photonstorm
e01a754732
Removed the FrameDebugger and moved to its own branch.
2015-10-12 11:10:37 +01:00
photonstorm
bf0bd9657e
Updated readme and build scripts.
2015-09-30 11:20:14 +01:00
photonstorm
d7d4320def
You can now exclude the FlexGrid from custom builds, saving 15KB.
2015-09-30 11:19:55 +01:00
photonstorm
e31c7d1f5a
Fixed issue with TileSprites not excluding correctly from custom builds.
2015-09-30 11:19:29 +01:00
photonstorm
6d0aa613ad
New Create stub added for the custom build process. Cuts file size by 8KB.
2015-09-30 11:19:05 +01:00
Richard Davey
ede827c8af
Added the stubs to jshint ignore.
2015-09-29 17:00:40 +01:00
Richard Davey
49fccc9abd
Added the grunt manifests.
2015-09-29 16:54:58 +01:00
Richard Davey
0064d969ce
Also excluded PIXI.PolyK from the build if Graphics not included (as only WebGL Graphics used it)
2015-09-29 16:27:10 +01:00
Richard Davey
084c453fcc
Added the PIXI.WebGLGraphics and PIXI.CanvasGraphics files to the Graphics custom build option. They weren't used anyway and this removes an extra 35.5KB from the build size.
2015-09-29 16:15:07 +01:00
photonstorm
b99c9e22ec
Removed PIXI.Stage. Phaser.Stage now handles everything it needs to do.
2015-09-15 12:53:44 +01:00
photonstorm
06ed961e81
Added FrameDebugger into the mix.
2015-09-15 12:53:43 +01:00
photonstorm
486c15f16f
New docs.
2015-08-24 15:43:45 +01:00
Vladislav Forsh
c418ccb0b2
Fix 'unable to locate jsdoc' error while building docs.
2015-08-11 21:46:55 +03:00
Vladislav Forsh
a177c332e6
Remove trailing comma.
2015-08-11 21:42:24 +03:00
photonstorm
f4a1f11429
PIXI.CanvasPool is a new static global created to deal with the issue of resource leaks and continuous DOM node build-up when creating lots of Text or BitmapData objects, or when calling generateTexture
on any display object. The CanvasPool will do its best to re-use out dated canvas elements rather than filling up the DOM with new ones.
...
Sprite.setTexture has a new `destroyBase` parameter - set this to `true` if you know the base used a generated texture that isn't being used by any other sprites. This will free-up the canvas for further re-use by other calls to generateTexture or Text objects.
2015-08-03 16:09:16 +01:00
photonstorm
4b22f48c75
2.4.2 release.
2015-07-29 15:01:04 +01:00
photonstorm
7a6de818e1
Updated Grunt build scripts so that all third party libs (such as Creature, P2, gl-matrix and PIXI) are now kept well and truly outside of Phaser. They are defined and placed first in the build files. So no more PIXI hiding within the Phaser namespace or UMD patching for Phaser required.
2015-07-23 16:00:45 +01:00
photonstorm
94ae9e097e
Phaser 2.4.0a release - includes build file fixes for missing PIXI classes like TilingSprite.
2015-07-23 13:25:08 +01:00
photonstorm
858ad51610
Phaser 2.4 release.
2015-07-22 15:31:30 +01:00
photonstorm
000afb74a2
Split out rope and tilesprite as custom tasks.
2015-07-22 12:44:03 +01:00
photonstorm
5d0788b47d
Consolidated all Pointer buttons into the new DeviceButton class.
2015-07-17 13:52:09 +01:00
photonstorm
c9aacc7679
Added Phaser.Create in, fixes build task ( #1897 )
2015-07-10 17:27:01 +01:00
photonstorm
698167a596
Tiled Image Collection support is now available and has been added to the TilemapParser and Tilemap classes (thanks @asyed94 #1879 )
2015-07-02 13:53:02 +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
fb4709fb1a
Removed PIXI.BitmapText as it's no longer used.
2015-06-03 05:28:24 +01:00
photonstorm
89a95fa2c3
Added Video to gruntfile.
2015-05-06 07:58:04 +01:00
photonstorm
7674060afc
Removed PIXI.EventListener and VideoTexture as it's no longer required.
2015-05-06 01:59:49 +01:00
Steven Rogers
258b549a0d
Stubbed Net and Debug so they can be properly excluded during a custom build.
2015-04-29 09:07:06 -04:00
photonstorm
a2eaccabed
Added EventTarget and VideoTexture back into Pixi.
2015-04-17 19:55:08 +01:00
photonstorm
b196e4f17e
Enabled PIXI.VideoTexture support.
2015-04-17 17:36:20 +01:00
photonstorm
234497ddea
Removed Creature libs from jshint.
2015-04-13 23:19:05 +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
d7c0a907f9
Small grunt fix.
2015-03-26 02:58:47 +00:00
photonstorm
e33455e34f
2.3.0 API Docs
2015-03-26 02:55:18 +00:00
photonstorm
17b2eafbf3
Split GraphicsData to its own file.
2015-03-25 11:04:48 +00:00
photonstorm
889c85cd81
Updated copyright year.
2015-03-05 14:02:15 +00:00
photonstorm
59a72ffa80
Grunt file now properly includes stub files for Game core managers.
2015-03-04 00:32:33 +00:00
photonstorm
a75e28d2b8
jshint fixes.
2015-02-22 20:08:44 +00:00
photonstorm
7efb051f54
New build scripts working for the default builds and custom builds.
2015-02-19 17:23:35 +00:00
photonstorm
c56d2c63ca
Custom build scripts are go!
2015-02-19 15:27:44 +00:00
photonstorm
f34088458d
More grunt work. Nearly there.
2015-02-19 06:03:42 +00:00
photonstorm
9c46027340
Working through the new build scripts.
2015-02-19 05:01:50 +00:00
photonstorm
cbac770aed
New grunt manifests.
2015-02-19 05:01:30 +00:00
photonstorm
f9eaa4001f
New manifests.
2015-02-17 18:16:06 +00:00
photonstorm
c733bd3fba
Build file updates.
2015-02-17 06:00:05 +00:00
vulvulune
6795d30e74
jshint
...
equality check error
2015-02-05 21:40:03 +01:00
vulvulune
b8665f2979
Refactoring of the script to generate comments.d.ts
...
Refactoring of the script to generate comments.d.ts files.
Using typescript package instead of typescript-services (not maintened
anymore)
Update of the phaser.comments.d.ts with the last dev version.
2015-02-05 21:30:28 +01:00
vulvulune
7be4b8d7a9
Replace the grunt docs tasks with grunt-jsdoc
...
Replace builddoc and exportdocjson grunt tasks with grunt-jsdoc.
To avoid an error I added a fake comment to a @todo param in the p2.js
file.
2015-01-22 16:22:51 +01:00
vulvulune
19bfd386ac
Complete "tsdocs" tasks to download plugins
...
Complete the tsdocs task to download automatically the phaser-plugins
and scan their comments to add them in the phaser.comments.d.ts where
the plugins classes are defined.
2015-01-22 13:37:58 +01:00
vulvulune
547aa8d124
Improve comments.d.ts file generation
...
If there was a comment formatted with "//" before a member name in the
d.ts file, the property name was not extracted correctly to get the
comments from jsdoc
2015-01-22 09:58:33 +01:00