Commit graph

1179 commits

Author SHA1 Message Date
Richard Davey
f1760f961d Working through splitting the Batch shader out of the manager, and into its own class. Got multi-shader swapping working. 2016-10-28 02:42:58 +01:00
Richard Davey
2b850ad4e8 Setting the anchor dirties the Transform. 2016-10-27 15:14:09 +01:00
photonstorm
fd3898742f Added ability to toggle multi-texture support at run-time. 2016-10-25 16:44:23 +01:00
photonstorm
8de992175e Renamed Renderer spriteBatch to just batch. 2016-10-25 14:30:29 +01:00
Richard Davey
120b6eb2bd Blend Modes work. More optimisations in the batch manager. 2016-10-25 03:57:34 +01:00
Richard Davey
4c6691863c Fixed Multi Texture support in the new batch manager. 2016-10-25 00:41:45 +01:00
photonstorm
2af81bdfba Masses of refactoring in BatchManager, making it as compact and fast as possible. 2016-10-24 17:14:10 +01:00
Richard Davey
3cb806c86e New addVerts method working. 2016-10-23 11:25:44 +01:00
photonstorm
64cd88f7b4 Trying out flash effect. 2016-10-19 17:17:26 +01:00
photonstorm
f1e8396b6f Tidying up. 2016-10-19 14:30:43 +01:00
photonstorm
0a659bcf67 No longer needed. 2016-10-19 14:29:38 +01:00
photonstorm
fb3bb4b32f Refactored into new Base Game Object class, that Image and Sprite (and everything else) will now extend. Much more versatile, and a lot less code duplication. 2016-10-19 11:54:00 +01:00
Richard Davey
5273799912 Added Color component to Stage and Image.
Added tint support into the Batch Manager.
2016-10-19 02:21:20 +01:00
photonstorm
18b12dfc3e Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components. 2016-10-18 17:03:25 +01:00
photonstorm
3020e3b8cf Updating core objects. 2016-10-14 08:59:24 +01:00
photonstorm
bfd391b251 Using Color component. 2016-10-14 08:58:26 +01:00
photonstorm
f9ffe098c3 Check the worldAlpha when rendering. 2016-10-14 06:32:03 +01:00
photonstorm
386e22b0fd Commented out all the bg color stuff. It now just changes the canvas CSS. 2016-10-14 06:31:26 +01:00
photonstorm
9961eeee6b Added worldAlpha property. 2016-10-14 06:31:01 +01:00
photonstorm
582d705b1f Updated base game objects. 2016-10-14 04:09:22 +01:00
photonstorm
ff2caeeb1c Some quick Image tests (will need to move to Sprite soon) 2016-10-14 02:21:21 +01:00
photonstorm
c5088d4ba6 Updated Factory to add to parent. 2016-10-14 02:21:04 +01:00
photonstorm
f6903df104 Stage now extends Container. 2016-10-14 02:20:01 +01:00
photonstorm
680ce51842 Updated Container methods, renamed renderers, added Factory. 2016-10-14 02:19:35 +01:00
Richard Davey
483c3eb34b Updated to work with new Image properties. 2016-10-13 01:54:40 +01:00
Richard Davey
559126d7b5 Moved to using new Transform component, and adjusted other properties. 2016-10-13 01:54:18 +01:00
Richard Davey
72ee3c7a84 Updating Image game object to use the new Transform component. 2016-10-13 00:08:26 +01:00
photonstorm
9ed542781b Added the new Data Component. 2016-10-12 15:19:04 +01:00
photonstorm
ce3308ea1d Hooking the Loader and Cache into the new Texture Manager. 2016-10-11 14:52:17 +01:00
Richard Davey
3ac8c4fcc5 Tidied up the Children component. 2016-10-09 23:39:27 +01:00
Richard Davey
0af16817a5 Refactored GameObjects to GameObject. 2016-10-09 22:27:58 +01:00
Richard Davey
fb13151959 Start of the container. 2016-10-08 17:19:55 +01:00
Richard Davey
d137d3e989 Swapped over to using the new Factory. 2016-10-08 16:31:08 +01:00
Richard Davey
380e717e52 Finished off missing factories. Moved over the docs. Changed rogue @returns to @return everywhere. 2016-10-08 16:17:46 +01:00
Richard Davey
6d0dc5e003 Added BitmapText Factory. 2016-10-08 13:18:35 +01:00
Richard Davey
729020477a New Game Objects structure in place, and starting to take shape.
Moved BitmapData and RenderTexture into the textures folder for now.

All Game Objects now have their own sub-folder, with their Factory and renderer functions alongside them, plus any other files they need.

New Factory class added. Currently hooked into `game.factory` for testing, but will swap to `game.add` when complete.
2016-10-08 03:05:42 +01:00
Richard Davey
f9fe6a3e94 Fixed canvas SpriteBatch and removed duplicate render functions. 2016-10-07 03:41:48 +01:00
Richard Davey
5b4280d694 Removed the matrix. 2016-10-07 03:34:42 +01:00
Richard Davey
35fd29a45a Removed Pixi globals, and moved constructors above the prototype. 2016-10-07 03:32:37 +01:00
Richard Davey
0abf9d958d Updated scaleMode global. 2016-10-07 03:22:59 +01:00
Richard Davey
3fab1ce385 Working through the Pixi globals and removing them. 2016-10-07 03:21:39 +01:00
Richard Davey
f6047763fa Fixed Graphics rendering. 2016-10-07 02:53:34 +01:00
Richard Davey
ea9c9ae7b3 Removed gl texture ID. 2016-10-07 00:59:10 +01:00
Richard Davey
4cd0e833d5 Sorted out the mixin needed for the Canvas renderer. 2016-10-05 01:09:23 +01:00
Richard Davey
047a994334 Canvas and WebGL rendering Text again. 2016-10-04 22:47:05 +01:00
Richard Davey
28eb7a5f40 Adding in more renderer game objects. 2016-10-04 22:36:07 +01:00
Richard Davey
d55cc215ee Moving more rendering functionality over. 2016-10-04 00:58:52 +01:00
photonstorm
1da95994a5 First pass of the newly re-structured Canvas Renderer (still using old texture system though). 2016-10-03 12:44:54 +01:00
Richard Davey
0aa6650422 Re-arranged methods and added parent. 2016-09-29 03:10:16 +01:00
Richard Davey
5cb7cc8e92 Start of the new Children component. 2016-09-29 02:29:56 +01:00
Richard Davey
6ce28658f6 PIXI.Float32Array, PIXI.Uint16Array, PIXI.Uint32Array and PIXI.ArrayBuffer have all been removed, and replaced with their own proper native versions. The polyfill now captures any instances where the browser needs to fall back to an Array instead. 2016-09-28 19:02:59 +01:00
photonstorm
c836d4bfbd PIXI.PI_2, PIXI.RAD_TO_DEG and PIXI.DEG_TO_RAD have all been removed, as they are no longer used internally, and are all available under Phaser.Math.
PIXI.VERSION has been removed, as it's no longer relevant and misleading.
2016-09-28 16:57:08 +01:00
photonstorm
f9a2c2a79e PIXI.Graphics and PIXI.GraphicsData have been removed, and all functionality merged in to Phaser.Graphics, to cut down on the number of internal classes and inheritance going on.
WebGLGraphics and CanvasGraphics have been updated so that it checks for Phaser Geometry shape types internally.
2016-09-28 16:42:33 +01:00
photonstorm
69db3632d6 PIXI.Rope and PIXI.Strip have been removed, and all functionality merged in to Phaser.Rope, to cut down on the number of internal classes and inheritance going on. 2016-09-28 15:10:43 +01:00
photonstorm
879bcffc88 Removed PIXI.Utils and remapped functions to their new locations. 2016-09-28 14:02:02 +01:00
photonstorm
1e15012a91 PIXI.CanvasPool has been moved into the Phaser utils folder, and renamed to Phaser.CanvasPool. All references to PIXI.CanvasPool have been updated to match the new namespace. 2016-09-28 12:53:04 +01:00
photonstorm
508e5ae723 PIXI.TilingSprite has been removed, and all functionality merged in to Phaser.TileSprite, to cut down on the number of internal classes and inheritance going on. 2016-09-28 11:57:11 +01:00
Richard Davey
2005c9d86d PIXI.RenderTexture has been removed, and all functionality merged in to Phaser.RenderTexture, to cut down on the number of internal classes and inheritance going on. 2016-09-28 01:40:29 +01:00
Richard Davey
1d7b54b7d4 Merged Sprite Batch updates. 2016-09-27 23:22:26 +01:00
Richard Davey
41ad0873d4 Fixing the Sprite Batch. 2016-09-27 23:20:38 +01:00
Richard Davey
2bc9c73838 The Video.playing property didn't check to see if the Video existed, and would throw the error Uncaught TypeError: Cannot read property 'paused' of null if you called it after destroying the video (thanks @Tetley #2740) 2016-09-26 23:35:41 +01:00
Richard Davey
0692bf01b5 If you called Video.changeSource, and then immediately called Video.play after it, it would fire the onComplete event twice (thanks @jaraiza #2543) 2016-09-26 23:28:41 +01:00
Richard Davey
f331697fee Text.splitRegExp is a new property that allows you to control the regular expression that is used to split the text into multiple lines (@dai-shi #1403) 2016-09-26 22:35:54 +01:00
Richard Davey
feb1b980c0 Text.width and Text.height now divide the result by the Text.resolution, to avoid incorrect dimensions on High DPI devices (thanks @mattahj #2146) 2016-09-26 22:22:31 +01:00
Richard Davey
3f4decd59e First pass at adding rotated atlas frame support in to the Canvas renderer. 2016-09-20 00:53:00 +01:00
photonstorm
a84021679b Tidied up how crop destroys itself. 2016-08-25 16:41:26 +01:00
photonstorm
94a0dbe547 Text.updateText now sets Text.dirty = false, which stops Text objects from having updateText called twice on them after creation. 2016-08-25 14:16:48 +01:00
Richard Davey
d8cb40aa5e Merge pull request #2700 from kjav/patch-2
Fixed typo in TileSprite.js comment
2016-08-25 13:04:31 +01:00
photonstorm
cbef6d6648 Formatting fix. 2016-08-22 18:38:40 +01:00
photonstorm
4382944a2e A tinted Texture in Canvas mode wouldn't be updated properly if it was also cropped, beyond the initial crop. Now a cropped texture will re-tint itself every time the crop is updated, and has changed (thanks @phoenixyjll #2688) 2016-08-18 15:55:13 +01:00
kjav
314b088975 Fixed typo in TileSprite.js comment
Changed typo 'etch' in TileSprite.js to 'etc'. Related to pull request #2699
2016-08-18 15:40:19 +01:00
Richard Davey
a4de55c419 Merge pull request #2685 from valent-novem/dev
Fix rendering text with bounds and resolution
2016-08-16 21:12:57 +01:00
Richard Davey
49e40fc2d4 Typo 2016-08-16 20:59:59 +01:00
Sergey Z
68fe8b8058 Fix rendering text with bounds and resolution 2016-08-08 16:51:07 +03:00
Richard Davey
a0c6ae6c51 Phaser.Image now has the ScaleMinMax component. 2016-08-03 05:00:09 +01:00
Richard Davey
ce764e098d As a result of changes in #2573 Graphics objects were calling updateLocalBounds on any shape change, which could cause dramatic performances drops in Graphics heavy situations (#2618). Graphics objects now have a new flag _boundsDirty which is used to detect if the bounds have been invalidated, i.e. by a Graphics being cleared or drawn to. If this is set to true then updateLocalBounds is called once in the postUpdate method (thanks @pengchuan #2618) 2016-07-23 12:52:35 +01:00
Richard Davey
b405570833 Docs fix #2624 2016-07-17 11:26:09 +01:00
Tomáš Blatný
2b90f2cb3b BitmapData.js: fixed fluent interface 2016-07-15 20:16:35 +02:00
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
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
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
33150018ad Text.fontPropertiesCanvas no longer uses a CanvasPool entry. 2016-07-06 20:59:28 +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
32bec66031 Docs update. 2016-06-29 16:18:54 +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
Richard Davey
8c5cea066a Updated docs. 2016-06-23 00:45:24 +01:00
photonstorm
bd30181a2a Docs update. 2016-06-20 12:18:39 +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
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
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
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
Richard Davey
a180882d27 Fixed the data object not being created. 2016-06-06 00:31:46 +01:00
photonstorm
96711f4db9 Added the Weapon Plugin and worked lots on its docs. 2016-06-03 15:09:43 +01:00
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
photonstorm
a81fe3cf02 jshint fixes. 2016-06-02 15:38:05 +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
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
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
kevinleedrum
c1a2970488 Fixing issue #2496: Wrapped BitmapText not centering 2016-05-24 09:09:38 -04:00
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
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
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
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
1adece490a Docs update. 2016-05-04 02:02:13 +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
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
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
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
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
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
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
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
photonstorm
f9ff892510 Formatting. 2016-04-04 21:25:21 +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
Jake Wilson
ae663f97aa Added ability to kill a Game Object when it leaves camera bounds. 2016-03-28 20:34:00 -04:00
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
photonstorm
17071b578c BaseTexture.destroy wasn't correctly removing the texture from the BaseTextureCache if it was a cached CanvasPool entry (such as Text objects use), causing drawImage errors in Canvas mode, and just blank textures in WebGL (thanks @civet #2339) 2016-02-18 12:59:40 +00:00
Richard Davey
b629539176 SpriteBatch incorrectly applied the PIXI SpriteBatch prototype over the top of Phaser.Group meaning that Sprites with animations wouldn't render correctly (thanks @qdrj #1951) 2016-02-17 03:23:56 +00:00
Richard Davey
0c52b9316a Text with lineSpacing set wouldn't apply the lineSpacing to the final line of text in the Text string, or to text with just single lines. This could lead to incorrect height calculations for further layout and unwanted padding at the bottom of Text objects (thanks @Lopdo #2137) 2016-02-17 03:14:51 +00:00
photonstorm
5bcfa08af6 Text.useAdvancedWrap allows you to swap between the Basic and the Advanced word wrapping functions. In Advanced it will wrap long-words and condense and trim excess white space (thanks @soldoutactivist #1811) 2016-02-04 16:00:21 +00:00
Richard Davey
a4c5fb9660 BitmapData.drawGroup can now handle drawing Emitters and BitmapText objects that are part of the Group. 2016-02-03 23:08:54 +00:00
Richard Davey
10209dc8f5 GameObject.revive used to add the health amount given to the Game Object (via heal) instead of setting it as the new health amount. It now calls setHealth instead, giving it the exact amount (thanks @netgfx #2231)
GameObject.revive will now set the health amount to 100 instead of 1, bringing it in-line with the `maxHealth` default value.
2016-02-03 21:44:06 +00:00
Richard Davey
034428e92c Sprite (and all Game Objects) have a new argument in their destroy method: destroyTexture. This boolean (which is false by default) controls if the BaseTexture of the Game Object should be destroyed or not. This is extremely useful in situations where you've got a lot of dynamic assets you no longer need, such as textures created from BitmapDatas. You must set the destroyTexture argument yourself. This can be done in a custom Game Object destroy method or as part of your state shutdown (#2261) 2016-02-03 11:41:37 +00:00
Richard Davey
8043d29aa6 BitmapData would always create a private _swapCanvas which was a clone of its main canvas used for advanced movement operations. This no longer happens. The swap canvas is created only as needed, by those functions that use it (specifically moveH and moveV), meaning a BitmapData will now use half the amount of memory it used to, and you'll have half the amount of canvas DOM elements created (unless you make heavy use of the move functions). 2016-02-03 11:41:37 +00:00
Richard Davey
75d6bbb251 Updated defs and improved jsdocs for #2277 2016-02-02 23:37:08 +00:00
Richard Davey
d4edbe6619 Merge pull request #2277 from slashman/exposeWrappedLinesOnText
Alow precalculating the results of text wrapping.
2016-02-03 01:32:49 +02:00
Richard Davey
88f1ea95d2 Fixed BitmapText.cleanText so it works properly with new-lines within the text.
BitmapText would crash if it tried to render a character that didn't exist in the font set. Any character that doesn't exist in the font set now renders a space character instead.

BitmapText would load and parse the kerning data from the font, but would never use it when rendering. The kerning values are now applied on rendering as well (thanks @veu #2165)
2016-02-02 22:54:01 +00:00
Richard Davey
bceca55c8f Merge pull request #2222 from FracturedShader/patch-2
Update BitmapData.shiftHSL, limitValue -> clamp
2016-02-02 02:31:54 +02:00
Richard Davey
5893224f10 The Style object passed in to Phaser.Text is now cloned instead of referenced. This means you can adjust single Text instances without invaliding other Text objects using the same style object (thanks @asyncanup #2267) 2016-02-02 00:29:46 +00:00
Richard Davey
34aff350eb The Video game object used an anonymous bound function for both the 'ended' and 'playing' event listeners, meaning that they were never removed properly (thanks @ramalhovfc #2303) 2016-02-02 00:18:50 +00:00
Richard Davey
1d2d707b32 Merge pull request #2168 from nlotz/dev
fix typos in API docs
2016-02-01 19:01:58 +02:00
Richard Davey
e551254b52 Merge pull request #2209 from FracturedShader/patch-1
Update BitmapData.setHSL to accept 0
2016-02-01 18:57:29 +02:00
Richard Davey
76e2dc66ee Fixed docs (#2216) 2016-02-01 16:42:03 +00:00
Richard Davey
37d9b3402d Merge pull request #2226 from milkey-mouse/fix-retrofont-smoothed
Change RetroFont.smoothed from string to boolean
2016-02-01 18:32:22 +02:00
photonstorm
d7b6d4e784 jshint fix (missing semi-colon) 2016-01-13 16:15:46 +00:00
photonstorm
70437a0bdd Clean text automatically on creation. 2016-01-13 15:18:42 +00:00
photonstorm
6a868cba5e BitmapText.cleanText is a new method that will scan the given text and either remove or replace all characters that are not present in the font data. It is called automatically by BitmapText.updateText. 2016-01-13 15:15:51 +00:00
photonstorm
36d9c8d673 Changed from a space to '' and added 'replace' argument. 2016-01-13 15:14:14 +00:00
slash
5cc6b5962b Add missing assignations required for wrapping calculations to work
correctly
2016-01-03 16:54:27 -05:00
slash
ef7c2c6275 Alow precalculating the results of text wrapping. This may be useful for
example if the developer wants to control pagination, in which case
he may know in advance the total number of lines the text will wrap to,
and then set it on batches.
2016-01-03 16:33:33 -05:00
Robert Plante
8f1450ecca Update to BitmapData.setHSL to follow conventions 2015-11-23 12:46:12 -05:00
Milkey Mouse
19845eb691 Changed RetroFont.smoothed from string to boolean 2015-11-22 21:37:28 -08:00
Robert Plante
45195848bc Update BitmapData.shiftHSL, limitValue -> clamp
`math.limitValue` does not exist so it was changed to `math.clamp` which provides the desired functionality.
2015-11-17 15:34:42 -05:00
Robert Plante
e236cac1e6 Update setHSL
Checking `if (h)` yields `false` when `h = 0`, but 0 is an acceptable value here. Had to decide between caching HSL verification and doing `typeof` 3x/pixel and opted for the temporary variables.
2015-11-17 14:15:26 -05:00
photonstorm
609b38c6e1 BitmapData.update causes a snowballing memory leak under WebGL due to a Context.getImageData call. BitmapData.clear used to call update automatically but no longer does. This resolves the issue of the Debug class causing excessive memory build-up in Chrome. Firefox and IE were unaffected (thanks @kingjerod #2208) 2015-11-17 14:07:56 +00:00
photonstorm
1c169ef571 Video jsdoc fixes. 2015-11-02 11:51:15 +00:00
Richard Davey
799efa3079 You can use the new const Phaser.PENDING_ATLAS as the texture key for any sprite. Doing this then sets the key to be the frame argument (the frame is set to zero). This allows you to create sprites using load.image during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data. 2015-10-31 01:04:14 +00:00
nlotz
da45d04a70 fix typos in API docs 2015-10-27 09:10:14 +01:00
photonstorm
efc69ff463 Buttons (or any Sprites) that don't have a texture, but have children, would incorrectly render the children under WebGL due to the baseTexture.skipRender property (thanks @puzzud #2141) 2015-10-16 16:44:51 +01:00
photonstorm
45d92d4217 ScaleMin and ScaleMax stopped working in Phaser 2.3.0 due to an incorrect transform callback scope (thanks @brianbunch #2132) 2015-10-13 13:32:55 +01:00
photonstorm
84373dc478 Removed use of the tilePosition property in the Phaser.Rope class as it isn't implemented and caused calls to Rope.reset to crash (thanks @spayton #2135) 2015-10-13 12:20:02 +01:00
Richard Davey
e097a1227e Merge pull request #2052 from nickryall/fix-for-text-centered-on-sprite
adjust wrapped text that is centered to sprite via anchor
2015-10-13 13:50:11 +03:00
photonstorm
e01a754732 Removed the FrameDebugger and moved to its own branch. 2015-10-12 11:10:37 +01:00
Richard Davey
8899eddd9a BitmapData.clear now automatically calls BitmapData.update at the end of it. 2015-09-29 14:02:26 +01:00
Richard Davey
5a275f14a8 Removing dead code. 2015-09-28 03:26:27 +01:00
photonstorm
de5283b989 The default Button.onOverMouseOnly value has changed from false to true. If you used this in your touch enabled games then please be aware of this change (#2083) 2015-09-22 15:24:52 +01:00
Richard Davey
9f08442304 Merge pull request #2103 from pnstickne/wip-2062
Fixes #2062 and forward-support for pointer modes
2015-09-22 17:14:32 +03:00
Paul
31e5202eff Fixes #2062 and forward-support for pointer modes
Impact:
  - *none for touch devices*
  - *low* / 'expected behavior' for mouse devices

Adds a PointerMode enumeration value for better simple input
discrimination in the future.

The added Button#justReleasedPreventsOver controls if a just-release event
on a pointer prevents it from being able to trigger an over event.

The default value is PointerMode.CONTACT which means this 'release guard'
applies only to touch inputs.

It should fix #2062 as Mouse (PointerMode.CURSOR) input is not caught in the default.

Also expands Button#forceOut to accept a PointerMode value such that it
can be controlled per-input mode.

This is a configurable partial revert of a possibly rogue commit in 2.1.3
and the behavior persists through 2.4.3.
2015-09-22 01:12:43 -07:00
Richard Davey
61edd1b458 FrameDebugger can now handle Text and BitmapText. 2015-09-16 03:18:15 +01:00
photonstorm
8db23545da jsdoc updates. 2015-09-10 15:57:55 +01:00
Richard Davey
d7a42370a4 BitmapData.move, moveH and moveV have a new optional wrap argument allowing you to control if the contents of the BitmapData are wrapped around the edges (true) or simply scrolled off (false). 2015-09-07 01:16:43 +01:00
photonstorm
8833a509eb jsdoc fix. 2015-09-02 16:16:52 +01:00
nickryall
ca795af457 adjust wrapped text that is centered to sprite via anchor 2015-09-02 10:50:03 +12:00
Richard Davey
41906c5ac1 When the Text width was being calculated it would add the strokeThickness value twice, causing an alignment offset (thanks @nickryall #2039) 2015-08-31 11:33:18 +01:00
Paul
26a6338072 Change splice.call(arguments, ..) to use slice
- Bypasses issue of usage incorrectly omitting 2nd argument to `splice`

- More clear of intent; `slice` does not modifify `arguments`

- `slice` is faster across all desktop browsers, by varying degrees
  - Probably due to parameter-aliasing and de-opts when modified.
  - Both `slice` and `splice` create a new Array object
2015-08-26 23:50:16 -07:00
Ben Sparks
b7efb93698 utilize the heal method instead of just adding to health when reviving, so that maxHealth is respected 2015-08-25 14:42:02 -07:00
photonstorm
4fa1ffb4cf JSDocs update. 2015-08-20 12:47:59 +01:00
Richard Davey
994a7dae73 jsdoc fix #2013 2015-08-19 22:19:55 +01:00
photonstorm
103c37cd42 BitmapData.drawFull draws the given Game Object or Group to a BitmapData and then recursively iterates through all of its children, including children of Game Objects and Groups. It can draw Text, BitmapText, Sprites, Images, Emitters and Graphics objects. It's perfectly valid to pass in game.world as the parent object, and it will iterate through the entire display list. 2015-08-19 14:19:26 +01:00
photonstorm
176289f514 Video.stop now removes the 'playing' event listener, which stop Videos set to loop from throwing errors after being destroyed. 2015-08-18 16:04:10 +01:00
photonstorm
b1a05a6f52 BitmapText.font failed to pull the new font from the Phaser Cache, stopping it from updating properly (thanks @AbrahamAlcaina #2001) 2015-08-18 13:48:08 +01:00
Richard Davey
7fbeb1c062 BitmapData.line draws a line to the BitmapData in the color and thickness specified.
Lots of BitmapData updates to use local vars and 'op' property, cutting down code size.
2015-08-07 02:48:00 +01:00
Richard Davey
62c87052cb Merge pull request #1985 from yahiko00/master
Extra documentation and TypeScript definition file update
2015-08-06 14:20:26 +01:00
Yahiko Uzumaki
0416c6a9ee Update BitmapData.js
Fix explanation.
2015-08-06 13:57:43 +02:00
yahiko
d412431947 Add extra information for the imageData property. 2015-08-06 13:49:51 +02:00
photonstorm
9a0b6c24a4 Text can now accept undefined or null as the text argument in the constructor and will cast it as an empty string. 2015-08-06 10:28:49 +01:00
Richard Davey
7fc23c9abe Text.setTextBounds didn't add the x and y values to the width and height offsets. 2015-08-04 23:06:07 +01:00
photonstorm
1fed360659 VideoStream.active = false is used if the browser supports it, otherwise it falls back to VideoStream.stop. 2015-08-04 15:48:43 +01:00
photonstorm
e901fb80f6 Merging in the CanvasPool changes to the core. 2015-08-03 14:46:55 +01:00
photonstorm
50516e3d34 Testing CanvasPool. 2015-08-03 14:33:12 +01:00
photonstorm
4e857f19f6 BitmapText with tints applied wouldn't update properly in Canvas mode (thanks @Pajamaman #1969) 2015-08-03 11:51:04 +01:00
Richard Davey
9362a2b1f4 Text with tints applied wouldn't update properly in Canvas mode. 2015-07-31 19:09:49 +01:00
Richard Davey
cbc68ab4c9 Merge pull request #1950 from jdnichollsc/dev
Added Text.addFontStyle and Text.addFontWeight
2015-07-31 16:00:47 +01:00
photonstorm
d23e5d6eba BitmapText.smoothed is a new boolean property that allows you to set texture smoothing on a bitmap font or not. By default smoothing is always on, but you can turn it off which helps for bitmap fonts created from pixel art style character sets. 2015-07-31 15:58:00 +01:00
photonstorm
4b22f48c75 2.4.2 release. 2015-07-29 15:01:04 +01:00
Juan David Nicholls Cardona
655013da1b Added Text.addFontStyle and Text.addFontWeight allows you to set styles and weights font within the Text. 2015-07-28 02:05:08 -05:00
photonstorm
9a83ddcab9 Updated to latest Creature runtimes, added to GameObjectFactory. 2015-07-23 13:25:08 +01:00
photonstorm
858ad51610 Phaser 2.4 release. 2015-07-22 15:31:30 +01:00
photonstorm
ffaa7d711f Removed BaseTextureCache requirement from BitmapData.
Fixed jshint.
Updated TS defs.
2015-07-22 13:23:40 +01:00
photonstorm
915a757f96 Text.updateText will now check the width and height values of the Text canvas and if either are zero it sets Text.renderable = false to avoid throwing WebGL texture binding errors. 2015-07-22 12:43:43 +01:00
photonstorm
f15fe6706c All undefined argument checks were changed from if (typeof x === 'undefined') to if (x === undefined) removing the typeof check and saving some bytes across the codebase in the process. 2015-07-22 10:37:15 +01:00
photonstorm
7144b10ad5 TileSprites fixed for WebGL. 2015-07-21 13:24:12 +01:00
Richard Davey
2d3b1ee383 Merge pull request #1911 from mthurlin/patch-1
game.make.group() did not setup parent correctly
2015-07-16 15:40:10 +01:00
Charlo
795a7c80a8 Improving JSON BitmapText implementation 2015-07-16 13:30:55 +02:00
Richard Davey
9c588d94e8 PIXI.BitmapText has been removed as a global array, as it is no longer used. 2015-07-16 01:29:32 +01:00
Richard Davey
3c7293ab57 Updated AnimationParser and fixed LoadTexture calls. 2015-07-16 01:02:59 +01:00
Richard Davey
bab50d7c88 * The Cache has been internally refactored considerably. Image data is now all stored in the same object, rather than being split across the PIXI global caches (such as PIXI.TextureCache and PIXI.BaseTextureCache), which are no longer used by Phaser.
* Internally the Cache now uses a single _cache object, which is partitioned to store the various different object types. Before the cache used lots of private objects, one per data type, but it's now a lot cleaner and we've managed to cut out hundreds of lines of duplicate code in the process.
* Cache.getImage has a new argument which lets you return either just the HTML Image element or the entire image cache object, which includes the baseTexture and frame data.
* Cache.getImage will return a __default image if the key isn't given, or a __missing image if the key is given but not found in the cache. This means it will always return a valid image and no longer cause Phaser to throw runtime errors deeper down with invalid image objects.
2015-07-16 00:46:28 +01:00
photonstorm
f52b553eaf Loads more Cache optimisations and tweaks. 2015-07-15 17:06:29 +01:00
photonstorm
81b553d8ee Ok let's start removing these 'typeof' checks. 2015-07-15 16:33:26 +01:00
photonstorm
d663d290c2 hasFrameData added and some LoadTexture updates. 2015-07-15 16:33:01 +01:00
Markus Thurlin
d360384f4a game.make.group() did not setup parent correctly 2015-07-15 14:30:28 +02:00
Richard Davey
4dec046c40 Added pendingDestroy to Groups. 2015-07-12 11:33:30 +01:00
photonstorm
5ad3698703 BitmapData.clear has 4 new optional parameters: x, y, width and height, that define the area to be cleared. If left undefined it works exactly the same as before and clears the entire canvas. 2015-07-09 11:44:21 +01:00
Richard Davey
d027bf8ba7 BitmapData.generateTexture will take a snapshot of the BitmapDatas canvas at that moment in time and convert it into an Image, which is then stored in the Phaser image Cache based on the key given. You can then use the new texture for any future sprites or texture based objects. 2015-07-09 00:19:07 +01:00
Richard Davey
7253ac368d jsdoc update. 2015-07-08 19:11:41 +01:00
Richard Davey
3590272c51 All Game Objects have a new boolean property called pendingDestroy. If you set this to true then the object will automatically destroy itself in the *next* logic update, rather than immediately. This is useful for cases when you wish to destroy an object from within one of its own callbacks, such as with buttons or other input events (thanks @alamboley #1748) 2015-07-08 18:52:01 +01:00
photonstorm
64b1794d67 Rope.segments used the wrong vertices property, causing a runtime error.
Debug.ropeSegments didn't take the scale of the Rope object into consideration, causing incorrect debug rendering.
2015-07-08 16:40:26 +01:00
photonstorm
47e1d16a6d jshint fix. 2015-07-08 16:00:03 +01:00
photonstorm
3012e49937 Text.addColor would incorrectly color the text stroke if set (thanks @llevkin #1893
Text.addStrokeColor works in the same way as `Text.addColor` but allows you to define a color stop for the stroke color instead of the fill color.
2015-07-08 12:52:39 +01:00
Richard Davey
86cac2085c BitmapData.move(x, y) allows you to shift the contents of the BitmapData horizontally and vertically by the given amounts. The image wraps-around the edges of the BitmapData.
BitmapData.moveH(distance) allows you to horizontally shift the BitmapData with wrap-around the edges.

BitmapData.moveV(distance) allows you to vertically shift the BitmapData with wrap-around the edges.
2015-07-08 04:26:28 +01:00
Richard Davey
a7e18137d1 Text has a new style property: tabs. This allows you to specify a pixel value (or values) that allows you to space out text that contains tab characters within it. Text.tabs can be either an integer, in which case all tabs share the same spacing, or an array of pixel values corresponding exactly to the number of tabs per line of text. This allows you to easily align columns of data in a single Text object. 2015-07-08 01:15:31 +01:00
Richard Davey
3066f60f11 parseList support added. 2015-07-08 00:03:03 +01:00
Richard Davey
2e447ec01d Tidied up tab handling a little. 2015-07-07 23:41:37 +01:00
Richard Davey
ae08b9ac02 Text tab support working. Now to add varying tab sizing. 2015-07-07 23:31:44 +01:00
Richard Davey
b8cc4d9d53 Updated Text resolution handling. 2015-07-07 20:48:00 +01:00
photonstorm
9548fb9856 Final textBounds updates. 2015-07-07 15:16:23 +01:00
photonstorm
a89d48b9a6 Text.autoRound allows you to control if the text is allowed to render at sub-pixel coordinates or not. Set to true to round the coordinates, often eliminating anti-aliasing from certain font types (#1867) 2015-07-02 13:39:59 +01:00
Richard Davey
2b7666e22d Added toString to the constructor parameter. 2015-07-01 23:37:48 +01:00
photonstorm
8356aacaa8 Trying out new Text pivot and mute handling. 2015-06-24 19:57:40 +01:00
photonstorm
a69c156526 The Text Bounds is a rectangular region that allows you to align your text within it, regardless of the number of lines of text or position within the world. For example in an 800x600 sized game if you set the textBounds to be 0,0,800,600 and text alignment to 'left' and vertical alignment to 'bottom' then the text will render in the bottom-right hand corner of the game, regardless of the size of font you're using or the number of lines in the text itself.
Set the Style properties `boundsAlignH` and `boundsAlignV` or adjust them via the Text setters to change the alignment.

It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts have additional padding around them which you can mitigate by tweaking the Text.padding property.

Setting a textBounds _doesn't_ update the wordWrapWidth, so be aware of the relationship between the two.

Call this method with nothing defined for any of the parameters to reset an existing textBounds.

#1824
2015-06-17 17:18:04 +01:00
photonstorm
0258245f12 Phaser.Text no longer extends PIXI.Text but replaces it entirely. Phaser.Text now natively extends a Phaser Sprite, meaning it can be enabled for physics, damaged, etc. 2015-06-17 13:21:28 +01:00
photonstorm
102c74e121 Deprecated the following:
* Camera.screenView
* ScaleManager.maxIterations
* ScaleManager.enterPortrait (see onOrientationChange)
* ScaleManager.enterLandscape (see onOrientationChange)
* ScaleManager.enterFullScreen (see onFullScreenChange)
* ScaleManager.leaveFullScreen (see onFullScreenChange)
* ScaleManager.fullScreenFailed (see onFullScreenError)
* ScaleManager.checkResize
* ScaleManager.checkOrientation
* ScaleManager.setScreenSize (see updateLayout)
* ScaleManager.setSize (see reflowCanvas)
* ScaleManager.checkOrientationState (see reflowCanvas)
* ScaleManager.orientation (see screenOrientation)
* Gamepad.disabled (see enabled)
* Input.currentPointers (see totalActivePointers)
* Input.disabled (see enabled)
* Keyboard.disabled (see enabled)
* Mouse.disabled (see enabled)
* Mouse.mouseMoveCallback (see Input.addMoveCallback)
* MSPointer.disabled (see enabled)
* Touch.disabled (see enabled)
* Cache.getUrl (see getURL)
* Math.truncate (see Math.trunc)
* Math.snapToInArray (see Phaser.ArrayUtils.findClosest)
* Math.interpolateFloat (see Math.linear)
* Math.normalizeLatitude (use Phaser.Math.clamp(lat, -90, 90))
* Math.normalizeLongitude (use Phaser.Math.wrap(lng, -180, 180))
* Math.chanceRoll (use Phaser.Utils.chanceRoll)
* Math.numberArray (use Phaser.ArrayUtils.numberArray)
* Math.numberArrayStep (use Phaser.ArrayUtils.numberArrayStep)
* Math.limitValue (use Phaser.Math.clamp)
* Math.randomSign (use Phaser.Utils.randomChoice(-1, 1))
* Math.angleLimit (use Phaser.Math.clamp)
* Math.getRandom (use Phaser.ArrayUtils.getRandomItem)
* Math.removeRandom (use Phaser.ArrayUtils.removeRandomItem)
* Math.floor (use Math.trunc)
* Math.ceil (use Phaser.Math.roundAwayFromZero)
* Math.shift (use Phaser.ArrayUtils.rotate)
* Math.shuffleArray (use Phaser.ArrayUtils.shuffle)
* Math.distanceRounded (do the rounding locally)
* Canvas.getOffset (see Phaser.DOM.getOffset)
* Canvas.getAspectRatio (see Phaser.DOM.getAspectRatio)
* TilemapLayer.tileColor (use TilemapLayer.debugSettings.missingImageFill)
* Phaser.ArrayList alias removed, now use Phaser.ArraySet
* Utils.transposeArray (see Phaser.ArrayUtils.transposeMatrix)
* Utils.rotateArray (see Phaser.ArrayUtils.rotateMatrix)
* Utils.shuffle (see Phaser.ArrayUtils.shuffle)
2015-06-17 03:14:31 +01:00
photonstorm
8cf28fede7 maxHealth is a new property that Game Objects with the Health component receive and works in combination with the heal method to ensure a health limit cap. 2015-06-17 02:00:04 +01:00
photonstorm
b725c25702 Button game objects now have Input.useHandCursor set to true by default. 2015-06-17 01:55:36 +01:00
Richard Davey
0b82a68717 Merge pull request #1794 from stephandesouza/patch-1
Add a Heal Method to Phaser.Components.Health
2015-06-17 01:54:14 +01:00
Richard Davey
a7a74550a5 Merge pull request #1837 from Feenposhleen/dev
JSON support for BitmapFont atlases
2015-06-17 01:49:23 +01:00
photonstorm
40802314dd TileSprite now fully supports animation again, having been broken for several versions due to a Pixi upgrade. We've updated the way TileSprites generate their textures internally considerably and animation support is back across both Canvas and WebGL as a result (#1653) 2015-06-17 01:25:56 +01:00
photonstorm
d931cedb69 Fixed issue with long text dropping to be shorter again. 2015-06-16 12:45:26 +01:00
photonstorm
70cf7a32bc Fixed jshint errors. 2015-06-13 02:31:21 +01:00
photonstorm
f216313582 jsdoc and debug removal. 2015-06-12 19:21:06 +01:00
photonstorm
fa469b85e1 Added GameObjectFactory.video url parameter. 2015-06-12 19:20:50 +01:00
photonstorm
10a3df1ef5 Set the Video baseTexture to __default until the stream starts. 2015-06-10 14:21:58 +01:00
photonstorm
5458097006 Renamed createVideoStream to startMediaStream.
Refactored Video constructor significantly - you can no longer create a webcam stream from the constructor, as it doesn't give you time to respond to onAccess and onError signals in Firefox. Instead call startMediaStream directly having set-up your signal listeners first.

startMediaStream now has a chance to dispatch the onError signal if the webcam has been blocked entirely by the browser (auto-block or remembered block). autoPlay attribute removed to stop Firefox throwing a "Invalid URI. Load of media resource failed" error.

Tidied up Video.destroy to properly remove video element from the DOM.
2015-06-10 00:59:24 +01:00
Charlo
17a8116382 Added JSON support for BitmapFont 2015-06-06 12:35:08 +02:00
photonstorm
2b0abb67dd onDragUpdate is a new signal that is dispatched whenever a Game object enabled for input and drag is moved by a pointer (i.e. during a drag event). See the Phaser.InputHandler.enableDrag docs for parameter details and the new Phaser Example. 2015-06-04 20:58:00 +01:00
photonstorm
a971928bbc jshint fixes. 2015-06-03 13:22:29 +01:00
photonstorm
560fed484f Added BitmapText.purgeGlyphs method. 2015-06-03 05:28:24 +01:00
photonstorm
03a7b6a708 Updated Destroy component to deal with BitmapText glyphs pool. 2015-06-03 05:28:24 +01:00
photonstorm
5e265bbe86 Re-ordered carriage-return detection. 2015-06-03 05:28:24 +01:00
photonstorm
90d08fbf24 Updated jsdocs and added align parameter to method call. 2015-06-03 05:28:24 +01:00
photonstorm
fa7259fd75 Removed debug calls. 2015-06-03 05:28:24 +01:00
photonstorm
2484ced06d Typo. 2015-06-03 05:28:24 +01:00
photonstorm
cf5238c749 Removed use of PIXI.BitmapText entirely. Moved all update and support functions to Phaser. 2015-06-03 05:28:23 +01:00
photonstorm
5054344668 The LoadTexture component has a new property: customRender which is checked for in the Core postUpdate to know when to render custom elements like Videos. 2015-05-21 15:24:39 +01:00
Gionatan Iasio
1bbb3bb903 Fix Rope.js
Rope creation key parameter didn't work, because PIXI.Rope requires a texture, not string.
Changed it like Sprite.
2015-05-16 19:59:12 +02:00
photonstorm
f78a4cb337 jshint fixes. 2015-05-15 01:35:20 +01:00
photonstorm
f725ac48ae Removed all the debug information. 2015-05-15 01:27:42 +01:00
photonstorm
f2e2039009 Invalidate the texture while we wait for the new one to load (crashes IE11 otherwise) 2015-05-15 01:17:44 +01:00
photonstorm
ce27da362b Stacks of fixes to the video stream support to get it working in Firefox. 2015-05-14 23:23:38 +01:00
photonstorm
aabeccbdac Working but needs refining. 2015-05-14 19:10:36 +01:00
photonstorm
63887faffe Loads of changes to deal with invalid textures and videos pending playback (i.e. Firefox) 2015-05-14 16:52:09 +01:00
photonstorm
ad4cf34d05 LoadTexture remembers texture valid state. 2015-05-14 16:52:09 +01:00
Stephan de Souza
cb89b9c293 Missed comma 2015-05-14 10:04:37 -03:00
Stephan de Souza
7fb555e70e Adds Heal Method to Phaser.Components.Health
Ideal when used in games with health packs, bonus items, or healing sprites.

In fact: Doing a negative damage causes the same effect, but as a new method is better for documentation.
2015-05-13 16:55:17 -03:00
photonstorm
e6f71e959a Graphics constructor now sets x/y parameters to zero if undefined. Before it would set them to undefined as the type check wasn't strict. 2015-05-12 13:03:26 +01:00
photonstorm
4aa22e22a1 Check texture property. 2015-05-12 13:03:26 +01:00
photonstorm
a1102d4d4d Added re-tint reset. 2015-05-08 04:12:20 +01:00
photonstorm
2cd59bbf32 Tidying up docs and formatting. 2015-05-08 04:12:07 +01:00
photonstorm
6f351ff0c1 Texture.requiresReTint is a new property that controls if a texture requires the display object to be re-tinted having been updated internally. The LoadTexture component now sets this. 2015-05-08 04:11:48 +01:00
photonstorm
164039d7e7 Sets the re-tint state to true.
Removed un-needed clear call.
2015-05-08 04:10:39 +01:00
photonstorm
326cb759cf Docs fixes. 2015-05-08 02:28:46 +01:00
photonstorm
855831e4c2 BitmapData.update now validates the width and height values to ensure they aren't lower than 1, which would previously cause a context error. 2015-05-08 01:49:59 +01:00
photonstorm
d2b9bfe7b8 RetroFont has been updated to use RenderTexture.renderXY, removing the need for creating a Point object each update.
RetroFont no longer puts any entries into the TextureCache or generates any UUIDs on instantiation, speeding up creation and lowering memory use.
2015-05-08 01:49:11 +01:00
photonstorm
e3b8fe3401 Proper setFrame call. 2015-05-07 02:45:33 +01:00
photonstorm
67704d0136 Updated Frame handling for Videos so sprites have their own frames, not a reference to the Videos frame. 2015-05-07 02:44:48 +01:00
photonstorm
af66b49f31 If a BitmapData is created with a width or height set to zero then the width and/or height are set to a default value (256) instead to avoid getContext errors. 2015-05-06 16:50:10 +01:00
photonstorm
303929a3ce Added Video.snapshot and Video.grab support. 2015-05-06 16:47:46 +01:00
photonstorm
7cd89eedd6 jshint fixes. 2015-05-06 08:13:55 +01:00
photonstorm
7f89a3de60 Fixed video event. 2015-05-06 07:57:52 +01:00
photonstorm
d14d9f4f64 Added onAccess and onError signals and tidied up the stream handling. 2015-05-06 07:25:34 +01:00
photonstorm
a24a22742a Enabled Stream stopping. 2015-05-06 06:11:09 +01:00
photonstorm
37304c7cc7 Added Video.createVideoStream support. 2015-05-06 06:06:02 +01:00
photonstorm
535b56bc4a Got changeSource working properly on iOS and tidied up lots of docs. 2015-05-06 01:12:02 +01:00
photonstorm
927c14536d Destroy will remove the listener from Video.onChangeSource. 2015-05-06 00:42:01 +01:00
photonstorm
bf25e67f5a LoadTexture.resizeFrame lets you resize the Frame dimensions that the Game Object uses for rendering. You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData it can be useful to adjust the dimensions directly in this way. 2015-05-06 00:41:40 +01:00
photonstorm
9a563f20b9 Updated video locked status. 2015-05-05 17:03:39 +01:00
photonstorm
0cde8f874d Mobile touch lock support done. 2015-05-05 16:25:51 +01:00
photonstorm
cc1c90d782 Removed videoSprite placeholder. 2015-05-05 14:01:47 +01:00
photonstorm
2e2d1c6bc2 Lots of updates to the Phaser.Video object. 2015-05-05 14:00:59 +01:00
photonstorm
f33082caf2 Support for Video texture updates. 2015-05-05 14:00:18 +01:00
photonstorm
90a7a3e15c Create video + added Video to config. 2015-05-04 03:00:45 +01:00
photonstorm
8a9e0c266a Added currentTime and duration getters. 2015-05-04 03:00:22 +01:00
photonstorm
c1ab5a3345 The first pass at the new Phaser.Video object. 2015-05-03 13:53:03 +01:00
photonstorm
f092101531 Added in support for Phaser.Video to LoadTexture component. 2015-05-03 13:53:03 +01:00
photonstorm
3578cd097c jsdocs fix. 2015-05-03 13:53:02 +01:00
photonstorm
8290e8c371 Text.setShadow has two new optional parameters: shadowStroke and shadowFill. These allow you to set if the drop shadow is applied to the Text stroke, the Text fill or both of them (thanks @qdrj #1766)
Text.shadowStroke and Text.shadowFill allow you to toggle if the drop shadow is applied to the Text stroke or fill independently.
2015-04-27 16:22:36 +01:00
photonstorm
cc46212d5b Refreshes a tiling texture on change of frame. 2015-04-21 15:55:58 +01:00
photonstorm
12f8454d62 close #1755 2015-04-19 01:35:15 +01:00
photonstorm
3a61fa35f0 RenderTexture.render now takes a Matrix as its second parameter, not a Point object. This brings it in line with Pixi and allows you to perform much more complex transformations on the object being rendered. If you need to replicate the old behavior please use RenderTexture.renderXY(sprite, point.x, point.y) instead.
RenderTexture.render and `renderXY` would ignore the Sprites rotation or scale. The full Sprite transform is now used correctly when the Sprite is drawn to the texture. If you wish to replicate the old behavior please use `RenderTexture.renderRawXY` instead.

RenderTexture.matrix has been removed as it's no longer used.

Fixed bug in Pixi where RenderTexture.render would ignore the given matrix.

Fixed a bug in Pixi where drawing a Sprite to a RenderTexture would reset the Sprites transform to an identity Matrix.
2015-04-17 03:22:07 +01:00
photonstorm
b0e1b8facb jsdoc fixes. 2015-04-15 01:36:25 +01:00
photonstorm
8f06991527 Added support for the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/). You can now create a Phaser.Creature object which uses json data and a texture atlas for the animations. Creature is a powerful animation tool, similar to Spriter or Spine. It is currently limited to WebGL games only, but the new libs should prove a solid starting point for anyone wanting to incorporate Creature animations into their games. 2015-04-13 23:16:29 +01:00
photonstorm
0aaa77a84d Strict check. 2015-04-13 11:58:45 +01:00
photonstorm
0ccb3515d5 Removed dirty flag. 2015-04-13 11:58:44 +01:00
photonstorm
36c064511c Added guards around context.getImageData calls in BitmapData, Text and Canvas Tinting classes to avoid crashing restricted browsers like Epic Browser. Please understand that several Phaser features won't work correctly with this browser (thanks @Erik3000 #1714) 2015-04-02 14:47:44 +01:00
photonstorm
645723f939 Sprite was missing the Health and InCamera components. 2015-03-30 13:51:47 +01:00
photonstorm
5fb1130175 The LoadTexture component has had a redundant dirty call removed from it.
TileSprites were missing a `physicsType` property, causing them to not collide with anything (thanks @numbofathma #1702)
2015-03-28 00:56:02 +00:00
photonstorm
57474c0d44 Trying out removal of dirty flag. 2015-03-27 10:47:45 +00:00
photonstorm
83adc51698 Fixed the FixedToCamera :) 2015-03-24 21:35:09 +00:00
photonstorm
12fc424305 Huge amount of jsdoc updates. 2015-03-23 23:46:09 +00:00
photonstorm
08c9513f98 Improving the Component documentation. 2015-03-23 19:56:23 +00:00
photonstorm
85c8f60d7c Removed 'global' component arrays. 2015-03-23 19:19:07 +00:00
photonstorm
b7b622a556 Text style has a new optional property: backgroundColor which is a Canvas fill style that is set behind all Text in the Text object. It allows you to set a background color without having to use an additional Graphics object.
Text.lineSpacing can now accept negative values without cutting the bottom of the Text object off. The value can never be less than the height of a single line of text.

Text.lineSpacing is no longer applied to the first line of Text, which prevents text from being cut off further down the Text object.
2015-03-23 16:12:23 +00:00
photonstorm
1486e166bd Added physicsType property. 2015-03-23 15:04:27 +00:00
photonstorm
55048a4b25 BitmapText objects now have an anchor property. This works in a similar way to Sprite.anchor except that it offsets the position of each letter of the BitmapText by the given amount, based on the overall BitmapText width - whereas Sprite.anchor offsets the position the texture is drawn at. 2015-03-23 15:03:53 +00:00
photonstorm
cb9ef4f12e Text.padding specifies a padding value which is added to the line width and height when calculating the Text size. ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions (#1561 #1518) 2015-03-19 01:54:14 +00:00
breakosaur
bb600b4319 Fixed a few documentation typos. 2015-03-18 21:07:36 +00:00
photonstorm
165e5935c2 JSDoc fixes. 2015-03-18 19:14:58 +00:00
photonstorm
6cf982a4a0 Fixed to Destroy component if still in render loop. 2015-03-11 01:44:46 +00:00
photonstorm
0516167c3d Finally tracked down the rogue bug causing Graphics objects to not work with various components (fix #1654) 2015-03-10 14:23:49 +00:00
photonstorm
ed3afed2ff Fixed spelling mistake. 2015-03-05 14:00:57 +00:00
Richard Davey
7eb73e99a8 Merge pull request #1648 from pnstickne/wip-components-docs
Component documentation
2015-03-01 10:46:55 +00:00
Paul
4de95c09b5 Component documentation
- Required changes for documentation to show up correctly
  - Uses multiple @extends, which currently [mostly] works in jsdoc
    and like closure compiler
2015-02-28 23:00:17 -08:00
Paul
ee34327c93 Components: bug fixes
- Use property check ('in') to avoid property access

- Promoted 'body' property for physics
2015-02-28 17:49:45 -08:00
Paul
0e5272b217 Merge remote-tracking branch 'upstream/dev' into wip-components-toproto
Conflicts:
	src/gameobjects/Image.js
	src/gameobjects/Rope.js
	src/gameobjects/Sprite.js
	src/gameobjects/Text.js
	src/gameobjects/TileSprite.js
	src/gameobjects/components/Core.js
2015-02-28 15:51:47 -08:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
ae7a1fda05 Optimised preUpdate callbacks. 2015-02-25 02:49:50 +00:00
photonstorm
72530d963b Default exists should be true! 2015-02-25 02:49:19 +00:00
photonstorm
c799dfe7da Fixed physics postUpdate issue causing particles and all kinds of things to go awry. 2015-02-25 02:18:05 +00:00
photonstorm
ec19abb91c Component preUpdate changes. 2015-02-25 00:59:27 +00:00
photonstorm
c9939f8691 Tilemap fix #1635 2015-02-24 22:57:59 +00:00
Paul
4f747a1c00 Components - moving install to prototype
- This ensures the components are regsitered once per type
  instead of once per instance (which is duplicate work)
2015-02-22 20:44:11 -08:00
photonstorm
8b7085e20a RenderTexture guards. 2015-02-22 19:30:43 +00:00
photonstorm
3d0bc682f0 Moved Events. 2015-02-19 05:00:55 +00:00
photonstorm
88f10f7f89 Updated fixedToCamera docs to reflect non-nesting (#1596) 2015-02-18 22:58:48 +00:00
photonstorm
58d37b51fe Fixed canvas destroy if undefined. 2015-02-18 14:54:11 +00:00
photonstorm
f59d7e3430 Working through Graphics class updates. 2015-02-17 16:40:41 +00:00
photonstorm
77a3bfea23 loadTexture guard. 2015-02-17 15:48:54 +00:00
photonstorm
5b0c751647 Animation component guard. 2015-02-17 15:48:43 +00:00
photonstorm
167bbde8d4 Game Objects all now using the new Components mixins. 2015-02-17 06:00:41 +00:00
photonstorm
166c0363fc jshint fixes 2015-02-17 05:59:54 +00:00
photonstorm
bf4c1d0620 Split out all the common GameObject features into components. 2015-02-17 05:15:04 +00:00
photonstorm
8483eac6aa Removing all use of _cache from all Game Objects. 2015-02-16 17:22:51 +00:00
photonstorm
8c23bca62d Sprite.left, Sprite.right, Sprite.top, Sprite.bottom are new properties that contain the totals of the Sprite position and dimensions, adjusted for the anchor.
Sprite.offsetX and Sprite.offsetY contain the offsets from the Sprite.x/y coordinates to the top-left of the Sprite, taking anchor into consideration.
2015-02-16 15:47:55 +00:00
photonstorm
c243222889 Docs update #1231 2015-02-11 16:41:56 +00:00
Richard Davey
b560af992f Merge pull request #1375 from pnstickne/wip-text-consistency
Text - font components can be specified as part of "style"
2015-02-11 15:06:48 +00:00
photonstorm
cc7096b045 jsdoc fix #1543 2015-02-10 21:22:36 +00:00
photonstorm
dfc8ff32d2 You can now tint animated Sprites in Canvas mode. Or change the texture atlas frame of a tinted Sprite or Image. Please note that this is pretty expensive (depending in the browser), as the tint is re-applied every time the *frame changes*. The Pixi tint cache has also been removed to allow for subtle tint color shifts and to avoid blowing up memory. So use this feature sparingly! But at least it does now work (#1070) 2015-02-10 14:53:55 +00:00
photonstorm
4489a12fd8 Sprite.loadTexture and Image.loadTexture now no longer call updateTexture if the texture given is a RenderTexture. This fixes issues with RetroFonts in IE11 WebGL as well as other RenderTexture related IE11 problems (#1310 #1381 #1523) 2015-02-10 12:27:55 +00:00
photonstorm
e85be1f1d8 BitmapText.font wouldn't update an internal Pixi property (fontName) causing the text to fail to change font (thanks @starnut #1602) 2015-02-08 22:07:36 +00:00
photonstorm
336fdfa672 TileSprites weren't destroying WebGL textures, leading to eventual out of memory errors (thanks @chacal #1563) 2015-02-03 21:32:39 +00:00
Richard Davey
21823f65e3 Merge pull request #1576 from vulvulune/jsdoc
Correct comments
2015-02-03 20:47:32 +00:00
photonstorm
d6ea8fb956 jsdoc updates (spelling mistakes, code formatting, etc) 2015-01-28 17:18:33 +00:00
vulvulune
8ef32f044c Correct comments
Correct comments:
-Phaser.Camera: checkWorldBounds =>checkBounds
-Phaser.RetroFont: Set correct @name for name and smoothed
-Phaser.DOM: inViewport => inLayoutViewport
2015-01-27 13:46:18 +01:00
photonstorm
a67d2df6f0 BitmapData.text will render the given string to the BitmapData, with optional font, color and shadow settings. 2015-01-18 12:24:00 +00:00
photonstorm
741131312a BitmapData.drawGroup draws the immediate children of a Phaser.Group to a BitmapData. Children are only drawn if they have their exists property set to true. The children will be drawn at their x and y world space coordinates. When drawing it will take into account the child's rotation, scale and alpha values. No iteration takes place. Groups nested inside other Groups will not be iterated through.
BitmapData.copy `tx` parameter if `null` and `source` is a Display Object, it will default to `source.x`.

BitmapData.copy `ty` parameter if `null` and `source` is a Display Object, it will default to `source.y`.
2015-01-05 14:28:16 +00:00
Richard Davey
b3f322469b Added Events.onEnterBounds to the destroy method (thanks @legendary-mich #1497) 2015-01-02 21:53:20 +00:00
Paul
a070e8db8f Fix for Event changes
This replaces 'eval' with closures (that should have probably
been used to begin with) to avoid warnings generated by some tools.

This change does not affect the approach used.

- Ref. #1494
2015-01-01 13:50:07 -08:00
photonstorm
c6c5856dec Phaser.Graphics.drawCircle now overrides PIXI.drawCircle which means the docs are now correct re: diameter not radius (thanks @ethankaminski #1454) 2014-12-17 13:44:12 +00:00
photonstorm
028943baad Moved the updateTransform to a Game level update on Stage and replaced the Pixi version.
Added a boolean check, so it can be either updated from updateLogic or render without duplicating the process.
#1424
2014-12-10 10:37:37 +00:00
photonstorm
4ad6df9a29 A test to try for #1424 2014-12-09 23:38:23 +00:00
photonstorm
def662f28f Text.setShadow has had the default color value changed from rgba(0,0,0,0) to rgba(0,0,0,1) so it appears as a black shadow by default - before the alpha channel made it invisible. 2014-12-02 09:03:55 +00:00
Richard Davey
152b26a668 Merge pull request #1378 from pnstickne/wip-minor-updatelogic-fix
Minor logic fix for Sprite life update
2014-12-01 12:07:56 +00:00
Richard Davey
81f356c235 Merge pull request #1386 from pnstickne/wip-docs-1130
Assorted documentation/consistency updates
2014-12-01 12:07:10 +00:00
Paul
d15037e283 Event-Signal object count optimization
There are a bunch of signals added for Sprites; more when input is
enabled. However, very few of these signals are ever actually used. While
the previous performance update related to Signals addressed the size of
each Signal object, this update is to reduce the number of Signal objects
as used by the Events type.

As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals;
with this change there less than 70 signals created when running the same
demo. (Each Event creates at 8 signals by default, and there is an Event
for each of the 400 particles.) While this is an idealized scenario, a
huge amount (of albeit small) object reduction should be expected.

It does this by creating a signal proxy property getter and a signal
dispatch proxy. When the event property (eg. `onEvent`) is accessed a new
Signal object is created (and cached in `_onEvent`) as required. This
ensures that no user code has to perform an existance-check on the event
property first: it just continues to use the signal property as normal.

When the Phaser game code needs to dispatch the event it uses
`event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This
special auto-generated method automatically takes care of checking for if
the Signal has been created and only dispatches the event if this is the
case. (If the game code used the `onEvent` property itself the event
deferal approach would be defeated.)

This approach is designed to require minimal changes, not negatively
affect performance, and reduce the number of Signal objects and
corresponding Signal/Event resource usage.

The only known user-code change is that code can add to signal (eg.
onInput) events even when input is not enabled - this will allow some
previously invalid code run without throwing an exception.
2014-11-30 21:39:25 -08:00
Paul
dab8772de0 Documentation - consistency updates
- Updated `readOnly` doclet to `readonly`

- `array` refined to `type[]`, where such information was immediately
determinable.

- Updated {Any}/{*} to {any}; {...*} is standard exception

- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
photonstorm
cfbad72881 Documentation - general
Updated some documentation for formatting, consistency, and minor
corrections.
2014-11-30 04:02:45 -08:00
Paul
3299588326 Sprite - removed comment
The comment was no longer valid after the previos changes.
2014-11-29 14:12:14 -08:00
photonstorm
d5dfa464c0 Added alpha setting to getContext. 2014-11-29 19:40:50 +00:00
Paul
dfe7279090 Minor logic fix for Sprite life update
The substraction of `physicsElapsedMS` needs to be done for all individual
updates. (When current FPS ~ target FPS this is a 1-1 mapping, but catchup
updates can throw off the calculations.)

Also renamed `Game#updateNumber` (a poor initial name on my part) to
`currentUpdateID`. This matches the naming of
`Stage#currentRenderOrderID`.
2014-11-28 23:02:31 -08:00
Paul
83cbbf1d21 Text - font component cleanup
Some minor cleanup of font component handling and comments.

Also adds a warning if an "unparsable font" string is encountered. Might
save someone some trouble.
2014-11-28 03:50:52 -08:00
Paul
bf3d5aa22e Text - consistency updates
Added `cssFont`, `fontStyle`, and `fontVariant` properties for better
consistency and control.
2014-11-28 02:56:44 -08:00
Paul
8eb7594b29 Text - font size/weight can be specified as style
Fulfills: https://github.com/photonstorm/phaser/issues/1370

This allows `fontSize` and `fontWeight` to be specified as part of the
style as supplied to the Text constructor (and `setStyle` method). In
addition the `fontStyle` and `fontVariant` properties can also be set -
although these are not exposed later.

This also fixes edge cases that could be caused if `Text#fontSize` was
used without `Text#fontWeight`, where the applied style defaults would be
overwritten/reset.
2014-11-28 02:20:18 -08:00
Paul
5fbbeca7ab Text - documentation updates 2014-11-28 00:12:10 -08:00
photonstorm
471ad20b4a Added Time.physicsElapsedMS and used in Sprite lifespan and Tweens. 2014-11-26 13:13:25 +00:00
photonstorm
e86f00eb55 Text.lineSpacing works correctly again. Before no space was added between the lines (thanks @intimidate #1367 and @brejep #1366) 2014-11-25 17:06:17 +00:00
Tim van den Eijnden
990867547e fix issue with lineSpacing, no space was added between the lines. The complete text moved down instead 2014-11-25 16:45:29 +01:00
photonstorm
72eaee3139 Adjusted Sprite.preUpdate to remove the lifespan calculation. 2014-11-25 14:18:18 +00:00
photonstorm
1068563914 jsdoc fixes. 2014-11-25 14:15:55 +00:00
Paul
e2f65f58a8 Merge commit '0d9678e512f9037b686ca480907c90f82d5b631e' into wip-time-clarify 2014-11-25 00:35:31 -08:00
Paul
5f9025f800 Sprite/Time - lifespan based on physicsTime
- Lifespan is updated based on physics time which makes this consistent
  with fixed-step updates and tweens, etc.
2014-11-25 00:33:13 -08:00
photonstorm
0d9678e512 Promoted Game time loop count to protected public var. Checked in Sprite.lifespan decrement to avoid over-decreasing the lifespan (#1358) 2014-11-25 02:50:39 +00:00
photonstorm
c4b81ff6ea jsdoc fixes. 2014-11-25 00:24:28 +00:00
photonstorm
2d50334cd3 Updated lifeSpan to use elapsedMS instead. 2014-11-24 12:54:39 +00:00
photonstorm
06b2a2c6a0 Added Tween.generateData back in, now all the Particles and Tween examples work properly. 2014-11-24 12:34:42 +00:00
photonstorm
21479acd8e Sprite.autoCull now properly works if the camera moves around the world.
Sprite.inCamera uses a much faster check if auto culling or world bounds checks are enabled and properly adjusts for camera position.
2014-11-18 12:29:55 +00:00
photonstorm
497b00d781 Tidying up a little. 2014-11-13 00:27:47 +00:00
photonstorm
d6297884e6 Added Sprite.setScaleMinMax for testing. 2014-11-08 13:31:35 +00:00
Paul
60268dd048 Changes to preserve original API
- Added @deprecated/@readonly to various some properties but public properties maintain the same semantics
- Also removed some "cleverness"
- Still same good fixes ..
2014-10-29 19:31:03 -07:00
Paul
5d04c62b33 Button - bug fixes, issue #1246
- Fix incorrect passing of "was clicked" to processInteractiveObjects
  - Button would not return to Over/Out state because of strict too check to catch `undefined`
  - Removed [undocumented] property usage from processInteractiveObjects and slight reformatting
  - Update Button state frames/sounds to remove duplication
  - Updated documentation in Button for consistency
2014-10-28 23:26:35 -07:00
spayton
a942a03631 Texture width is recalculated larger on subsequent call to updateText() when text has a stroke thickness > 1
In function override Phaser.Text.prototype.updateText(), don't include this.context.lineWidth in width calculation as it's already incorporated by this.style.strokeThickness.
2014-10-28 11:48:57 +00:00
photonstorm
26a1a080d2 Buttons are now waiting to be told when they're removed from the World. 2014-10-28 01:49:14 +00:00
photonstorm
d050b8471b Added onRemovedFromWorld signal. Not currently used anywhere, but will be. 2014-10-28 01:48:42 +00:00
photonstorm
d22f2bd89b Small fix for Text wordWrapping #1247 2014-10-23 16:03:29 +01:00
photonstorm
bebb83bad4 Removed methods that Pixi now offers directly. 2014-10-22 23:53:02 +01:00
photonstorm
b56c3bf54e jshint fixes 2014-10-22 22:49:20 +01:00
photonstorm
1bc1d2eb94 Fixed Text class for Pixi v2 changes. 2014-10-22 22:35:21 +01:00