Dan Cox
a0840274f7
Tests for both Node and Node-Webkit
2014-08-27 22:00:14 -04:00
photonstorm
fa45d7feff
Events.onDestroy is a new signal that is dispatched whenever the parent is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084 )
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Group.onDestroy is a new signal that is dispatched whenever the Group is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084 )
2014-08-28 02:56:06 +01:00
photonstorm
6b4510f693
TileSprite now has the alive
property, which should help with some Group operations (thanks @jonkelling #1085 )
2014-08-28 02:36:30 +01:00
photonstorm
d7f8950758
Debug.cameraInfo no longer crashes if the camera bounds are nulled (thanks @wayfu #1143 )
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Camera.setBoundsToWorld no longer crashes if the camera bounds are nulled (thanks @wayfu #1143 )
2014-08-28 02:13:51 +01:00
Richard Davey
50179d76fb
Merge pull request #1015 from Zielak/dev
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Phaser.Camera.position for quick access
2014-08-28 02:02:40 +01:00
Richard Davey
ee579c2b0d
Merge pull request #989 from lucbloom/android-stock-browser
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Android stock browser check
2014-08-28 02:01:25 +01:00
Richard Davey
9941942941
Merge pull request #1030 from codevinsky/rope
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Phaser.Rope
2014-08-28 01:56:02 +01:00
Richard Davey
7fe4abc5c4
Merge pull request #1059 from lucbloom/spritesheet-to-framecount
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Sprite Sheet => frame count
2014-08-28 01:49:15 +01:00
Richard Davey
6a314a60d1
Merge pull request #1142 from darfux/dev
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Fixed Group.removeBetween's default endIndex bug
2014-08-28 01:44:01 +01:00
Richard Davey
e8ca3a8d7b
Merge pull request #1130 from beeglebug/feature/clone-consistency
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Improved consistency of clone methods on geometry classes
2014-08-28 01:40:51 +01:00
Richard Davey
cc69a4bf2c
Merge pull request #1127 from FedeOmoto/dev
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Game configuration object "renderer" property wrongly assigned to Game.r...
2014-08-28 01:36:49 +01:00
Richard Davey
afb094a6eb
Merge pull request #1126 from beeglebug/feature/tile-properties
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copy tile properties to tiles when parsing map
2014-08-28 01:35:20 +01:00
Richard Davey
cc1c7948f3
Merge pull request #1125 from beeglebug/fix/#1095-rectangle-contains-rect
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swapped argument order of Rectangle.containsRect - fixes #1095
2014-08-28 01:33:33 +01:00
Richard Davey
ec6259558e
Merge pull request #1111 from rex64/dev
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Added support for Tiled object's type field
2014-08-28 01:31:22 +01:00
photonstorm
ccc8369f43
InputHandler.checkBoundsRect was incorrectly assigning a property in Sprites fixed to the camera being dragged left (thanks @CraigBeswetherick #1093 )
2014-08-28 01:29:23 +01:00
photonstorm
7bfa6fa9f2
Loader.useXDomainRequest boolean added. If true
(the default is false
) it will use XDomainRequest when loading JSON files instead of xhr. In rare IE edge-cases this may be required. You'll know if you need it ( #1131 #1116 )
2014-08-28 01:23:45 +01:00
photonstorm
c87aa5103d
Fixed the RevoluteConstraint worldPivot and moved it to the end of the signature to minimise code changes.
2014-08-28 01:14:59 +01:00
photonstorm
aeb82dbee9
World.createRotationalSpring will now let you create rotational springs.
2014-08-28 00:58:50 +01:00
photonstorm
6acc8bf9f2
World.enableBodySleeping has been removed and replaced with World.sleepMode.
2014-08-28 00:45:57 +01:00
photonstorm
98ccae56de
P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called type
we have left the motionState
getter/setter in for now.
2014-08-28 00:39:47 +01:00
photonstorm
4935a4e4af
RevoluteConstraint fixed for new version of p2.
2014-08-28 00:24:56 +01:00
photonstorm
b25bdf3523
Fixed the DistanceConstraint parameters.
2014-08-28 00:15:28 +01:00
photonstorm
504b69ffaa
Updated p2.js to d1c7a340c42e4d5d1d939fba5fd13c5e49d6abd2
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Updated grunt replace task to match p2s new UMD signature.
2014-08-28 00:01:35 +01:00
photonstorm
33c52eaf09
BitmapData alpha option added.
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Pointer return type added.
pixi manifest updated to remove need for geom classes.
2014-08-27 21:26:29 +01:00
darfux
abdf54858c
Fixed Group.removeBetween's default endIndex bug
2014-08-26 21:02:13 +08:00
Stuart Lee
8ef5c5e0de
fixed arguments
2014-08-22 16:33:42 +01:00
Alvin
c7e256245a
Merge pull request #1107 from gamedolphin/test
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Fixed Point.rotate bug . Also added a little documentation for world wrap.
2014-08-22 12:32:06 +02:00
Dan Cox
2065c3a77a
Fixed trailing whitespace
2014-08-21 20:37:27 -04:00
beeglebug
bfd0b77fd4
typo
2014-08-21 22:50:09 +01:00
beeglebug
c85f4c04b0
may as well use the setter logic, saves duplicating code
2014-08-21 22:46:44 +01:00
beeglebug
2faab9b516
added clone and setTo functions
2014-08-21 22:45:10 +01:00
beeglebug
7ae5657113
extra null check on output to match rectangle
2014-08-21 22:44:40 +01:00
Dan Cox
fa0fa860c0
Device detection of Node-Webkit
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Because the user-agent string can be (easily changed) [https://github.com/rogerwang/node-webkit/wiki/Manifest-format#user-agent ], one of the few ways to detect Node-Webkit is to look for the 'process' object and require() function. If they exist, Node support was enabled and 'process.version' will have the version of Node.js used to create the project.
However, if Node is (disabled) [https://github.com/rogerwang/node-webkit/wiki/Manifest-format#nodejs ], the 'process' object won't exist and the project will be executed as if it was in a single instance of a browser anyway.
2014-08-21 17:37:51 -04:00
beeglebug
5930a90546
added clone function to Line
2014-08-21 22:36:40 +01:00
beeglebug
8c0a400d65
rename out to output to match others
2014-08-21 22:36:24 +01:00
Federico Omoto
14028cafbc
Game configuration object "renderer" property wrongly assigned to Game.renderer
2014-08-21 17:57:07 -03:00
beeglebug
23f077a4e8
copy tile properties to tiles when parsing map
2014-08-21 21:08:05 +01:00
beeglebug
a435191fd0
swapped argument order of Rectangle.containsRect - fixes #1095
2014-08-21 20:59:08 +01:00
Dan Cox
fbd2de5b23
Cordova 'deviceready' event check
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A slightly obnoxious but necessary hack to prevent a race condition between the loading of Apache Cordova and Phaser itself.
Without waiting for the 'deviceready' event, Phaser can often load first, preventing any console messages from appearing to the user. Because Cordova writes to the platform's console (via CordovaLog), it must first be loaded and signal its own 'deviceready' event before console or plugin usage can occur. Otherwise, all messages and functionality is ignored.
2014-08-21 00:11:41 -04:00
Alessandro Cuzzocrea
5e76eb4834
Added support for Tiled object's type field
2014-08-16 21:44:21 +02:00
Sandeep Nambiar
b25e2bd782
Sign Error
2014-08-13 05:49:39 +05:30
Sandeep Nambiar
daade10ecc
Should fix the Error in rotation
2014-08-13 05:19:21 +05:30
Sandeep Nambiar
9977d5e204
World Wrap and P2
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Changes only to documentation for clarity.
2014-08-13 04:10:37 +05:30
Dan Cox
d54725212f
Device detection of Apache Cordova
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Simple check if "window.cordova" is defined for device detection of Phaser running (most likely) under Apache Cordova.
2014-08-11 12:33:06 -04:00
Alvin
6da5831f73
Merge pull request #1099 from kay-is/master
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Method documentation was missing parameters.
2014-08-08 09:56:39 +02:00
Kay Plößer
9ac06c44ba
Method documentation was missing parameters.
2014-08-07 14:47:54 +02:00
Richard Davey
15378e1d09
Merge pull request #1091 from photonstorm/alvin/dev
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Fixed #1078 chromeOS no belongs to desktops
2014-08-06 16:12:33 +01:00
Alvin
79166bb268
Fixed #1078 chromeOS no belongs to desktops
2014-08-06 14:08:38 +02:00
Sam MacPherson
3b69c7ede1
group swap fix
2014-08-05 19:39:21 -04:00
photonstorm
36ecd81f29
Arcade Physics Body.skipQuadTree is a new boolean that if set to true
when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large.
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Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.
2014-08-04 13:04:11 +01:00
Richard Davey
0c4c43be1e
Merge pull request #1080 from lucbloom/detect-kindle
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Added a UA string test for Kindle
2014-08-03 11:00:40 +01:00
photonstorm
aabdf6f97a
Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0.
2014-08-01 17:46:51 +01:00
Luc Bloom
84cf835e83
Added a UA string test for Kindle
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Also added PS Vita so the “silk” detection doesn’t confuse that one.
2014-07-31 15:40:59 +02:00
Richard Davey
48869776f2
Merge pull request #1064 from txusinho/dev
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Fix for scale issues in CocoonJS using webgl renderer and screencanvas
2014-07-31 14:00:31 +01:00
Richard Davey
acceb692c3
Merge pull request #1071 from Dumtard/dev
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Fix for previous PR #1028
2014-07-31 13:48:15 +01:00
photonstorm
9bbc8ecce3
Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060 )
2014-07-31 13:39:26 +01:00
Charles Black
a90ab2e59b
P2 bounds now collides with everything by default
2014-07-27 16:06:55 -04:00
Txus Ordorika
b952884d9d
Fix for scale issues in CocoonJS using webgl renderer and screencanvas
2014-07-23 17:16:25 +02:00
Luc Bloom
0fc30e839e
Removed some more checks
2014-07-22 10:42:47 +02:00
Luc Bloom
7f3b542fdd
Removed the notion of Sprite Sheets vs single frame images
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Instead of making a distinction between single frame images and Sprite
Sheets, I added a simple FrameData with one Frame to every image that
gets loaded. This way, a lot of the engine code can be simplified.
For instance, you can play animations on any Sprite without having to
check the “frame count” of its image anymore.
The engine doesn’t have to check for non-existing .frameData anymore.
An animation can keep on playing when an image happens to be set with 1
frame, continuing its animation when after that, another image is set
with multiple frames.
Think of it this way: an image with one frame is an animation of just
one frame.
2014-07-22 10:24:53 +02:00
photonstorm
122640e01b
Phaser.Loader was incorrectly getting the responseText from _xhr instead of _ajax on IE9 xDomainRequests (thanks @lardratboy #1050 )
2014-07-21 11:12:58 +01:00
jackrugile
05d856d4ea
remove escaping backslashes from retro font text set documentation
2014-07-20 15:15:02 -06:00
photonstorm
8e7e6f05e1
Adding .0 :)
2014-07-18 13:12:08 +01:00
photonstorm
113b69a5d1
Preparing for 2.1 development work.
2014-07-18 13:09:21 +01:00
photonstorm
ee49575714
Preparing for master.
2014-07-18 12:35:16 +01:00
Richard Davey
d8c755a544
Merge pull request #1017 from devinb83/dev-codepaused
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codePaused should be set if manually called
2014-07-18 11:57:37 +01:00
photonstorm
24527eac3e
Group.checkAll allows you to check if the same property exists across all children of the Group and is set to the given value (thanks @codevinsky #1013 )
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Group.checkProperty allows you to check if the property exists on the given child of the Group and is set to the value specified (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.getProperty will get an Objects property regardless of depth (thanks @codevinsky #1013 )
2014-07-18 11:52:39 +01:00
Richard Davey
3da788bd1d
Merge pull request #1013 from codevinsky/group-checkall
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added: Phaser.Utils.getProperty / Phaser.Utils.setProperty; added: Phase...
2014-07-18 11:37:38 +01:00
Richard Davey
491d7c2eec
Merge pull request #1036 from DarkDev-/dev
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OritentationSprite fix, not using PIXI.TextureCache anymore
2014-07-18 11:32:50 +01:00
photonstorm
f9a6d1f376
Updating to Pixi 1.6.1
2014-07-18 11:22:55 +01:00
photonstorm
883c11e377
BitmapData.resize fixed to update the crop property too, resolves issues with images getting cut off with BitmapData.load.
2014-07-18 03:33:17 +01:00
photonstorm
9c1f39d284
jshint fix
2014-07-18 01:07:45 +01:00
photonstorm
49bb45c42e
Tilemap.swap now accurately swaps from A to B and from B to A (thanks @noidexe #1034 )
2014-07-18 00:29:24 +01:00
Richard Davey
91eb2ff842
Merge pull request #1033 from lucbloom/updateFrameData-fix
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Frame data guards
2014-07-18 00:16:17 +01:00
Charles Black
31cc247462
AnimationManager.currentFrame update on play
2014-07-16 23:05:27 -04:00
photonstorm
82ef6d4aeb
If you add a Tween to the TweenManager and then immediately stop it, it will still exist in the TweenManager (thanks @gilangcp #1032 )
2014-07-16 19:50:58 +01:00
Johan Rosén
ba62326ce7
OritentationSprite fix, not using PIXI.TextureCache anymore
2014-07-16 17:07:53 +02:00
Luc Bloom
ccd4b502d7
Fram data guards
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Sometimes, this._frameData is null. Guard agains it.
Sometimes, we transfer to an animation that contains lesser frames.
Guard against it.
2014-07-16 12:00:30 +02:00
photonstorm
f6935c01f8
Sprite.loadTexture will store the smoothed
property of the Sprite and re-apply it once the new texture is loaded.
2014-07-16 00:56:26 +01:00
photonstorm
90eec97707
Animation.updateFrameData allows you to load a new FrameData object into an existing animation, even if currently running (based on #1029 )
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AnimationManager.loadFrameData will now update all existing Animations to use the newly loaded FrameData (based on #1029 )
2014-07-16 00:55:12 +01:00
photonstorm
aaf82f9d3a
Sprite.loadTexture has a new optional stopAnimation
boolean parameter which will halt the currently running animation (if any) after changing the texture (based on #1029 ).
2014-07-16 00:29:43 +01:00
photonstorm
d72e199291
Physics.bounds now correctly matches World.bounds on system start (thanks @Dumtard #1028 )
2014-07-16 00:14:47 +01:00
photonstorm
afeeeecbe0
Keyboard.processKeyPress now checks if the Keyboard Input handler is disabled or not before processing the key callbacks.
2014-07-16 00:12:59 +01:00
photonstorm
d10dea27b0
Pixi updated worldTransform from an Array to an Object and Phaser Image, BitmapText, Text and Graphics were still using array access to populate the world property, giving it incorrect results (thanks @alvinsight)
2014-07-15 22:44:02 +01:00
jdowell
f969c15aea
fixed: replaced 'snake' with key
2014-07-15 14:24:47 -05:00
jdowell
6432817c7f
added: Rope debug, segments, updateAnimation
2014-07-15 14:01:15 -05:00
jdowell
5a35e1a61d
Initial Rope Commit
2014-07-15 11:40:40 -05:00
Darek Zieliński
64ae6c6ba7
"Reuse a single Point object rather than creating a new one each time"
2014-07-15 18:32:20 +02:00
Richard Davey
afb379f2dd
Merge pull request #1024 from lucbloom/if-onShutDownCallback
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Add a check around this optional function
2014-07-15 16:21:35 +01:00
Richard Davey
615d1b6526
Merge pull request #1026 from lucbloom/spritesheet-report-key
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Report key when failing
2014-07-15 16:13:39 +01:00
Luc Bloom
7498e6aa6e
Report key when failing
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While loading sprite sheet.
2014-07-15 16:47:49 +02:00
Richard Davey
053f862b6b
Merge pull request #1023 from lucbloom/sprite-textureChange-obsolete
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Removed obsolete code in setTexture
2014-07-15 15:14:36 +01:00
photonstorm
538425193a
World.wrap when using the bounds of the object wouldn't adjust the bounds correctly, meaning wrapping outside the camera failed (thanks @jackrugile #1020 )
2014-07-15 14:22:24 +01:00
Richard Davey
f77b4d4e8f
Merge pull request #1014 from Dumtard/dev
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Group create was not creating with p2 debug flag
2014-07-15 12:39:53 +01:00
Luc Bloom
5328069329
Removed obsolete code in setTexture
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This code has no side-effects besides assigning “textureChange”, which
is used nor reset anywhere else.
2014-07-15 13:28:31 +02:00
Luc Bloom
f1cb146c10
Add a check around an optional function
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My game crashes here if I update phaser.js to a new version. It happens
when my game switches to another State object.
2014-07-15 13:02:44 +02:00
photonstorm
64000dfcb6
Fixed small boolean check error.
2014-07-15 11:49:05 +01:00
photonstorm
f78a527ad5
Prevented objects with pixel perfect checks from over-riding other higher priority ID items ( #983 )
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Rebuilt the way items are polled for Pointer events (drag, click, move). Now faster and more efficient, especially when some items in the stack require pixel perfect checks.
2014-07-15 11:20:57 +01:00
devinb83
4a632ed3a0
codePaused should be set if manually called
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If pause is called manually, codePaused should be set regardless of whether the game is currently paused or not. This would fix issues where a developer might not want the game to automatically resume when the screen regains focus.
2014-07-14 12:57:37 -07:00
devinb83
2be45e93ae
QuadTree leveling Bug
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Rather than level++ which changes the current node's level, the subnodes should get the current node's level + 1
2014-07-14 12:55:26 -07:00