zeterain
cd188ed0ab
Update Documentation in Game.js
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Updated the documentation in Game.js to indicate that the renderType property could be set to Phaser.HEADLESS.
2016-05-18 10:56:44 -06:00
photonstorm
a6a2c61240
Sprites that had a tint on them, that then had their frame changed via either Sprite.frame
or Sprite.frameName
wouldn't re-tint the new frame, and would become stuck on the old frame in Canvas mode (thaks @spayton #2453 )
2016-05-17 21:04:40 +01:00
photonstorm
d161a7f6bc
Sounds played using the Audio tag, set to loop, would get caught in an endless pause-play loop cycle (thanks @rroylance #2473 )
2016-05-17 16:43:11 +01:00
photonstorm
7018ca2132
Position in Body.reset #2470
2016-05-16 15:20:44 +01:00
photonstorm
54683b7fb2
Sounds played using the Audio tag, that were paused and then resumed again (either directly in code, or via a game pause event) would not resume from the point at which they paused (thanks @rroylance #2473 )
2016-05-16 15:16:19 +01:00
photonstorm
02e8b1ae0a
If you set Game.renderType to Phaser.HEADLESS
it will no longer render the output to the canvas. The canvas is still created (although not added to the DOM), as it's required internally, but no rendering now takes place on it (thanks @ForgeableSum #2464 )
2016-05-16 14:53:11 +01:00
photonstorm
ac89d1aec7
Arcade Physics Body has a new property worldBounce
. This controls the elasticity of the Body specifically when colliding with the World bounds. By default this property is null
, in which case Body.bounce is used instead. Set this property to a Phaser.Point object in order to enable a World bounds specific bounce value (thanks @VitaZheltyakov #2465 )
2016-05-16 13:53:12 +01:00
photonstorm
f9994fac75
Fixed a bug in Arcade Physics Body.preUpdate which would incorrectly apply the position of an offset Body (one which has had Body.setSize used on it) when combined with a Sprite with a non-zero anchor (thanks @SBCGames #2470 )
2016-05-16 13:39:46 +01:00
photonstorm
19dce62734
Arcade Physics has had a new world
argument added to the following functions: distanceBetween
, distanceToXY
, distanceToPointer
, angleBetween
, angleToXY
and angleToPointer
. The argument (which is false by default), when enabled will calculate the angles or distances based on the Game Objects world
property, instead of its x
and y
properties. This allows it to work for objects that are placed in offset Groups, or are children of other display objects (thanks @Skeptron for the thread #2463 )
2016-05-16 13:31:57 +01:00
photonstorm
a26bd55811
TS defs fix #2475
2016-05-16 13:03:48 +01:00
Richard Davey
6eca457877
Merge pull request #2476 from staff0rd/generate_texture
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fix generateTexture return type
2016-05-16 12:56:27 +01:00
photonstorm
4fd2524c61
Text.setStyle has a new argument update
which will optionally automatically call updateText
after setting the new style (thanks @staff0rd #2478 )
2016-05-16 12:55:27 +01:00
stafford
e6b9ca4e22
fix generateTexture return type
2016-05-12 15:30:33 +10:00
photonstorm
f34b567295
BitmapData.copy, and by extension any method that uses it, including BitmapData.draw, drawGroup and drawFull, now all support drawing RenderTexture objects. These can either be passed directly, or be the textures of Sprites, such as from a call to generateTexture.
2016-05-12 03:48:14 +01:00
photonstorm
94832677b9
Docs update.
2016-05-11 16:39:39 +01:00
photonstorm
85d5d9715d
Removed, this has gone to its own branch.
2016-05-11 16:38:56 +01:00
photonstorm
1d18c70371
BitmapData.drawGroupProxy is now capable of iterating through Sprites that have children, and also now uses the world positions for drawing instead.
2016-05-11 16:38:42 +01:00
photonstorm
74af2079b6
Swap to use worldScale instead of worldTransform.
2016-05-11 16:37:31 +01:00
photonstorm
621673b9ca
Revert worldScale setter.
2016-05-11 16:37:21 +01:00
photonstorm
815907184a
Typo fix.
2016-05-11 16:37:01 +01:00
photonstorm
9649f714bb
InputHandler.checkPointerDown and checkPointerOver will now test the worldTransform scale property of a Sprite. If zero it will fast return, where-as before it would incorrectly report an up event (thanks @jaapaurelio #2466 )
2016-05-11 12:25:35 +01:00
photonstorm
368913fd98
Removed WebGL Tilemap renderer, has moved to its own branch to be part of 2.5.0.
2016-05-11 11:27:36 +01:00
photonstorm
a2ba13e33f
Docs update.
2016-05-11 11:27:36 +01:00
photonstorm
16203a378a
PIXI.defaultRenderer is now set to null
in Game.destroy, allowing it to be reset if a new Game instance is created on the same page (thanks @xtforgame ##2474)
2016-05-11 11:27:36 +01:00
Richard Davey
fd8f6117e2
Merge pull request #2469 from mortonfox/patch-1
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Update link to CONTRIBUTING.md
2016-05-11 10:04:14 +01:00
Morton Fox
e125696ccd
Update link to CONTRIBUTING.md
2016-05-07 00:43:13 -04:00
Pete Baron
5e97f10c86
Remove un-needed mixin components leaving only FixedToCamera (not sure about this one). Move this.fixedToCamera after the Core.init call which creates the underlying core components required. Add temporary instant return from shiftCanvas in case that was being called and contributing to the slow-down (probably not).
2016-05-05 17:00:22 +12:00
Pete Baron
ef4143136e
Use this.x, this.y as scrolling offsets when rendering each tile.
2016-05-05 16:57:55 +12:00
Pete Baron
69abe492cc
Modified Phaser.Tilemap and PIXI.Tilemap to support the new Phaser.TilemapLayerGL objects.
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The PIXI file has a reverse dependency on Phaser for it's 'layer' parameter which contains a Phaser.Tilemap (which holds the map data). The other changes adapt it to the new data source (previously this expected a raw JSON object encoded like the Mario.json map is).
The Phaser file now keeps a reference to the data parsed from the original map, and adds a branch in createLayer to build a TilemapLayerGL instead of a TilemapLayer.
2016-05-05 15:58:03 +12:00
Pete Baron
671fe4ef5b
Add new Phaser.TilemapLayerGL class to the build.
2016-05-05 15:53:04 +12:00
Pete Baron
ad04676980
New class: duplicate of Phaser.TilemapLayer modified to access the new PIXI.Tilemap WebGL based tile renderer.
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This is just the first test which actually produces some visible output (the map is drawn for the "sci fly" demo example, if you adjust line 27 of that source file to: layer = map.createLayer(0, undefined, undefined, undefined, true);
The new terminal "true" parameter instructs Phaser.Tilemap.createLayer to create a TilemapLayerGL object instead of the usual Phaser.TilemapLayer.
2016-05-05 15:52:26 +12:00
photonstorm
45118e7a60
Docs fix.
2016-05-04 23:34:15 +01:00
Pete Baron
eb77949f63
Strip down PIXI.Tilemap to remove all unused code.
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Add very simple tilemap render function to draw every layer, every tile, for the tiles provided.
Link to the TilemapShader and get the whole thing working.
2016-05-05 10:29:51 +12:00
Pete Baron
9deb07c3aa
Modify this shader to draw a simple textured rectangle using a two-tri strip, extremely quickly due to simplicity.
2016-05-05 10:28:12 +12:00
photonstorm
1adece490a
Docs update.
2016-05-04 02:02:13 +01:00
photonstorm
7afe087c3d
Docs fix.
2016-04-29 17:46:44 +01:00
photonstorm
2e1c858196
Added Create.
2016-04-29 01:41:15 +01:00
photonstorm
7332dd8028
Custom WebGL Tilemap renderer POC displaying textures. It's a start.
2016-04-28 00:18:09 +01:00
photonstorm
b008fc7216
Readme update.
2016-04-28 00:18:08 +01:00
Richard Davey
88977e4609
Merge pull request #2444 from staff0rd/typescript_SaveCPU_Plugin
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added type definintions for SaveCPU plugin
2016-04-28 00:05:31 +01:00
Richard Davey
d16ef28ae6
Merge pull request #2452 from osev7/patch-1
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typescript defs: Allow game.physics.arcade.collide(group) for collisions within group
2016-04-27 23:56:43 +01:00
photonstorm
16378713b4
JSDocs update ( #249 )
2016-04-27 12:57:41 +01:00
photonstorm
d55b0c9e51
Tilemap update.
2016-04-27 03:38:07 +01:00
photonstorm
b10c8858c3
Tilemap shader WIP.
2016-04-27 03:02:13 +01:00
osev7
65f7f06849
Allow game.physics.arcade.collide(group) for collisions within group
2016-04-26 09:41:13 -04:00
photonstorm
f494c867c7
Fixed an issue in the Arcade Physics overlap method where it would only detect overlaps up to the max bias threshold and no further (thanks @rgk #2441 )
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The Arcade Physics overlap method would return false if two bodies were overlapping but neither had any velocity (i.e. they were embedded into each other)
2016-04-25 11:38:51 +01:00
photonstorm
620b95e510
Updated docs and TS defs re: #2443
2016-04-23 04:36:47 +01:00
Richard Davey
74d52dd327
Merge pull request #2443 from drhayes/dev
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Add a "shakeIntensity" property to Camera.
2016-04-23 04:34:08 +01:00
photonstorm
6bc93de7a5
Preparing for 2.4.8 dev.
2016-04-23 04:32:47 +01:00
Stafford Williams
0628870540
fix type
2016-04-23 12:33:12 +10:00