df4b66 Added file type mappings to accept headers. 2016-06-21 18:05:56 +03:00
cryptographer
9fdbb2d25d Remove assignment to obsolete tileColor property 2016-06-20 22:29:05 -04:00
Mike Headley
48616c8854 Replacing lost Group.getClosestTo documentation lines. 2016-06-20 14:26:30 -07:00
Mike Headley
2e91588f87 Refactored original getClosestTo and getFurthestFrom functions to include optional filter callback. Removed the getClosestToFilter and getFurthestFromFilter. 2016-06-20 14:07:12 -07:00
photonstorm
e39cd584bf The start of the PIXI re-documentation process. Time to remove the old YUIdoc syntax, and replace with JSDoc and more meaningful descriptions. 2016-06-20 15:50:51 +01:00
Mike Headley
3ef8e5011b Revert "Clarified health property in component Health documentation that 'kill' will be called if it goes below zero."
This reverts commit 18ae3b1ddb.
2016-06-20 07:38:01 -07:00
photonstorm
d119ffa539 Removed PIXI.DisplayObject.prototype._renderWebGL and PIXI.DisplayObject.prototype._renderCanvas as both were only there for ancient jshint tests. 2016-06-20 14:10:21 +01:00
photonstorm
bd30181a2a Docs update. 2016-06-20 12:18:39 +01:00
photonstorm
2310e5dc6f Sound.volume was accidentally repeated twice in the source (thanks @LoneStranger #2569) 2016-06-20 12:18:39 +01:00
Richard Davey
b0cb949b6c Merge pull request #2564 from gotenxds/dev
Added some data to image object types.
2016-06-20 11:55:01 +01:00
Mike Headley
18ae3b1ddb Clarified health property in component Health documentation that 'kill' will be called if it goes below zero. 2016-06-19 22:36:27 -07:00
David Hayes
8f36b96c8a Reorder Weapon.onFire argument order in documentation. 2016-06-19 20:39:51 -05:00
Mike Headley
ad0f31be8d Added Group.getClosestToFilter() and Group.getFurthestFromFilter() 2016-06-19 10:45:35 -07:00
Matthias Fuchs
0d45251e98 Fixed Animation.setFrame() for sprite index argument. 2016-06-17 22:34:11 +02:00
photonstorm
697a2ae94e Fixed issue in Group.align where the cell wouldn't increase if rows was great than -1 2016-06-17 15:28:39 +01:00
Richard Davey
effb975a25 Preparing for 2.5.1 development. 2016-06-17 13:11:48 +01:00
Richard Davey
a9976d2703 Phaser 2.5.0 Release. 2016-06-17 12:46:56 +01:00
photonstorm
47f0224a40 Phaser 2.4.9 release. 2016-06-17 01:11:24 +01:00
photonstorm
9dd745167c Docs fix. 2016-06-16 17:18:49 +01:00
photonstorm
4da3b15ae2 Renamed alignTo to alignIn, and added the new method alignTo, to allow for Sprite to Sprite alignment. Updated all of the Bounds and TS defs. 2016-06-16 17:01:51 +01:00
photonstorm
5bcf84f5a4 Added offsetX and offsetY arguments to Bounds.alignTo. 2016-06-16 15:51:12 +01:00
photonstorm
f64558c4ac Readme update. 2016-06-16 12:14:27 +01:00
Richard Davey
e659083818 Fixed jshint error. 2016-06-16 02:51:44 +01:00
Richard Davey
853d770764 Group.align is a new method that allows you to layout all the children of the Group in a grid formation. You can specify the dimensions of the grid, including the width, height and cell size. You can also control where children are positioned within each grid cell. The grid width and height values can also be set to -1, making them fluid, so the grid expands until all children are aligned. Finally an optional child index argument can be set. This is a great way to quickly and comprehensively align Group children, and has lots of use cases. 2016-06-16 02:50:24 +01:00
Richard Davey
fc7a3934d2 Group.align working. 2016-06-16 02:28:49 +01:00
Richard Davey
ed8fbd9a6c All Game Objects with the Bounds component; which includes Sprites, Images, Text, BitmapText, TileSprites and anything that extend these, now have a new method alignTo. It allows you to align the Game Object to another Game Object, or a Rectangle. You can specify one of 9 positions which are the new constants: Phaser.TOP_LEFT, Phaser.TOP_CENTER and so on (see above for the complete list). The Game Objects are positioned based on their Bounds, which takes rotation, scaling and anchor into consideration. You can easily place Sprites into the corners or the screen or game world, or align them against other Sprites, using this method. 2016-06-16 02:00:46 +01:00
Richard Davey
0efcf68b21 The Game Object Bounds component has been updated to include two new properties: centerX and centerY. This means you can, for example, now get the horizontal center of a Sprite by called Sprite.centerX. These properties are also setters, so you can position the Game Objects, and it will take scale and anchor into consideration. 2016-06-16 01:00:11 +01:00
Richard Davey
123e61c018 The Game Object Bounds component has been updated so that it now provides setters for all of the properties, as well as getters. Previously Sprite.left, Sprite.right, Sprite.top and Sprite.bottom were read-only, but they are now available to be set as well, and take into consideration the anchor and scale of the Game Objects. 2016-06-16 00:33:48 +01:00
Richard Davey
d67e902760 Rectangle.getPoint is a new method that returns a point based on the given location constant, such as Phaser.BOTTOM_LEFT. It returns the same result as calling Rectangle.bottomLeft (etc) but unlike those getters you are able to provide your own Point object. 2016-06-15 23:39:15 +01:00
Richard Davey
64a44aab17 Added the following new constants: Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.MIDDLE_LEFT, Phaser.MIDDLE_CENTER, Phaser.MIDDLE_RIGHT, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER and Phaser.BOTTOM_RIGHT. 2016-06-15 23:37:48 +01:00
Richard Davey
32cf1f1a9c Group.createMultiple can now accept Arrays for both the key and frame arguments. This allows you to create multiple sprites using each key and/or frame in the arrays, which is a great and quick way to build diverse Groups. See the JSDocs for complete details and code examples. 2016-06-15 22:36:23 +01:00
gotenxds
91987eff56 Added some data to image object types. 2016-06-15 13:09:47 +03:00
Richard Davey
70be74cb36 Lots of work on Body.moveTo and Body.moveFrom. Now working nicely. 2016-06-15 04:12:47 +01:00
Richard Davey
b5cc01132c Body.move tests. 2016-06-14 23:45:00 +01:00
photonstorm
bc00c900e9 BitmapData.smoothProperty is a new property that holds the string based prefix needed to set image scaling on the BitmapData context.
BitmapData.copyTransform allows you to draw a Game Object to the BitmapData, using its `worldTransform` property to control the location, scaling and rotation of the object. You can optionally provide

BitmapData.drawGroup now uses the new `copyTransform` method, to provide for far more accurate results. Previously nested Game Objects wouldn't render correctly, nor would Sprites added via `addChild` to another Sprite. BitmapText objects also rendered without rotation taken into account, and the Sprites smoothing property was ignored. All of these things are now covered by the new drawGroup method, which also handles full deep iteration down the display list.
2016-06-14 15:29:56 +01:00
photonstorm
189cbf4132 Added exists property. 2016-06-14 15:29:45 +01:00
photonstorm
6383f6b1fb Updated docs. 2016-06-14 15:29:38 +01:00
photonstorm
7817d47a25 Updated Cache docs. 2016-06-14 12:18:32 +01:00
photonstorm
ad3641830d Phaser.Matrix if passed a 0 value would consider it falsy, and replace it with the default by mistake. It now checks if the arguments are undefined or null and only then sets the defaults (thanks mmcs) 2016-06-14 12:18:23 +01:00
Richard Davey
7108bc3de3 Merge pull request #2552 from drhayes/dev
Distinguish between Arrays and Objects when cloning in Cache.getJSON.
2016-06-14 11:49:02 +01:00
photonstorm
fb3f7721cb Working through updating BitmapData.copy to use the source matrix instead, so it retains the correct draw sequence order. 2016-06-13 17:01:33 +01:00
photonstorm
1a3b06a9f4 The DisplayObject.worldRotation value didn't sign the wt.c value correctly, meaning the rotation would be wrong.
The `DisplayObject.worldScale` value didn't multiply the local objects scale into the calculation, meaning the value wasn't a true representation of the objects world scale.
2016-06-13 17:01:03 +01:00
Pete Baron
04980c8096 Remove hack to force WEBGL mode for testing. 2016-06-14 01:02:02 +12:00
Pete Baron
11c5300591 Remove dubious use of tile.index to reference the tilesets list (it seems unlikely that there would ever be a tilesets value for every tile, and a huge waste of memory if it was ever done that way).
TODO: look into putting the tileset index (or a tileset reference) into each Tile structure when building them to avoid resolveTilesets entirely too.
2016-06-14 00:43:46 +12:00
Pete Baron
7533005a62 Fix buffer size bug. 2016-06-14 00:00:18 +12:00
Pete Baron
b406d10d94 Comments, and removed reinitialisation of the glBatch list. 2016-06-13 18:40:51 +12:00
Pete Baron
310b151924 Removed pixiTest flag, using renderType instead. 2016-06-13 18:39:52 +12:00
Pete Baron
c7476a6583 Fixed bug where scroll was effectively applied twice. 2016-06-13 18:38:55 +12:00
Pete Baron
05efcfe36e Modified my PIXI.Tilemap class to accept the glBatch list of tile source and destination coordinates, convert them into a GL TRIANGLE_STRIP data buffer, then draw them as a single batch WebGL draw. 2016-06-13 17:28:35 +12:00
Pete Baron
a8405bd066 add comment 2016-06-13 17:26:33 +12:00
Pete Baron
57a6245f25 Made a copy of Phaser.TilemapLayer which instead extends PIXI.Tilemap, then added functions to build a batch list of tile source and destination coordinates (instead of drawing them directly onto a Canvas). This maintains all the existing Phaser functionality in regards to tile map decoding and interpretation, and also provides maximum performance from the PIXI component by using a TRIANGLE_STRIP to render everything as a single batch job. 2016-06-13 17:25:50 +12:00
Pete Baron
94d49f1196 Add GL variant of the Tileset.draw function for new approach to WebGL tile drawing (utilising most of the existing Phaser code unchanged) 2016-06-13 17:13:13 +12:00
David Hayes
346aed2866 Distinguish between Arrays and Objects when cloning in Cache.getJSON.
Fixes #2551.
2016-06-10 10:33:33 -05:00
photonstorm
0880380ea9 Phaser 2.4.9 RC4. 2016-06-10 16:22:54 +01:00
Richard Davey
1daf897b23 Small styling fixes. 2016-06-09 23:27:19 +01:00
Richard Davey
5415d9b603 Stage and Group postUpdate methods iterate the same way now. 2016-06-09 23:14:24 +01:00
Richard Davey
cd8bb5a216 Removed keyCode modifier (#2542) 2016-06-09 22:03:09 +01:00
Richard Davey
57642afc24 Fixed keyboard issue. 2016-06-09 20:55:21 +01:00
photonstorm
88f47e2497 Keyboard now uses a new internal method getKeyCode to normalize the key code value based on browser support. It first checks for event.key, then event.keyIdentifier and finally event.keyCode (thanks @SVasilev #2542) 2016-06-09 16:37:32 +01:00
photonstorm
2ac594ca03 TypeScript defs update. 2016-06-09 16:29:09 +01:00
photonstorm
a65f9c7e4b Group.onChildInputDown is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an onInputDown signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
Group.onChildInputUp is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputUp` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.

Group.onChildInputOver is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOver` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.

Group.onChildInputOut is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOut` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
2016-06-09 16:19:11 +01:00
photonstorm
28331c4f7f Comment fix. 2016-06-09 15:37:03 +01:00
photonstorm
458a67251d Fixed input property check. 2016-06-09 15:09:20 +01:00
photonstorm
90e1460320 Added new Debug.displayList function. 2016-06-09 14:58:58 +01:00
photonstorm
24f4abe760 Group.add has a new optional argument index which controls the index within the group to insert the child to. Where 0 is the bottom of the Group.
Group.addAt has been refactored to be a simple call to `Group.add`, removing lots of duplicate code in the process.

Group.create has a new optional argument `index` which controls the index within the group to insert the child to. Where 0 is the bottom of the Group. It also now makes proper use of `Group.add`, cutting down on more duplicate code.

Group.createMultiple now returns an Array containing references to all of the children that the method created.
2016-06-09 14:58:35 +01:00
photonstorm
c64749fef2 Added missing properties. 2016-06-09 14:54:39 +01:00
photonstorm
92d3a5efa8 Adds a callback that is fired every time 'Pointer.processInteractiveObjects' is called.
The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to
interact with. It works by polling all of the valid game objects, and then slowly discounting those
 that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc).

Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid
for input and overlap with the Pointer. If you need fine-grained control over which of the items is
selected then you can use this callback to do so.

The callback will be sent 3 parameters:

1) A reference to the Phaser.Pointer object that is processing the Items.
2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites.
3) The current 'favorite' candidate, based on its priorityID and position in the display list.

Your callback MUST return one of the candidates sent to it.
2016-06-09 14:49:10 +01:00
photonstorm
7c2d1d4ab8 Pointer.interactiveCandidates is a new Array that is erased and re-populated every time this Pointer is updated. It contains references to all of the Game Objects that were considered as being valid for processing by this Pointer, during the most recent update. To be valid they must have suitable a priorityID, be Input enabled, be visible and actually have the Pointer over them. You can check the contents of this array in events such as onInputDown, but beware: it is reset every update.
Pointer.swapTarget allows you to change the `Pointer.targetObject` object to be the one provided. This allows you to have fine-grained control over which object the Pointer is targeting.
2016-06-09 14:36:15 +01:00
photonstorm
fa43bec19f PIXI.DisplayObjectContainer.ignoreChildInput is a new property. If true then the children will _not_ be considered as valid for Input events. Because this has been applied to DisplayObjectContainer it means it's available in Group, Sprite and any other display level object. Using this boolean you can disable input events for all children in an entire Group, without having to iterate anything or deep-set flags.
InputHandler._pointerOverHandler and _pointerOutHandler have new arguments `silent` - if `true` then they will not dispatch any Signals from the parent Sprite.
2016-06-09 14:32:56 +01:00
photonstorm
e8e7e27184 The DisplayObject.renderOrderID used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a renderOrderID of 9, where-as the top-most sprite, rendering above all others, would have a renderOrderID of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and renderOrderIDs are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is.
`InputHandler.validForInput` and `Pointer.processInteractiveObjects` have been updated to reflect the new `renderOrderID` sequence (see above).
2016-06-09 12:32:37 +01:00
Richard Davey
53c579a50c Merge pull request #2545 from fillmoreb/patch-3
Fix Phaser.Rectangle.aabb()
2016-06-09 11:30:19 +01:00
Upperfoot
bab2fac729 Resolved issue with tilemapLayer collision. 2016-06-08 23:52:56 +01:00
fillmoreb
3f5de71add Fixe Phaser.Rectangle.aabb()
Number.MIN_VALUE does not return the most negative number, but rather the smallest representable number above 0.  As a result, Phaser.Rectangle.aabb() did not work correctly when the points had negative values.
2016-06-08 16:14:30 -06:00
Craig Whiteside
212a07b9ac Fixed problem with missing parameter in tileCheckX and tileCheckY. 2016-06-07 14:00:34 +01:00
Richard Davey
1956d3584e InputHandler.dragStopBlocksInputUp is a boolean that allows you to control what happens with the input events. If false (the default) then both the onInputUp and onDragStop events will get dispatched when a Sprite stops being dragged. If true then only the onDragStop event is dispatched, and the onInputUp is skipped. 2016-06-07 02:21:12 +01:00
Richard Davey
913936f080 jshint fix. 2016-06-07 01:50:38 +01:00
Richard Davey
df92c45420 There are two new Phaser consts available, for help with orientation of games or Game Objects. They are Phaser.HORIZONTAL, Phaser.VERTICAL, Phaser.LANDSCAPE and Phaser.PORTRAIT. 2016-06-07 01:45:33 +01:00
Richard Davey
66b846cbdb InputHandler.dragDistanceThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a distance, in pixels, that the pointer must have moved before the drag will begin.
InputHandler.dragTimeThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a time, in ms that the pointer must have been held down for, before the drag will begin.

InputHandler.downPoint is a new Point object that contains the coordinates of the Pointer when it was first pressed down on the Sprite.
2016-06-07 01:28:06 +01:00
Craig Whiteside
7a1667fa7e Fixed typo on collision for TileMapLayers (lesson to triple check your code...) 2016-06-06 15:43:51 +01:00
Richard Davey
a180882d27 Fixed the data object not being created. 2016-06-06 00:31:46 +01:00
Richard Davey
de3d749385 Farthest swapped for the more common Furthest. 2016-06-05 23:01:00 +01:00
Richard Davey
1b67850c82 Merge pull request #2529 from TheJasonReynolds/local_dev
Set isPlaying to true if no marker (.play is not called again)
2016-06-05 15:51:43 +01:00
John Rees
e75827d6ab Signal description typo fix 2016-06-04 19:41:54 +01:00
Jason Reynolds
db0a41bedf Set isPlaying to true if no marker (.play is not called again) 2016-06-03 17:08:07 -05:00
photonstorm
1a67079ae7 Phew. Added TypeScript defs for the Weapon Plugin. Don't say I never do anything for you! 2016-06-03 17:11:08 +01:00
photonstorm
61f064dfe9 Docs update. 2016-06-03 16:45:47 +01:00
Richard Davey
d81ec7fa0f Merge pull request #2526 from drhayes/dev
Don't extend Phaser.Utils when doing deep copy in Phaser.Cache.getJSON.
2016-06-03 16:42:30 +01:00
Richard Davey
6c292a4607 Merge pull request #2525 from Upperfoot/dev
Adds missing fixedToCamera check in TilemapLayer.prototype._renderWebGL
2016-06-03 16:40:00 +01:00
photonstorm
a2d0aac9fd Docs finished. 2016-06-03 16:38:40 +01:00
photonstorm
93b1f3eba1 Math.between will return a value between the given min and max values. 2016-06-03 16:18:35 +01:00
David Hayes
8317563d27 Don't extend Phaser.Utils when doing deep copy in Phaser.Cache.getJSON. 2016-06-03 10:16:07 -05:00
Upperfoot
57e8a35226 Adds missing fixedToCamera check in Phaser.TilemapLayer.prototype._renderWebGL e4ea011353 2016-06-03 16:11:39 +01:00
photonstorm
ee6f277b31 PluginManager.remove has a new argument destroy (defaults to true) which will let you optionally called the destroy method of the Plugin being removed. 2016-06-03 15:52:17 +01:00
photonstorm
c73ccfbddb Lots more docs updates. 2016-06-03 15:51:06 +01:00
photonstorm
d2269c362d Docs update. 2016-06-03 15:20:11 +01:00
photonstorm
0da7cf5ffd There are a bunch of new Phaser consts available to help with setting the angle of a Game Object. They are Phaser.ANGLE_UP, ANGLE_DOWN, ANGLE_LEFT, ANGLE_RIGHT, ANGLE_NORTH_EAST, ANGLE_NORTH_WEST, ANGLE_SOUTH_EAST and ANGLE_SOUTH_WEST. 2016-06-03 15:19:18 +01:00
photonstorm
96711f4db9 Added the Weapon Plugin and worked lots on its docs. 2016-06-03 15:09:43 +01:00
Richard Davey
7ec02f79e4 Merge pull request #2520 from seanirby/patch-1
Update docstring for TimerEvent
2016-06-03 13:15:43 +01:00
photonstorm
0a5b2673ff JSHint fixes re: #2522 2016-06-03 13:14:59 +01:00
photonstorm
9ae43757b9 Group.removeAll has a new argument destroyTexture which allows you to optionally destroy the BaseTexture of each child, as it is removed from the Group (thanks @stoneman1 #2487) 2016-06-03 13:11:03 +01:00
photonstorm
ae5be7ac92 Merging in the new Weapon Plugin. 2016-06-03 13:00:45 +01:00
photonstorm
84c60d4e87 Within RequestAnimationFrame both updateRAF and updateSetTimeout now only call game.update if isRunning is true. This should avoid asynchronous Game destroy errors under environments like Angular (thanks @flogvit #2521) 2016-06-03 13:00:45 +01:00
Richard Davey
05ca827c2b Merge pull request #2522 from Upperfoot/master
Fixing tileMap collision when tileMapLayer is set to a position other than 0,0
2016-06-03 12:45:37 +01:00
photonstorm
e4ea011353 TilemapLayer now adheres to fixedToCamera should it be disabled #2482 2016-06-03 12:13:01 +01:00
Sean Irby
3c2003365d Update docstring for TimerEvent
I think the TimerEvent lifecycle could use some clarification so I updated the docstring to explain what happens when they are finished firing.
2016-06-02 17:47:31 -07:00
Richard Davey
097add1aa6 Game Objects including Sprite, Image, Particle, TilemapLayer, Text, BitmapText and TileSprite have a new property called data. This is an empty Object that Phaser will never touch internally, but your own code, or Phaser Plugins, can store Game Object specific data within it. This allows you to associate data with a Game Object without having to pollute or change its class shape. 2016-06-03 01:08:32 +01:00
Richard Davey
45bd98ee18 Fixed issue with camera target sync. 2016-06-02 23:20:46 +01:00
Richard Davey
645a614326 Stage has had all of its core update loops modified, so they now iterate through the display list forwards, instead of in reverse. Stage.postUpdate is now also a lot smaller, with no conditional branching if there is a Camera Target or not. 2016-06-02 22:45:31 +01:00
Richard Davey
c822cda452 TilemapLayer.postUpdate could potentially be called several times per frame (depending on device frame rate), which would cause multiple texture redraws, even though only the last texture is used during rendering. This has now been modified so that the local TilemapLayer canvas is only re-rendered once per frame, during the rendering phase, and not during the logic update phase. 2016-06-02 22:44:24 +01:00
Richard Davey
c4f4ceef42 Code format fix. 2016-06-02 22:41:58 +01:00
Richard Davey
09d09aaf84 Removed the updateTransform calls from the frame loop, because it happens automatically as part of Game.updateLogic anyway, so was duplicating the workload for no reason. 2016-06-02 22:41:03 +01:00
Richard Davey
eb1c61826c The camera now divides its effects (like shake and fade) updates, and the updateTarget into two separate functions. 2016-06-02 22:40:30 +01:00
photonstorm
68c29470cf The way the display list updates and Camera movements are handled has been completely revamped, which should result is significantly smoother motion when the Camera is following tweened or physics controlled sprites. The Stage.postUpdate function is now vastly reduced in complexity. It takes control over updating the display list (calling updateTransform on itself), rather than letting the Canvas or WebGL renderers do this. Because of this change, the Camera.updateTarget function uses the Sprites worldPosition property instead, which is now frame accurate (thanks @whig @Upperfoot @Whoisnt @hexus #2482) 2016-06-02 16:38:21 +01:00
Richard Davey
8da3395407 Merge pull request #2471 from cwleonard/gamepad
Gamepad problems in Google Chrome
2016-06-02 15:46:03 +01:00
photonstorm
a81fe3cf02 jshint fixes. 2016-06-02 15:38:05 +01:00
photonstorm
63a1336bd5 Sound.addMarker now has a default value for the duration argument (1 second) to avoid the DOM Exception 11 error if you accidentally miss it out (thanks @mari8i #2508) 2016-06-02 15:29:51 +01:00
photonstorm
21b5492e98 Video.onComplete wouldn't fire on iOS if the user hit the 'Done' button before the video had finished playing. It now uses the webkitendfullscreen event to detect this, and dispatches the onComplete signal should that event fire (thanks @kelu-smiley #2498) 2016-06-02 15:26:11 +01:00
photonstorm
dfa8b9dedc Refactored Group.getClosestTo and Group.getFurthestFrom. 2016-06-02 15:11:23 +01:00
photonstorm
a52bbf621b Added missing property. 2016-06-02 15:02:44 +01:00
Richard Davey
837d3cba46 Merge pull request #2505 from gotenxds/ReverseAnimation
Added a reverse functionality to animations.
2016-06-02 15:01:57 +01:00
Richard Davey
f67d304e99 Merge pull request #2504 from Nuuf/master
added functions for getting closest child and farthest child
2016-06-02 14:58:09 +01:00
Richard Davey
56cc7dc155 Merge pull request #2519 from TadejZupancic/patch-1
Fixing measurement of text width that produced too narrow canvas
2016-06-02 14:53:17 +01:00
Richard Davey
d18c591c15 Merge pull request #2499 from kevinleedrum/2496
Fixing issue #2496: Wrapped BitmapText not centering
2016-06-02 14:51:09 +01:00
TadejZupancic
317c85db90 Fixing measurement of text width that produced too narrow canvas
When using a style on characters (e.g. addColor), the length of the whole line with default style was measured ignoring the different width of the characters with added style. 

I've included the measureLine function, which does the same measurements as updateLine, but it does not render the line to canvas - it only returns the line length.

Now this function is used for measuring line of text if some style is added to it.
2016-06-02 11:10:40 +02:00
gotenxds
7fc34c117c Reverse and reverseOnce will now return the animation to allow linking. 2016-05-31 20:29:02 +03:00
gotenxds
b34860c89b Reverse and reverseOnce will now return the animation to allow linking. 2016-05-31 20:27:55 +03:00
Vitaliy
cd3742f9f2 Corrected intersects fuction
Added protection against incorrect handling collisions. Clashes with the body itself will not be processed.
2016-05-31 01:18:17 +03:00
Gustav
5a1cb006ec beautified 2016-05-28 00:27:35 +02:00
gotenxds
d243da7a1b Small fix, should check for -1 not 0 2016-05-27 21:37:56 +03:00
gotenxds
ae3ebf00cd Added typescript defs; Fixed jshint. 2016-05-27 18:04:33 +03:00
gotenxds
d4636e9e81 Added a reverseOnce method. 2016-05-27 17:58:54 +03:00
gotenxds
b0c4f3bc4c Added a convenient function. 2016-05-27 17:48:06 +03:00
gotenxds
bb7cbb36f6 If animation is reversed it should start from last frame. 2016-05-27 17:43:36 +03:00
gotenxds
2c752a25c2 Deleted whitespace. 2016-05-27 15:55:46 +03:00
John Doe
911d345571 Merge remote-tracking branch 'origin/ReverseAnimation' into ReverseAnimation
Conflicts:
	src/animation/Animation.js
	typescript/phaser.comments.d.ts
	typescript/phaser.d.ts
2016-05-27 15:46:57 +03:00
John Doe
ce17ac9902 Added a reverse functionality to animations. 2016-05-27 15:44:32 +03:00
John Doe
11805b311d Added a reverse functionality to animations. 2016-05-27 02:24:23 +03:00
Gustav
5b4b41c958 added functions for getting closest child and farthest child 2016-05-26 21:51:56 +02:00
Pete Baron
0904e386de Use firstgid (TODO: assumes tileset 0 currently, needs to calculate the correct tileset) to fix the 'out by one' tilemap example errors.
Handle empty VBO case, and make sure we only drawArrays the correct number of vertices (to fix the large corrupt block in the top-right corner of many example demos).
2016-05-26 14:13:07 +12:00
Pete Baron
0dd3610ee4 Minor optimisation in TilemapLayerGL to remove unnecessary loop. 2016-05-26 14:10:45 +12:00
kevinleedrum
c1a2970488 Fixing issue #2496: Wrapped BitmapText not centering 2016-05-24 09:09:38 -04:00
photonstorm
07ef075e92 Phaser.Line.intersectsRectangle checks for intersection between a Line and a Rectangle, or any Rectangle-like object such as a Sprite or Body. 2016-05-24 02:30:00 +01:00
photonstorm
c1c2e6bc9d Removed left-over Body.isCircle checks. 2016-05-23 23:02:04 +01:00
photonstorm
e974ff4ee9 Removed Circle functions and updated setSize docs. 2016-05-23 13:16:21 +01:00
photonstorm
9b9e398c73 InputHandler.checkPointerDown had an incorrect single pipe character |, instead of an OR check ||, and an isDown check, causing Button Over events to fail (thanks @pengchuan #2486) 2016-05-23 13:03:11 +01:00
photonstorm
16e9acac84 Updated Body.reset call. 2016-05-23 12:54:41 +01:00
photonstorm
8743e8952c Reverted worldScale calculation. 2016-05-23 12:54:33 +01:00
photonstorm
09dd84565e Arcade Physics Body incorrectly positioned if the Sprite had a negative scale (see http://www.html5gamedevs.com/topic/22695-247-248-body-anchoring-any-migration-tips/) (thanks @SBCGames @icameron @Nuuf @EvolViper #2488 #2490) 2016-05-23 12:46:01 +01:00
photonstorm
7844ad927c Preparing for 2.4.9 dev. 2016-05-23 12:32:37 +01:00
Pete Baron
a9bf339efd Fully working sci-fly demo using a single gl draw to blit all of the tiles at once. Theoretically extremely fast (requires testing). Works here in FireFox and Chrome at 60 fps on an i7 4770 with Nvidia 780 GTX drawing typically 1989 tiles per frame. 2016-05-23 21:09:13 +12:00
Pete Baron
1b7eaadd06 First (nearly) working batch drawing test. Instead of pushing rectangles as pairs of triangles individually, this version creates a vertex buffer object for all visible tile rectangles, with degenerate triangles separating each one from the next. The drawing is done by a single call to gl.drawArrays.
Bizarrely, this version still chokes in Firefox, implying that the previous demo's horrible performance was not down to the GPU blocking as the rectangles are sent to it.

The test is not fully working because it does not scroll the drawing position. So instead of the map moving when you hit a scroll boundary, it simply stops drawing the top or left edges as the scroll region moves away from the visible window.  It's an easy fix, but I think I'll leave it until I find out exactly why Firefox still chokes on this demo.

Progress text file updated with latest experiments and progress today.
2016-05-23 17:48:54 +12:00
photonstorm
d1234d1685 Preparing for 2.5.0 dev. 2016-05-19 13:45:51 +01:00
photonstorm
9f28d0659d Phaser 2.4.8 release. 2016-05-19 12:36:51 +01:00
Upperfoot
4a3e8f2b4a Take into consideration Tilemap position into collision 2016-05-19 11:06:49 +01:00
Upperfoot
55700e4fec Take into account position of tilemap in collision 2016-05-19 08:47:31 +01:00
zeterain
cd188ed0ab Update Documentation in Game.js
Updated the documentation in Game.js to indicate that the renderType property could be set to Phaser.HEADLESS.
2016-05-18 10:56:44 -06:00
photonstorm
a6a2c61240 Sprites that had a tint on them, that then had their frame changed via either Sprite.frame or Sprite.frameName wouldn't re-tint the new frame, and would become stuck on the old frame in Canvas mode (thaks @spayton #2453) 2016-05-17 21:04:40 +01:00
photonstorm
d161a7f6bc Sounds played using the Audio tag, set to loop, would get caught in an endless pause-play loop cycle (thanks @rroylance #2473) 2016-05-17 16:43:11 +01:00
photonstorm
7018ca2132 Position in Body.reset #2470 2016-05-16 15:20:44 +01:00
photonstorm
54683b7fb2 Sounds played using the Audio tag, that were paused and then resumed again (either directly in code, or via a game pause event) would not resume from the point at which they paused (thanks @rroylance #2473) 2016-05-16 15:16:19 +01:00
photonstorm
02e8b1ae0a If you set Game.renderType to Phaser.HEADLESS it will no longer render the output to the canvas. The canvas is still created (although not added to the DOM), as it's required internally, but no rendering now takes place on it (thanks @ForgeableSum #2464) 2016-05-16 14:53:11 +01:00
photonstorm
ac89d1aec7 Arcade Physics Body has a new property worldBounce. This controls the elasticity of the Body specifically when colliding with the World bounds. By default this property is null, in which case Body.bounce is used instead. Set this property to a Phaser.Point object in order to enable a World bounds specific bounce value (thanks @VitaZheltyakov #2465) 2016-05-16 13:53:12 +01:00
photonstorm
f9994fac75 Fixed a bug in Arcade Physics Body.preUpdate which would incorrectly apply the position of an offset Body (one which has had Body.setSize used on it) when combined with a Sprite with a non-zero anchor (thanks @SBCGames #2470) 2016-05-16 13:39:46 +01:00
photonstorm
19dce62734 Arcade Physics has had a new world argument added to the following functions: distanceBetween, distanceToXY, distanceToPointer, angleBetween, angleToXY and angleToPointer. The argument (which is false by default), when enabled will calculate the angles or distances based on the Game Objects world property, instead of its x and y properties. This allows it to work for objects that are placed in offset Groups, or are children of other display objects (thanks @Skeptron for the thread #2463) 2016-05-16 13:31:57 +01:00
Richard Davey
6eca457877 Merge pull request #2476 from staff0rd/generate_texture
fix generateTexture return type
2016-05-16 12:56:27 +01:00
photonstorm
4fd2524c61 Text.setStyle has a new argument update which will optionally automatically call updateText after setting the new style (thanks @staff0rd #2478) 2016-05-16 12:55:27 +01:00
Pete Baron
5c6ad9cbcb Fix double subtraction error. 2016-05-13 14:34:24 +12:00
Pete Baron
e396c266b8 Use the correctly scaled scrollX, scrollY parameters for the scroll offsets.
This makes the layers in "blank tilemap" example work properly (you'll need to click the 3rd tile in the palette before drawing becomes visible - that's next up)
2016-05-13 14:13:51 +12:00
Pete Baron
5be5ddba25 Protect against zero and negative indexes (-1 is used in e.g. "blank tilemap" example). 2016-05-13 14:06:58 +12:00
Pete Baron
49b3d1a57a Temporary modification to force webgl renderer without needing to edit all the example files. 2016-05-13 14:06:08 +12:00
Pete Baron
e0008793bd Prepare Phaser.Tilemap for testing other examples/tilemaps with the TilemapLayerGL code.
Ensure that TilemapLayerGL is treated as a valid layer the same as TilemapLayer.

TODO: I've hardwired the PIXI TilemapLayerGL test flag (pixiTest) to be 'on' unless otherwise specified... need to turn this off before final commits!
2016-05-13 12:24:55 +12:00
Pete Baron
a98d0e8e70 First pass of 'clean-up': correcting comments, removing unused code 2016-05-13 12:06:18 +12:00
Pete Baron
4cfcb3b7bd Implemented _renderMode switch and _renderVisibleTiles functionality. This speeds up the sci-fly demo hugely. 2016-05-13 11:37:33 +12:00
Pete Baron
0855e59972 Added _renderMode to switch between full-map redrawing and visible screen redrawing modes. 2016-05-13 11:36:12 +12:00
stafford
e6b9ca4e22 fix generateTexture return type 2016-05-12 15:30:33 +10:00
photonstorm
f34b567295 BitmapData.copy, and by extension any method that uses it, including BitmapData.draw, drawGroup and drawFull, now all support drawing RenderTexture objects. These can either be passed directly, or be the textures of Sprites, such as from a call to generateTexture. 2016-05-12 03:48:14 +01:00
photonstorm
85d5d9715d Removed, this has gone to its own branch. 2016-05-11 16:38:56 +01:00
photonstorm
1d18c70371 BitmapData.drawGroupProxy is now capable of iterating through Sprites that have children, and also now uses the world positions for drawing instead. 2016-05-11 16:38:42 +01:00
photonstorm
74af2079b6 Swap to use worldScale instead of worldTransform. 2016-05-11 16:37:31 +01:00
photonstorm
621673b9ca Revert worldScale setter. 2016-05-11 16:37:21 +01:00
photonstorm
815907184a Typo fix. 2016-05-11 16:37:01 +01:00
photonstorm
9649f714bb InputHandler.checkPointerDown and checkPointerOver will now test the worldTransform scale property of a Sprite. If zero it will fast return, where-as before it would incorrectly report an up event (thanks @jaapaurelio #2466) 2016-05-11 12:25:35 +01:00
photonstorm
368913fd98 Removed WebGL Tilemap renderer, has moved to its own branch to be part of 2.5.0. 2016-05-11 11:27:36 +01:00
photonstorm
16203a378a PIXI.defaultRenderer is now set to null in Game.destroy, allowing it to be reset if a new Game instance is created on the same page (thanks @xtforgame ##2474) 2016-05-11 11:27:36 +01:00
Casey Leonard
9ede913609 gamepad bugs in Chrome
fixes issues with being unable to connect a gamepad in Chrome and losing
the gamepad when focus is lost to the game
2016-05-07 19:07:16 -04:00
Pete Baron
5e97f10c86 Remove un-needed mixin components leaving only FixedToCamera (not sure about this one). Move this.fixedToCamera after the Core.init call which creates the underlying core components required. Add temporary instant return from shiftCanvas in case that was being called and contributing to the slow-down (probably not). 2016-05-05 17:00:22 +12:00
Pete Baron
ef4143136e Use this.x, this.y as scrolling offsets when rendering each tile. 2016-05-05 16:57:55 +12:00
Pete Baron
69abe492cc Modified Phaser.Tilemap and PIXI.Tilemap to support the new Phaser.TilemapLayerGL objects.
The PIXI file has a reverse dependency on Phaser for it's 'layer' parameter which contains a Phaser.Tilemap (which holds the map data).  The other changes adapt it to the new data source (previously this expected a raw JSON object encoded like the Mario.json map is).

The Phaser file now keeps a reference to the data parsed from the original map, and adds a branch in createLayer to build a TilemapLayerGL instead of a TilemapLayer.
2016-05-05 15:58:03 +12:00
Pete Baron
ad04676980 New class: duplicate of Phaser.TilemapLayer modified to access the new PIXI.Tilemap WebGL based tile renderer.
This is just the first test which actually produces some visible output (the map is drawn for the "sci fly" demo example, if you adjust line 27 of that source file to: layer = map.createLayer(0, undefined, undefined, undefined, true);
The new terminal "true" parameter instructs Phaser.Tilemap.createLayer to create a TilemapLayerGL object instead of the usual Phaser.TilemapLayer.
2016-05-05 15:52:26 +12:00
photonstorm
45118e7a60 Docs fix. 2016-05-04 23:34:15 +01:00
Pete Baron
eb77949f63 Strip down PIXI.Tilemap to remove all unused code.
Add very simple tilemap render function to draw every layer, every tile, for the tiles provided.
Link to the TilemapShader and get the whole thing working.
2016-05-05 10:29:51 +12:00
Pete Baron
9deb07c3aa Modify this shader to draw a simple textured rectangle using a two-tri strip, extremely quickly due to simplicity. 2016-05-05 10:28:12 +12:00
photonstorm
1adece490a Docs update. 2016-05-04 02:02:13 +01:00
photonstorm
7afe087c3d Docs fix. 2016-04-29 17:46:44 +01:00
photonstorm
7332dd8028 Custom WebGL Tilemap renderer POC displaying textures. It's a start. 2016-04-28 00:18:09 +01:00
photonstorm
16378713b4 JSDocs update (#249) 2016-04-27 12:57:41 +01:00
photonstorm
d55b0c9e51 Tilemap update. 2016-04-27 03:38:07 +01:00
photonstorm
b10c8858c3 Tilemap shader WIP. 2016-04-27 03:02:13 +01:00
photonstorm
f494c867c7 Fixed an issue in the Arcade Physics overlap method where it would only detect overlaps up to the max bias threshold and no further (thanks @rgk #2441)
The Arcade Physics overlap method would return false if two bodies were overlapping but neither had any velocity (i.e. they were embedded into each other)
2016-04-25 11:38:51 +01:00
Richard Davey
74d52dd327 Merge pull request #2443 from drhayes/dev
Add a "shakeIntensity" property to Camera.
2016-04-23 04:34:08 +01:00
photonstorm
6bc93de7a5 Preparing for 2.4.8 dev. 2016-04-23 04:32:47 +01:00
David Hayes
fb709fe728 Add a "shakeIntensity" property to Camera.
This would allow tweening the intensity of the Camera shake over the
lifetime of the shaking.
2016-04-22 19:53:52 -05:00
photonstorm
a29cc64932 Phaser 2.4.7 Final. 2016-04-22 15:15:28 +01:00
photonstorm
002d6250a8 Docs update. 2016-04-21 00:48:54 +01:00
photonstorm
3d6b1a3b7e Stopped the Camera Shake effect from changing the World position, as it screws up Arcade Physics, Sprite deltas and some input handling. Instead moved the effect to be render applied only. On Canvas it updates the context.setTransform call, and on WebGL the renderSession offset property. 2016-04-19 04:12:58 +01:00
photonstorm
62d135cf1f Small tidy-up. 2016-04-19 03:39:04 +01:00
photonstorm
7d9c817373 Dragging a Sprite while the camera was moving would slowly cause the Sprite position to become out of sync the further the camera moved. A Sprite being dragged now tracks the camera position during the drag update and adjusts accordingly (thanks @jeroenverfallie #1044) 2016-04-19 01:54:24 +01:00
photonstorm
628dd1c420 P2.Body.offset is now used and applied to the Sprite position during rendering. The values given are normal pixel values, and offset the P2 Body from the center of the Sprite (thanks @Mourtz #2430) 2016-04-18 20:57:41 +01:00
photonstorm
a2d145a43d When the Loader loads audio via the Audio tag, instead of Web Audio, it used to use Phaser.GAMES[_this.game.id].load as the callback handler, which would stop it from working if you had multiple Loaders set-up within Phaser. It now uses a local reference to _this instead (thanks @SBCGames #2435) 2016-04-18 16:44:28 +01:00
photonstorm
41f81d39b7 jsdocs update (and removed isCircle switch) 2016-04-18 16:17:47 +01:00
photonstorm
257a22b170 When loading Video with the asBlob argument set it now uses a 'blob' type for the XHR loader, and doesn't cast the resulting file as a Blob upon load. This fixes loading videos as blobs on Chrome for Android (thanks @JuCarr #2433) 2016-04-18 16:17:27 +01:00
photonstorm
41add1b4bf Phaser 2.4.7 RC1. 2016-04-14 13:23:44 +01:00
photonstorm
ac4acfb912 Removed Arcade Physics Circle support (now in its own branch) ready for 2.4.7 release. 2016-04-14 13:23:28 +01:00
photonstorm
4d8753e9ce Tidying up for 2.4.7. 2016-04-14 12:57:05 +01:00
photonstorm
aad499b025 Tidying up the code base for 2.4.7. 2016-04-14 12:43:10 +01:00
photonstorm
5221bfd5da You can now pass in your own Canvas element to Phaser and it will use that instead of creating one itself. To do so you must pass a Game Configuration object to Phaser when you instantiate it, and set the canvas property of the config object to be the DOM element you wish to use, i.e.: { canvas: document.getElementById('yourCanvas') } (thanks @Friksel #2311) 2016-04-14 11:57:10 +01:00
Lewis Pollard
719b4bb7f6 Alter BitmapText to use toString on text parameter in constructor
The BitmapText property accessor for the text property uses toString on the value passed in, meaning Numbers can be passed in as the text value with no problem. However, passing a Number into the constructor results in the following exception as it isn't implicitly converted to a string in a similar manner.

phaser.js:71890 TypeError: text.substr is not a function
    at Phaser.BitmapText.updateText (http://localhost/phaser/build/phaser.js:56283:21)
    at new Phaser.BitmapText (http://localhost/phaser/build/phaser.js:56034:10)
    at Phaser.GameObjectFactory.bitmapText (http://localhost/phaser/build/phaser.js:46318:26)
    at Object.Boot.create (http://localhost/phaser/:46:34)
    at Phaser.StateManager.loadComplete (http://localhost/phaser/build/phaser.js:29240:35)
    at Phaser.Loader.finishedLoading (http://localhost/phaser/build/phaser.js:71446:25)
    at Phaser.Loader.processLoadQueue (http://localhost/phaser/build/phaser.js:71403:18)
    at Phaser.Loader.asyncComplete (http://localhost/phaser/build/phaser.js:71476:14)
    at Phaser.Loader.xmlLoadComplete (http://localhost/phaser/build/phaser.js:72413:14)
    at .<anonymous> (http://localhost/phaser/build/phaser.js:72236:34)

This simply mimics the logic in the property accessor by running toString on the text value and using an empty string if null to allow Numbers to be passed into the constructor.
2016-04-13 15:24:29 +01:00
Richard Davey
358cc6b8d0 Merge pull request #2428 from EJanuszewski/radToDeg-typo
Fix typo in Math radToDeg description
2016-04-13 14:18:18 +01:00
photonstorm
f4277efc20 Alternative snooker-ball like collision test. 2016-04-11 16:43:17 +01:00
photonstorm
a193ad557e Fixed jsdocs #2418 2016-04-11 08:55:24 +01:00
photonstorm
7102a34706 Camera.flash is a new function that makes the camera 'flash' over the top of your game. It works by filling the game with the solid fill color specified, and then fading it away to alpha 0 over the duration given. This is great for things like hit effects. You can listen for the Camera.onflashComplete Signal.
Camera.fade is a new function that makes the camera fade to the color given, over the course of the duration specified. This is great for things like transitioning from one State to another. You can listen for the Camera.onFadeComplete Signal.

Camera.resetFX resets any active FX, such as a fade or flash and immediately clears it. Useful to calling after a fade in order to remove the fade from the Stage.

Phaser.Camera.ENABLE_FX is a const that controls if the Camera FX are available or not. It's `true` by default, but if you set it to `false` before boot then it won't create the Graphics object required to process the effects.
2016-04-09 04:05:07 +01:00
photonstorm
2ea94c83e6 Camera.shake is a new function that creates a camera shake effect. You can specify the intensity, duration and direction of the effect. You can also set if it should shake the camera out of bounds or not. 2016-04-09 02:57:16 +01:00
photonstorm
0b0a5d44cc Camera shake working and documented. 2016-04-09 02:49:18 +01:00
photonstorm
a916812db1 Camera shake support. 2016-04-09 02:01:45 +01:00
photonstorm
9e803fff7c Small fix. 2016-04-09 01:10:31 +01:00
photonstorm
dba84d5931 Camera has a new property: lerp. This is a Point object, that allows you to control the amount of horizontal and vertical smoothing to be applied to the camera when it tracks a Sprite. It works both with and without deadzones, and is turned off by default. Set it to low values such as 0.1 for really smooth motion tracking (thanks to @WombatTurkey for the idea of adding this) 2016-04-09 01:07:19 +01:00
photonstorm
b9fab96471 Improved docs. 2016-04-09 00:25:56 +01:00
photonstorm
3c4e63fda5 World.separateCircle is working with circle vs. circle bodies. 2016-04-08 03:37:49 +01:00
photonstorm
d009b8d769 Circle vs. Circle rebound code started. 2016-04-07 19:32:27 +01:00
photonstorm
cc5361dd6d World.separate has been optimized to cut down on the number of calls to intersect from 3 calls per Game Object collision check, to 2. So if you were colliding 50 sprites it will reduce the call count from 150 to 100 per frame. It also reduces the calls made to seperateX and seperateY by the same factor.
Two immovable bodies would never set their overlap data, even if an overlap only check was being made. As this is useful data to have this has been changed. Two immovable bodies will still never separate from each other, but they _will_ have their `overlapX` and `overlapY` properties calculated now.
2016-04-07 18:04:45 +01:00
photonstorm
50e126f59e * Body has two new properties: left and top. These are the same as Body.x and Body.y but allow you to pass the Body to geometry level functions such as Circle.contains.
* Body.setCircle allows you to define a Body as using a circle to collide with instead of a rectangle. You can set the radius of the collision circle and an offset.
* Body.render now renders both circle and rectangle body shapes to the Debug canvas.
* World.intersects has been updated to support both circle and rectangle body shapes, and supports quick-paths for circle vs. circle and rect vs. rect checks.
* World.circleBodyIntersects is a new method that checks for intersection between a Body that has been defined as a circle, and a normal rectangle based Body. This is used internally by World.intersects, but exposed for direct calls as well.
2016-04-07 17:01:16 +01:00
photonstorm
b162ca4d51 Improved Math.clamp and docs. 2016-04-07 16:14:44 +01:00
photonstorm
952b5c04ea The start of Arcade Physics circle bodies. 2016-04-07 14:32:53 +01:00
photonstorm
b9f62e77e6 You can now pass a TilemapLayer as a Texture to a TileSprite. A limitation of this is that if you pass it to a TileSprite it will make a fill pattern from the TilemapLayer at that instant it's passed, and it won't keep track of the layer in future should it update (thanks @jdnichollsc #1989) 2016-04-07 03:45:21 +01:00
photonstorm
e4a505d4b6 Lots of new Signals documentation. 2016-04-07 02:44:29 +01:00
photonstorm
e5ceb7e9bc P2.World.setBounds has been re-written completely. If the World is resized it no longer removes the P2 body instances and re-creates them. Instead it checks to see which walls are required and then just moves the position of the shapes instead, or updates them, or creates or destroys them as required. This is far more efficnent, especially in a game which see's a lot of world bounds changes (i.e. resizes responsively in browser) 2016-04-07 01:56:42 +01:00
photonstorm
5c261821fe P2.World.updateBoundsCollisionGroup didn't set the _boundsOwnGroup private var, meaning the World.setBounds method wasn't able to restore previously set collision masks automatically (thanks @jmp909 #2183) 2016-04-07 01:25:52 +01:00
photonstorm
4d5a037ae5 P2.World.updateBoundsCollisionGroup wouldn't use the boundsCollisionGroup mask if you passed true as the argument, only if it was left undefined. 2016-04-07 01:18:19 +01:00
photonstorm
58af40ca92 Added a bit more info to the SoundManager docs re: #2373 2016-04-07 01:07:19 +01:00
photonstorm
787111c12c A Game Object with fixedToCamera = true that was then set for Input, and enabled for dragging from its center (input.enableDrag(true)) would throw an error upon being dragged (thanks @solusipse #2367) 2016-04-07 00:44:53 +01:00
photonstorm
fc7b5c79e3 Graphics objects can now have a Physics Body directly attached to them, where-as before it would throw an error due to a lack of anchor property (thanks @NLilley #2400) 2016-04-07 00:14:41 +01:00
photonstorm
0945083a4b Removed further mentions of RenderTexture re: TileSprite. 2016-04-06 23:58:34 +01:00
photonstorm
b3757ed862 jsdocs update #2384 2016-04-06 02:33:29 +01:00
photonstorm
896b32a28c SoundManager.muteOnPause is a new boolean that allows you to control if the Sound system gets muted automatically when a Phaser game pauses, such as when it loses focus. You may need to set this to false if you wish to control the audio system from outside of your Phaser game, i.e. from DOM buttons or similar (#2382) 2016-04-06 02:09:22 +01:00
photonstorm
61bc4a8dca Sound.play when using an AudioTag would ignore the muted state of the SoundManager and play regardless. It now checks the SoundManager.mute state on play, and sets the volume accorindingly (thanks @brianbunch #2139) 2016-04-06 01:41:54 +01:00
Richard Davey
8e74f4d06e Merge pull request #2187 from BdR76/patch-1
Bugfix, reuse emitter when parameter explode=false
2016-04-06 01:28:49 +01:00
Richard Davey
2f0231b3cd Merge pull request #2415 from jakewilson/dev
Fixed and added warnings.
2016-04-06 01:21:09 +01:00
photonstorm
988290631f When setting a global volume for the SoundManager it would previously incorrectly calculate the volumes of AudioTag based Sound objects that were not played at volume 1. The new approach uses Sound.updateGlobalVolume which adjusts the Sound volume to be a percentage of the global volume. So if the global volume is 0.5 and the Sound volume is 0.5, the Sound will play with an actual volume of 0.25 (thanks @VitaZheltyakov #2325) 2016-04-06 01:19:32 +01:00
Richard Davey
71056ccb69 Merge pull request #2371 from stoneman1/dev
Fixed video for future
2016-04-06 01:08:22 +01:00
photonstorm
4d69b13977 Passing a BitmapData to a TileSprite as a texture would fail if the BitmapData had not been previously added to the cache. It now uses the new frameData property (thanks @mzamateo @lucap86 #2380) 2016-04-06 00:44:55 +01:00
photonstorm
c33b53fa95 BitmapData has a new property frameData which is a Phaser.FrameData container instance. It contains a single Frame by default, matching the dimensions of the entire BitmapData, but can be populated with additional frames should you wish to create animations from dynamic BitmapData textures. 2016-04-06 00:43:21 +01:00
photonstorm
18c0b150b5 FrameData.destroy will nullify the local arrays used to contain Frame instances. 2016-04-06 00:43:09 +01:00
photonstorm
0c2ac47981 Camera.position would return the view rectangles centerX/Y coordinates, instead of view.x/y (which is what Camera.x/y returns), so it has been updated to return view.x/y instead (thanks @kamparR #2120) 2016-04-06 00:18:01 +01:00
photonstorm
ecbff44354 Group.getByName searches the Group for the first instance of a child with the name property matching the given argument. Should more than one child have the same name only the first instance is returned. 2016-04-05 23:59:05 +01:00
photonstorm
65f8f111c8 Game.forceSingleUpdate is now true by default. 2016-04-05 23:40:15 +01:00
photonstorm
b762e1dc55 Added jsdocs warning re: #2045 2016-04-05 23:28:02 +01:00
photonstorm
4c3a30a6f6 PluginManager.destroy is now called by Game.destroy. 2016-04-05 23:16:52 +01:00
photonstorm
6933b41e6f Arcade.Body's speed property was only set when the body moved, it now updates regardless (thanks @mark-henry #2417) 2016-04-05 23:06:57 +01:00
photonstorm
aee0212e11 Camera.follow now uses the Targets world property to seed the camera coordinates from, rather than its local position. This means Sprites that are members of offset Groups, or transformed display lists, should now be followed more accurately (thanks @rbozan #2106) 2016-04-05 23:04:31 +01:00
photonstorm
8ad7b25595 The Debug canvas now listens for the ScaleManager.onSizeChange signal and resizes itself accordingly when running under WebGL. This means if your game size changes the Debug canvas won't be clipped off (thanks @francisberesford #1919) 2016-04-05 21:52:11 +01:00
photonstorm
7b803135c8 Updated jsdocs for getBounds (#2406) 2016-04-05 21:13:04 +01:00
Jake Wilson
96a79cd91a Added warning if physics body is enabled on unknown physics system. 2016-04-05 11:23:17 -04:00
photonstorm
b3e6381a9e Tween.update wouldn't dispatch an onLoop signal for Tweens with just one child, such as those created via Tween.to with -1 as the repeat value (thanks @ForgeableSum #2407) 2016-04-05 01:11:50 +01:00
photonstorm
917d9c7060 TweenData.repeatTotal is a new property that keeps track of the total number of times the Tween should repeat. If TweenData.start is called, as a result of the Tween repeatCount being > 0 then the child tween resets its total before re-starting. 2016-04-05 01:06:05 +01:00
photonstorm
f9949166be Text that used fonts which had numbers in their names wouldn't be correctly rendered unless you explicitly set the font property after creation. You can now pass font names with numbers in them as the font style object correctly (thanks @And-0 #2390) 2016-04-04 23:20:04 +01:00
Jake Wilson
ca13a82acb Added Tileset name to tile size warning. 2016-04-04 18:10:53 -04:00
photonstorm
bc4b828b51 BitmapData.copy, and by extension draw, drawFull, drawGroup, etc, would incorrectly handle drawing a tinted Sprite if it was using a frame from a texture atlas (thanks @PhaserDebugger #2405) 2016-04-04 22:53:13 +01:00
photonstorm
f40cfbe2ae 2015 - 2016. 2016-04-04 22:16:16 +01:00
photonstorm
12f3bd6cc5 The Destroy component will now call TweenManager.removeFrom, removing any active tweens from the TweenManager upon the Game Objects destructions (thanks @PokemonAshLovesMyTurkeyAndILikeYouTwo #2408)
Tween.update will now return `false` (flagging the Tween for destruction) should the Tween.target property every become falsey. This can happen if the object the Tween was tracking is destroyed, nulled or generally removed..
2016-04-04 22:06:16 +01:00
photonstorm
d6942991bc Docs update (in light of browser extensions causing us grief) 2016-04-04 22:06:15 +01:00
Richard Davey
8e880eddee Merge pull request #2402 from jakewilson/dev
Added ability to kill a Game Object when it leaves camera bounds.
2016-04-04 21:52:30 +01:00
Richard Davey
4298b2caae Merge pull request #2368 from Weedshaker/patch-2
AudioBufferSourceNode - same issue as on play:
2016-04-04 21:48:20 +01:00
photonstorm
63b3b3e887 Negative lineSpacing in Text objects will no longer crop the bottom pixels off lines of text (thanks @gaelenh #2379 #2374) 2016-04-04 21:36:37 +01:00
Richard Davey
3c3ca5b515 Merge pull request #2394 from zeterain/patch-5
Check for sprite destruction in onInputDown event.
2016-04-04 21:29:59 +01:00
photonstorm
f9ff892510 Formatting. 2016-04-04 21:25:21 +01:00
Richard Davey
07adad9ae8 Merge pull request #2395 from sergey7c4/dev
Fixed issue #2317
2016-04-04 21:20:01 +01:00
Richard Davey
1528d54a38 Merge pull request #2397 from rblopes/remove-from-hash-issue
Ensure a parent container is a Group before removing from its hash.
2016-04-04 20:47:31 +01:00
Richard Davey
d3e8509f0e Merge pull request #2410 from slashman/limitWrappedTextToMaxLines
Add "maxLines" style attribute to Text object.
2016-04-04 20:44:35 +01:00
Richard Davey
04ed512612 Merge pull request #2383 from CptSelewin/patch-2
Fix tinting issue when loading textures
2016-04-04 17:15:18 +01:00
Richard Davey
4925080781 Merge pull request #2381 from englercj/dev
Fix typo in componentToHex
2016-04-04 17:09:56 +01:00
Richard Davey
3446733696 Merge pull request #2399 from thiagojobson/patch-1
Fixed links in documentation
2016-04-04 17:08:38 +01:00
Richard Davey
2c87d14ede Merge pull request #2412 from MannyC/keep_tiled_layer_encoding_synced
Remove encoding metadata from Tiled json if data has already had its …
2016-04-04 17:07:31 +01:00
MannyC
7178b7abf4 Remove encoding metadata from Tiled json if data has already had its encoding removed. 2016-04-03 23:33:38 +01:00
MannyC
b29a77f4a4 Detect if layer compression is used in a Tiled layer. Display warning and skip layer. 2016-04-03 23:17:41 +01:00
slash
fbdf8073ad Add "maxLines" style attribute to Text object, maximum number of lines
to be shown for wrapped text or 0 for no limit. (default).
2016-04-03 10:08:35 -05:00
Edward Januszewski
a9e4d956b3 Fix typo in Math radToDeg description 2016-03-29 21:14:55 +01:00
Jake Wilson
ae663f97aa Added ability to kill a Game Object when it leaves camera bounds. 2016-03-28 20:34:00 -04:00
thiagojobson
58817869dc Fixed links in documentation 2016-03-25 18:08:29 -03:00
Rafael Barbosa Lopes
dd51a1724e Ensure a parent container is a Group before removing from its hash. 2016-03-24 13:44:49 -03:00
sergey7c4
fef4c7b021 Fixed unwanted smoothing 2016-03-23 16:59:36 +05:00
zeterain
a948dab895 Check for sprite destruction in onInputDown event.
This sprite might have been destroyed during the onInputDown event. Check to see if it was.

Also, set the pointer's dirty flag before the altered if-block just in case the function returns.
2016-03-22 15:54:41 -06:00
CptSelewin
50a454b79e fixed tinting issue when loading textures 2016-03-11 10:06:15 +01:00
Chad Engler
a510761bf1 fix typo in componentToHex 2016-03-09 15:54:40 -08:00
Stoneman1
ee335fe466 Fixed backwards compatibility issue. 2016-03-02 13:28:44 +02:00
Stoneman1
5bdc1c05b4 MediaStream.stop() deprecated. Using MediaStreamTrack.stop() instead. 2016-03-02 12:34:28 +02:00
Stoneman1
4a29d5102d Fixes issue #2325 2016-03-02 11:57:41 +02:00
Silvan Strübi
1b1c4ef0f5 AudioBufferSourceNode - same issue as on play:
I was able to reproduce this rare occurrence. It gets triggered by me in some cases when leaving focus and then resuming the sound. Same as we have had it only play, see => https://github.com/photonstorm/phaser/issues/2351

Cheers
2016-03-02 10:06:01 +09:00
Richard Davey
b9f9058cf1 Merge pull request #2360 from ShimShamSam/patch-2
Added new format for polygon points
2016-03-02 01:03:20 +02:00
Richard Davey
0c48c2d6a8 * Added P2.Body.thrustLeft which will move the Body to the left by the speed given (thanks James Pryor)
* Added P2.Body.thrustRight which will move the Body to the right by the speed given (thanks James Pryor)
2016-03-01 22:31:58 +00:00