photonstorm
ef359e8992
P2 Springs example done and working nicely.
2014-03-13 10:32:34 +00:00
photonstorm
aa6b1821bd
Get First Dead example.
2014-03-13 10:14:06 +00:00
photonstorm
8318a58f69
Fixed bug causing Text with empty or no given text to break. Added World.createSpring.
2014-03-13 09:43:00 +00:00
photonstorm
0584d3eadf
P2 collision groups and callbacks working as expected, new example done.
2014-03-13 09:14:12 +00:00
photonstorm
94448d2497
P2 postBroadphase example and handler done. Group.enableBodyDebug added. Sprites no longer remove bodies from the world if exists = false, instead they set safeDestroy to true, which removes the body on the next preUpdate, to avoid mid-step destruction issues.
2014-03-13 07:29:23 +00:00
Richard Davey
580ee6b75e
Merge pull request #550 from qdrj/1.2
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add missing Keyboard.removeKey method
2014-03-12 21:20:13 +00:00
photonstorm
1966bfc0f8
Added in Game.focusLoss and focusGain methods and onBlur and onFocus signals to listen for. Made small time related fix and tested on iOS6 and iOS7 home screen button + lock button and all working fine.
2014-03-12 21:19:00 +00:00
qdrj
d1aa302b79
add missing Keyboard.removeKey method
2014-03-12 22:29:32 +04:00
photonstorm
84741f065f
New P2 examples. And fixed Camera.atLimit value.
2014-03-12 16:33:53 +00:00
photonstorm
fc788f909c
P2 Body Begin and End Contact events done and working nicely.
2014-03-12 15:26:20 +00:00
photonstorm
d2762719b8
RandomDataGenerator is now started on Game creation instead of boot. You can pass a seed array in the game config object (feature request #547 )
2014-03-12 13:53:30 +00:00
photonstorm
e6d520f983
Removed the coreUpdate Game loop stuff and reverted to previous method.
2014-03-12 13:45:30 +00:00
photonstorm
274fd4a7e9
You can now hitTest against P2 bodies + example created.
2014-03-12 13:26:27 +00:00
photonstorm
abf26df741
New P2 examples and fixed Body debug assignment parameter.
2014-03-12 06:25:29 +00:00
Dan Cox
3b7039ad32
Documentation change: swap for swapTile
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In both Phaser 1.1.6 and 1.2, it says "swapTile" when it means "swap".
2014-03-11 23:56:12 -04:00
Dan Cox
5fcc8db8a4
Tilemap.swap() called twice should not flip values
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Repeat calls to swap() should not affect index values a second time.
"swap(1,2); swap(1,2)" should not be the same as "swap(2,1)."
(This also affects Phaser 1.1.6.)
2014-03-11 23:41:37 -04:00
photonstorm
a07cf894a0
Fixed Kenny tiles. Fixed Ninja Circle vs. World bounds. Added Ninja tilemap to Tiles conversion. Created test.
2014-03-12 02:44:34 +00:00
photonstorm
4910f27a88
You can now over-ride the pxm and mpx functions with your own via the physics config object.
2014-03-12 00:12:26 +00:00
photonstorm
cb5a8c7515
Renamed px2p and p2px to: pxm and mpx (px to meters and meters to px). Also removed from Math.
2014-03-12 00:07:27 +00:00
photonstorm
83e197772d
Moved Time update back into core loop.
2014-03-11 20:30:26 +00:00
photonstorm
8683d41c76
New Text examples.
2014-03-11 20:21:07 +00:00
photonstorm
e9ae465272
Sorted out Body gravity settings and updated the example.
2014-03-11 16:26:03 +00:00
photonstorm
6bddf1a914
The main Game class has been modified so that the update methods no longer have any if/else checks in them. Now split into coreUpdate, etc.
...
Put QuadTree back into Debug class.
Debug class now clears down on WebGL.
Updated RetroFont.type.
Fixed QuadTree example.
2014-03-11 16:14:01 +00:00
photonstorm
4aba75a522
Debug canvas now clears on WebGL.
2014-03-11 15:37:28 +00:00
photonstorm
58887d9bc6
Moved all of the Tilemap to P2 body methods into P2 itself (makes more sense this way) and tidied them up.
2014-03-11 15:02:59 +00:00
photonstorm
d2d77f37dd
Finished Ninja Physics updates.
2014-03-11 14:21:20 +00:00
photonstorm
170776ada1
rnd updated so the array picks use length -1 ( fixes #541 )
2014-03-11 10:56:54 +00:00
photonstorm
384451bef7
Particles back in and working again. Also updated most of the examples and put Body.gravity back in as well.
2014-03-11 02:49:55 +00:00
photonstorm
f321cab77e
The physics configuration object can now be used to start physics systems specifically.
2014-03-11 01:23:41 +00:00
photonstorm
a6467f9b60
Fixed Arcade, Ninja and P2 enable methods. Modified core Physics enable. Added world enable test.
2014-03-11 01:11:08 +00:00
photonstorm
6ef9e30753
Added z property to remaining game objects and updated TypeScript defs.
2014-03-10 23:16:49 +00:00
photonstorm
53797171a3
Fixed Group.sort. Added z-depth property to all core game objects. Fixed P2 const overwrite.
2014-03-10 23:01:10 +00:00
photonstorm
b4cb281f1c
Renamed Phaser.Physics.P2 const to Phaser.Physics.P2JS to avoid issue #540
2014-03-10 22:15:03 +00:00
photonstorm
85d5fdfb2f
Sorted out orientationImage in ScaleManager, throwing a preUpdate error ( fix #534 )
...
Tightened up the currentFrame allocation in AnimationManager.
2014-03-10 19:06:16 +00:00
Charles Black
3d64410d7c
Fix copy paste errors
2014-03-10 11:53:08 -04:00
Richard Davey
200d92d4cd
Merge pull request #537 from Dumtard/1.2
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Cache.destory fix
2014-03-10 15:27:12 +00:00
photonstorm
13ff8985e1
Merged @georgiee p2 BodyDebug and reformatted for jshint pass. Looks awesome :) #536
2014-03-10 15:25:43 +00:00
Charles Black
6768cfd970
Cache.destory now destroys cache correctly
2014-03-10 11:22:06 -04:00
Richard Davey
751af10c52
Merge pull request #536 from georgiee/debug-draw-p2
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Debug draw p2
2014-03-10 14:50:01 +00:00
photonstorm
1fe331956a
Added in p2.total
2014-03-10 14:47:29 +00:00
photonstorm
9f997daa46
Lots of examples fixes and put Group.sort back in.
2014-03-10 14:33:18 +00:00
Georgios Kaleadis
569770ed21
update
2014-03-10 14:28:44 +01:00
photonstorm
c694ec9c7b
Updated Outro.
2014-03-10 12:21:07 +00:00
Georgios Kaleadis
95e2081f3a
more p2 fixes
2014-03-10 13:17:37 +01:00
Georgios Kaleadis
c611d51751
minimal runable new p2 integration
2014-03-10 13:15:05 +01:00
Dan Cox
806b8eb82a
Update LoaderParser.js
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Remove "navigator.isCocoonJS" here as CocoonJS has neither window.DOMParser nor will a createElement('div') work under Accelerated Canvas/WebGL mode. (Under WebView mode, there will probably be a DOMParser object. Most have it.)
2014-03-10 02:59:32 -04:00
photonstorm
8fff38618d
Tidied up the Examples, fixed Arcade Physics Body, added Body enable support to Group and fixed QuadTree.
2014-03-10 03:06:28 +00:00
photonstorm
c4183d200f
Changed the define function calls to use named modules, allows pixi, phaser and p2 to reside in 1 file and still be located by requirejs (thanks brejep, #531 )
2014-03-10 01:39:36 +00:00
photonstorm
051526bedd
Updated Pixi and P2.
2014-03-10 01:13:57 +00:00
photonstorm
45ab4673cc
ScaleManager.fullScreenTarget allows you to change the DOM element that the fullscreen API is called on (feature request #526 )
2014-03-10 01:13:01 +00:00
photonstorm
c73b4eaea0
json is now the default tilemap format when not defined (thanks RyanDansie, #528 )
...
Updated docstrap
2014-03-10 00:50:06 +00:00
photonstorm
4db1fc0079
Restored Phaser.QuadTree - should get all remaining Arcade Physics examples working again.
2014-03-07 15:14:53 +00:00
photonstorm
480c1819d6
Working through AABB vs. AABB tests.
2014-03-07 05:30:56 +00:00
photonstorm
4cac6408d8
Ninja.AABB updated with all the correct properties, now works fully as with Circle. Created new tests, all Ninja shapes now set Body.touching values correctly. TileSprites work as bodies. Trying out AABB vs. AABB collision now.
2014-03-07 04:43:55 +00:00
photonstorm
f22af81653
TileSprites now have a physics body property and call it in the pre and post updates. As with all physics bodies it's null by default.
2014-03-07 03:23:32 +00:00
photonstorm
1c68ff9042
Tilemap.createFromObjects allows you to specify you own object type to be created if you want a class that extends Phaser.Sprite.
2014-03-07 03:19:07 +00:00
photonstorm
a51ae03246
Tweens are now bound to their own TweenManager, not always the global game one. So you can create your own managers now (for you clark :)
2014-03-07 01:26:09 +00:00
photonstorm
3b2573de9a
Objects that are 'fixedToCamera' are now still correctly placed even if the camera is scaled ( #512 )
2014-03-06 17:12:12 +00:00
photonstorm
d75f6e163f
Updated tilemap type to string ( fixes #516 )
2014-03-06 16:53:52 +00:00
photonstorm
081c083176
InputHandler.enableSnap now correctly assigns the snap offset parameters ( fixes #515 )
2014-03-06 16:45:29 +00:00
photonstorm
6815c5909a
New tiles and new map test.
2014-03-06 09:48:42 +00:00
photonstorm
e97a207816
Added in Circle to the Ninja physics system.
2014-03-06 07:18:59 +00:00
photonstorm
3e93f24583
New split physics system is implemented. Still tidying-up, but ArcadePhysics, P2 and Ninja Physics are in and configured. Lots more examples required, and tilemap collision mostly broken in Arcade at the moment. Time to implement in Ninja.
2014-03-06 06:29:19 +00:00
photonstorm
2bab4fd2fb
Testing lines.
2014-03-05 04:40:37 +00:00
photonstorm
12a2a2ec16
Testing map collision
2014-03-05 03:18:24 +00:00
photonstorm
22b1ce9b9d
Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games.
2014-03-05 02:36:08 +00:00
photonstorm
5a6ae5f696
Tilemap.putTile now correctly re-calculates the collision data based on the new collideIndexes array ( fixes #371 )
...
Tilemap.putTile can now insert a tile into a null/blank area of the map (before it could only replace existing tiles)
2014-03-04 03:08:35 +00:00
photonstorm
8c2502d37d
Group.xy(index, x, y) allows you to set the x and y coordinates of a Group child at the given index.
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Group.reverse() reverses the display order of all children in the Group.
New labs demo.
Fixed some Easing docs issues.
2014-03-04 01:27:57 +00:00
photonstorm
67ad898294
Tween.generateData(frameRate) allows you to generate tween data into an array, which can then be used however you wish (see new examples)
...
Added new Retro Font examples.
2014-03-03 22:43:35 +00:00
photonstorm
7183322259
Renamed Phaser.BitmapFont to Phaser.RetroFont because I believe it will cause confusion otherwise. Also tidied up the asset fonts folder.
2014-03-03 17:05:28 +00:00
photonstorm
6cc09fce67
Updated Pixi to fix roundToPixel error.
2014-03-03 16:13:50 +00:00
photonstorm
833960b3c8
Animation.looped has been renamed to Animation.loop. It's a boolean you can toggle at run-time to turn on/off animation looping.
...
A single Animation object now has 3 new events: onStart, onLoop and onComplete.
Animation.loopCount holds the number of times the animation has looped since it last started.
Animation.stop has a new parameter: dispatchComplete. If true it'll dispatch an Animation.onComplete event.
2014-03-03 16:05:55 +00:00
photonstorm
4a370c82cf
You can now load in CSV Tilemaps again and they get created properly ( fixes #391 )
...
You can now create blank Tilemaps and then populate them with data later.
2014-03-03 13:45:47 +00:00
photonstorm
502d74ee39
Keyboard.event now stores the most recent DOM keyboard event.
2014-03-03 11:18:56 +00:00
photonstorm
d8f5832fa2
Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
...
Loads of updates across most the Tilemap files. Not finished yet, still CSV loading to do and a multi-tileset issue to resolve, but it's a lot more flexible now.
2014-03-03 05:19:46 +00:00
photonstorm
6f513042c1
Tween no longer copies all the object properties into the _valuesStart
object on creation.
...
Fixed shadow bug in Debug.text
Fixed tween examples.
2014-03-03 02:40:59 +00:00
photonstorm
76040d303e
Added in the Gestures support contribution for testing.
2014-03-03 01:42:11 +00:00
photonstorm
c4a68e3e87
The Debug panel now works in WebGL mode. Pay attention to the warning at the top of the Debug docs (feature request #499 )
...
All the Debug methods have had the word 'render' removed from the start. So where you did `debug.renderSpriteInfo` before, it's now just `debug.spriteInfo`.
Debug methods that rendered geometry (Rectangle, Circle, Line, Point) have been merged into the single method: `Debug.geom`.
2014-03-03 00:46:03 +00:00
photonstorm
418a161b46
Testing webgl debug overlay.
2014-03-02 20:51:44 +00:00
photonstorm
442e6bb776
Events.onInputUp would be dispatched twice if the Sprite had drag enabled, now only dispatched once (thanks Overbryd, fixes #502 )
...
Changed webfont URI back to //
2014-03-02 11:31:26 +00:00
Richard Davey
3794a846d4
Merge pull request #504 from georgiee/fix-single-polygon
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Phaser.Physics.Body#loadPolygon
2014-03-02 11:26:31 +00:00
photonstorm
0eb23d4b11
RandomDataGenerator.integerInRange(min, max) now includes both min
and max
within its range ( #501 )
2014-03-02 11:21:30 +00:00
photonstorm
52118be088
Sound.onMarkerComplete event is now dispatched when a marker stops. See Sound.onLoop for a looping marker event (thanks registered99, fixes #500 )
2014-03-02 11:11:20 +00:00
photonstorm
66bdf56349
The physics world is now cleared on state swap ( fixes #505 )
2014-03-02 11:04:04 +00:00
photonstorm
33da238e97
Updated pixi.js
2014-03-02 10:58:51 +00:00
photonstorm
7ff4e51ab1
Time.reset does a removeAll on any Timers.
...
Device no longer things a Windows Phone or Windows Tablet are desktop devices (thanks wombatbuddy, fixes #506 )
2014-03-02 10:56:39 +00:00
Georgios Kaleadis
a1bb3ea23b
pop first element if there is only one shape
2014-03-01 12:04:30 +01:00
photonstorm
664d5b3e2c
Fixed issue where Image, Sprite, etc wouldn't call preUpdate or postUpdate of its children.
...
Fixed issue where renderOrderID wasn't being assigned correctly, causing the Input Handler to be unable to select the "top" item on a display list (would all default to zero)
Fixed issue where Stage would assign renderOrderIDs in reverse, should be in sequence.
Fixed issue where objects where checking World for the currentRenderOrderID by mistake instead of Stage.
Basically, input handling works a lot better now for Groups and nested objects :)
2014-02-28 19:45:15 +00:00
photonstorm
8dcfef8db0
Updated to latest Pixi build (can do away with our own local patch now).
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Group.sendToBottom(child) is the handy opposite of Group.bringToTop()
Group.moveUp(child) will move a child up the display list, swapping with the child above it.
Group.moveDown(child) will move a child down the display list, swapping with the child below it.
2014-02-28 18:55:07 +00:00
photonstorm
8662cd2fd4
Brand new Grunt task - creates each core library as its own file and a combined phaser.js.
...
New build script now cleanly splits Phaser, Pixi and p2 so they are each UMD wrapped and each available in the global scope (now more requireJS friendly!).
phaser-no-libs.js allows you to use your own version of p2.js or pixi.js with Phaser. Warning: This is totally unsupported. If you hit bugs, you fix them yourself.
Fixed silly instanceof bug in game objects (sorry guys).
2014-02-28 09:30:53 +00:00
photonstorm
4562939e4e
Fixed stupid error in destroy().
2014-02-28 06:17:18 +00:00
photonstorm
e45a929b00
Body.loadPolygon now parses all shapes that may exist in a JSON data file, and re-creates them all on the Body. Assumes shapes are CCW + Convex (tested working with Lime Exportor). Almost fixes #449 but Body rotation seems to screw orientation of shapes.
2014-02-28 05:46:02 +00:00
photonstorm
8dc28f4800
Animation.speed added. You can now change the animation speed on the fly, without re-starting the animation (feature request #458 )
2014-02-28 04:32:12 +00:00
photonstorm
e3d53ad6a3
Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game.
...
If the game was set to NO_SCALE and you swapped orientation, it would pause and resize, then fail to resize when you swapped back (thanks starnut, fixes #258 )
2014-02-28 04:15:28 +00:00
photonstorm
09d4a35b7f
Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it.
2014-02-28 03:55:06 +00:00
photonstorm
34ee2b0b20
Fixed issue with CocoonJS detection in Device.
...
Fixed docs issue in Tilemap.
Created landscape pointer test, confirmed working fine (issue #276 )
2014-02-28 03:09:04 +00:00
photonstorm
43cd5e4b3f
Fixed the Tunnel filter. Had to patch Pixi to do it :( But no other choice for now until they merge my pull request.
2014-02-27 23:28:28 +00:00
photonstorm
3568dc4ff1
Pixi GrayFilter ported over (thanks nickryall #404 )
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Fixed Time.totalElapsedSeconds, which gets the other filters working again too.
2014-02-27 22:35:06 +00:00
photonstorm
a8bd5db7ba
Fixed smoothed value in Sprite and Image too.
2014-02-27 21:57:57 +00:00
photonstorm
5c30fd019f
Stage.smoothed was returning the opposite of its actual setting ( #494 )
2014-02-27 21:56:47 +00:00
photonstorm
10b3dbf74a
Loader.replaceInFileList wouldn't over-write the previous entry correctly, which caused the Loader.image overwrite parameter to fail (thanks basoko, fixes #493 )
2014-02-27 21:41:54 +00:00
photonstorm
7e12075be1
Buttons are now cleanly destroyed if part of a Group without leaving their InputHandler running.
...
You can now safely destroy a Group and the 'destroyChildren' boolean will propogate fully down the display list.
Calling destroy on an already destroyed object would throw a run-time error. Now checked for and aborted.
Calling destroy while in an Input Event callback now works for either the parent Group or the calling object itself.
In Group.destroy the default for 'destroyChildren' was false. It's now `true` as this is a far more likely requirement when destroying a Group.
All GameObjects now have a 'destroyChildren' boolean as a parameter to their destroy method. It's default is true and the value propogates down its children.
2014-02-27 20:05:16 +00:00
photonstorm
53c10ca31f
The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now.
...
The grunt task now has a new `noUmd` option which builds Phaser without the UMD wrapper.
2014-02-27 17:00:14 +00:00
photonstorm
4d284029c7
Tweens now resume correctly if the game pauses (focus loss) while they are paused.
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Tweens don't double pause if they were already paused and the game pauses.
2014-02-26 23:27:22 +00:00
photonstorm
86374d4437
Phaser.Timer will no longer resume if it was previously paused and the game loses focus and then resumes ( fixes #383 )
...
Phaser.Timer.stop has a new parameter: clearEvents (default true), if true all the events in Timer will be cleared, otherwise they will remain (fixes #383 )
2014-02-26 20:12:17 +00:00
photonstorm
db090601b8
The Timer will no longer create negative ticks during game boot, no matter how small the Timer delay is ( fixes #366 )
2014-02-26 19:52:23 +00:00
photonstorm
d0fa50f014
Fixed issue stopping SoundManager.volume from working correctly on a global volume basis (fix # 488)
2014-02-26 14:40:55 +00:00
photonstorm
5ab104ad4b
Loader.script now has callback (and callbackContext) parameters, so you can specify a function to run once the JS has been injected into the body.
2014-02-26 02:45:06 +00:00
photonstorm
1aea08d0f7
AnimationParser.spriteSheet wasn't taking the margin or spacing into account when calculating the numbers of sprites per row/column, nor was it allowing for extra power-of-two padding at the end ( fix #482 , thanks yig)
...
AnimationManager.add documentation said that 'frames' could be null, but the code couldn't handle this so it defaults to an empty array if none given (thanks yig)
Also updated TypeScript definitions and StateManager.add docs.
2014-02-26 01:32:38 +00:00
photonstorm
29fcfc515d
Fixed TilemapParser - would spit out a tileset warning if margin/spacing were set ( fix #485 , thanks Cybolic)
2014-02-26 01:20:24 +00:00
photonstorm
994eaff92b
StateManager fixes for when you change state in the create function.
...
TilemapLayer update for WebGL.
2014-02-26 00:58:19 +00:00
photonstorm
db2e3733c2
Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors ( fixes #232 )
...
Fullscreen mode now works in Internet Explorer and uses the new fullscreen non-prefix call.
2014-02-25 21:16:56 +00:00
photonstorm
741249043c
ScaleManager has 2 new events: ScaleManager.enterFullScreen and ScaleManager.leaveFullScreen, so you can respond to fullscreen changes directly.
...
Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors (fixes #232 )
2014-02-25 17:10:37 +00:00
photonstorm
be27442139
Fixed Fullscreen example and State preloading.
2014-02-25 16:26:11 +00:00
photonstorm
1646157c0c
Fixed documentation error.
2014-02-25 14:54:56 +00:00
photonstorm
13c99f3491
Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale.
...
If your game references the old Phaser.StageScaleMode consts like SHOW_ALL you need to update them to Phaser.ScaleManager, i.e. Phaser.ScaleManager.SHOW_ALL.
All of the Project Templates have been updated to reflect the above change.
2014-02-25 14:46:48 +00:00
photonstorm
fdde4cb7e6
Sorry, removing console.logs :)
2014-02-25 11:58:17 +00:00
photonstorm
b4dbaf9950
StateManager.start can now have as many parameters as you like. The order is: start(key, clearWorld, clearCache, ...) - they are passed to State.init() (NOT create!)
2014-02-25 11:56:57 +00:00
photonstorm
c53a06849e
Stop Group.callAll splitting empty strings.
2014-02-25 05:20:19 +00:00
photonstorm
a24d252430
Fixed issue where Stage.update wasn't called.
2014-02-25 04:58:09 +00:00
photonstorm
a1b502fc06
Stage.smoothed allows you to set if sprites will be smoothed when rendered. Set to false if you're using pixel art in your game. Default is true. Works in Canvas and WebGL. Setting the game anti-aliased parameter now works properly too.
...
Sprite.smoothed and Image.smoothed allows you to set per-Sprite smoothing, perfect if you just want to keep a few sprites smoothed (or not).
Fixes #381 .
2014-02-25 04:41:57 +00:00
photonstorm
b255fea85f
Time.advancedTiming is a new boolean property. If true Time.fps, fpsMin, fpsMax, frames, msMin and msMax will be calculated, otherwise they remain at their defaults.
2014-02-25 04:05:28 +00:00
Richard Davey
8fafb3de56
Merge pull request #470 from indiejones/1.2
...
Method expects body
2014-02-25 04:05:21 +00:00
photonstorm
8fb2f20482
Swapping between tabs will pause and resume tweens correctly, allowing their onComplete events to still fire ( fixes #292 )
2014-02-25 03:33:47 +00:00
photonstorm
cc06a62b90
Pausing the game will now mute audio and resuming will un-mute, unless it was muted via the game ( fixes #439 )
2014-02-25 03:12:12 +00:00
photonstorm
415342d986
Vastly improved visibility API support + pageshow/pagehide + focus/blur. Working across Chrome, IE, Firefox, iOS, Android (also fixes #161 )
2014-02-25 02:59:24 +00:00
photonstorm
beaac18b8f
Active animations now monitor if the game pauses, and resume normally when the game un-pauses ( fixes #179 )
2014-02-24 23:06:45 +00:00
photonstorm
36df5516dd
Fixed full-screen anti-alias issue ( #478 ).
2014-02-24 20:33:22 +00:00
photonstorm
d9cadc70ac
The Keyboard class has had a complete overhaul. Phaser.Key objects are created automatically, there are fixes against duration and keys reset properly on visibility loss.
...
Keyboard.removeKey has been removed. The way the new keyboard manager works means it's no longer required.
Fixes issue #462
2014-02-24 15:58:02 +00:00
photonstorm
46e85c8394
Updated version to 2.0.0 (fixes npm install issue #476 )
2014-02-24 12:00:28 +00:00
photonstorm
e088d5c67f
Documentation fix.
2014-02-24 00:35:11 +00:00
photonstorm
e37188d168
Phaser.Input.Key isUp now defaults to 'true' ( #474 )
2014-02-24 00:18:12 +00:00
Jonas Malm
276ef9c268
Method expects body
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Fixes crash in map.generateCollisionData
2014-02-23 17:42:39 +01:00
photonstorm
a6d77d00a0
World gravity restored.
2014-02-23 11:42:24 +00:00
Richard Davey
94133e4c11
Updated Sound.play loop check
2014-02-22 03:05:41 +00:00
Richard Davey
b2da49eefa
Enhanced page visibility checks added
2014-02-22 02:36:02 +00:00
photonstorm
be4d42a1c2
The StateManager now looks for a function called 'resumed' which is called when a game un-pauses ( fixes #358 )
2014-02-22 00:01:19 +00:00
photonstorm
ea4873e286
SoundManager.play() does not do anything with destroyOnComplete ( fix #333 )
2014-02-21 23:55:11 +00:00
photonstorm
57796a60be
TileSprites can now receive full Input events, dragging, etc and be positioned in-world and fixed to cameras ( fixes #321 )
2014-02-21 19:21:00 +00:00
photonstorm
1448562abd
Loader can now load JSON files specifically (game.load.json) and they are parsed and stored in the Game.Cache. Retrieve with game.cache.getJSON(key) ( #329 )
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Also fixed UTF encoding on the animation file.
2014-02-21 18:48:06 +00:00
photonstorm
fb5920feec
We now force IE11 into Canvas mode to avoid a Pixi bug with pre-multiplied alpha. Will remove once that is fixed, sorry, but it's better than no game at all, right? :(
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Loader.setPreloadSprite() will now set sprite.visible = true once the crop has been applied. Should help avoid issues (#430 ) on super-slow connections.
2014-02-21 17:29:51 +00:00
photonstorm
5a00a0ad97
TilemapParser will now throw a warning if the tileset image isn't the right size for the tile dimensions ( fixes #377 )
2014-02-21 16:57:45 +00:00
photonstorm
3ac8fba9e8
Body.x/y didn't use pxpi. Also fixed out of bounds example.
2014-02-21 16:35:37 +00:00
photonstorm
5c4dd26d25
Fixed for renderSpriteInfo.
2014-02-21 15:50:02 +00:00
photonstorm
3ead8aee7b
Updated Mouse to use event.button not event.which, so the const references are correct ( fix #464 )
2014-02-21 15:47:00 +00:00
photonstorm
7ee0c20bb3
Added Debug.renderSpriteBounds() back and wrapped Body.velocity and force in px2p calls.
2014-02-21 15:34:15 +00:00
photonstorm
d7ababa398
BitmapData.alphaMask will draw the given image onto a BitmapData using an image as an alpha mask.
2014-02-21 15:09:04 +00:00
photonstorm
07af06fc4e
Fixing up documentation, missing functions, examples and alpha masks.
2014-02-21 14:50:18 +00:00
photonstorm
eb38ae35f8
renderXY added back into RenderTexture.
2014-02-21 13:44:39 +00:00
photonstorm
a61d030256
Display Objects now clean-up their children properly on destroy.
2014-02-21 13:25:08 +00:00
photonstorm
dd8a393bc9
Updated version of p2
2014-02-21 12:40:49 +00:00
photonstorm
5f6fc9db05
When adding a Group if the parent value is null the Group won't be added to the World, so it's up to you to add it when ready. If parent is undefined it's added to World.
2014-02-21 12:33:15 +00:00
photonstorm
efd760479d
Sprite and Image now remove any masks that may have been set when they are destroyed.
2014-02-21 12:18:23 +00:00
photonstorm
cf3796d60c
Phaser.Animation.frame now returns the frame of the current animation, rather than the global frame from the sprite sheet / atlas ( fix #466 )
2014-02-21 10:31:17 +00:00
photonstorm
251b819bdb
Fixed InputHandler group check #463
2014-02-21 10:06:53 +00:00
Georgios Kaleadis
b2303c64a3
endless loop when in Phaser.Group when destroy children fixed (use parent not group)
2014-02-20 13:26:10 +01:00
photonstorm
91c0299d4c
Fixed issues with the contacts and world bounds. New labs demo created.
2014-02-20 04:21:14 +00:00
photonstorm
9fcab5ef26
Lots of doc fixes (thanks nhowell)
2014-02-20 03:44:44 +00:00
photonstorm
4ad7b304c6
Added Game configuration option: forceSetTimeOut
2014-02-20 01:31:13 +00:00
photonstorm
f07c10e38e
Fix typo for Phaser.InputHandler#pointerDragged for docs #451
2014-02-19 19:05:54 +00:00
photonstorm
1762983bc0
Fixed loadPolygon reference. Need to test decomp data next.
2014-02-19 17:09:01 +00:00
photonstorm
95b3872508
Fixing documentation errors #450
2014-02-19 16:59:27 +00:00
photonstorm
aac31bdaa4
debug#renderShapeConvex fixed, fix in p2 physics body creation #446
2014-02-19 15:43:05 +00:00
photonstorm
1d3616f52c
Do not invert (physics) shape size data for circle, rectangle, capsuel & line #445
2014-02-19 15:21:03 +00:00
photonstorm
812de7d994
Fix typos in Phaser.Group#forEachExists for docs #447
2014-02-19 15:06:22 +00:00
photonstorm
5f79bb4330
Fix typos of method names in Button.js for doc #444
2014-02-19 15:01:59 +00:00
photonstorm
7394403bb6
Fresh build. Updated docs and re-built phaser.js.
2014-02-19 05:28:19 +00:00
photonstorm
d9080052c3
Disabled World bounds by default.
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Body.collides now takes a group level callback.
Added Body.createBodyCallback and Body.createGroupCallback.
2014-02-19 05:22:37 +00:00
photonstorm
f6807e23c6
Fixed Body.removeFromWorld
2014-02-19 04:05:12 +00:00
photonstorm
08e5f18257
Fixed some doc typos.
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You can now pass a physicsConfig object with the game constructor that is given to p2.World, allowing you to set the broadphase, etc.
2014-02-19 03:51:48 +00:00
photonstorm
d057a9fe11
Device, Canvas and GamePad classes all updated for better CocoonJS support (thanks Videlais)
2014-02-19 02:45:42 +00:00
photonstorm
14646e811c
QuadTree deprecated and moved to plugins. Body.collideWorldBounds added back and working. CollisionGroups pretty much finished.
2014-02-19 02:12:27 +00:00
photonstorm
5968dd053b
CollisionGroup and collision masks working. Need to refine a little, but all the essentials are there.
2014-02-19 01:51:14 +00:00
photonstorm
7a8c96db37
Working gravity + contacts + platformer demo :)
2014-02-18 17:25:54 +00:00
photonstorm
1e29e28333
Added ContactMaterials and lots of new World help functions for assigning and creating them.
2014-02-18 16:37:53 +00:00
photonstorm
15be3f86f3
Added ContactMaterial support.
2014-02-18 15:28:42 +00:00
photonstorm
3d0b5bde75
Updated World vastly. No longer extends p2.World due to a few vars we can't alias cleanly, adds in lots of new helper methods.
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Ready for Materials and Constraints.
InversePointProxy is for aliasing a p2 typed array when the values need reversing before applying (gravity for example).
2014-02-18 15:16:26 +00:00
photonstorm
335684ac57
Removed width/height parameters from addParticle, not needed.
2014-02-18 12:32:26 +00:00
photonstorm
63145d7735
New labs demo. Added moveForward and moveBackward to Body.
2014-02-18 04:49:03 +00:00
photonstorm
5d5c64d22f
Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00
photonstorm
375e9e379a
Fixed issue with trimmed JSON Hash texture atlases not parsing correctly.
2014-02-17 19:58:45 +00:00
photonstorm
cad14848e8
Removed input handler from Graphics as it's just meant to be used as a texture really, if you need input events you can apply Graphics to a Sprite.
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You can now create a Physics Body directly via game.physics.createBody(), and Body has been updated so it's no longer always bound to a Sprite.
Debug.renderPhysicsBody now works with Rectangles, Lines and multiple Convex shapes.
Starting to get the Tiled polyline parsing working nicely. Not too far off a complete tilemap collision.
2014-02-17 17:54:10 +00:00
photonstorm
78bf874888
Fresh build. Added pre/post update hooks to Graphics.
2014-02-17 11:27:31 +00:00
photonstorm
d026f968de
You can now set the Stage.backgroundColor using either hex or numeric values.
2014-02-16 14:54:04 +00:00
photonstorm
cfa2c96637
Updated to latest pixi and p2.js
2014-02-16 14:32:16 +00:00
photonstorm
85eaaef688
Filters fixed to work with Pixi 1.5.
2014-02-15 03:12:24 +00:00
photonstorm
9837984a4d
Working Springs demo.
2014-02-15 02:56:24 +00:00
photonstorm
e5812710cc
Added Spring class. Fixed reason why World wasn't pre and post updating (Stage didn't have an exists property).
2014-02-15 02:19:37 +00:00
photonstorm
e5e643b103
fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
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fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
Also fixed the issue with World.preUpdate/postUpdate not being called and various small documentation issues.
2014-02-15 01:27:42 +00:00
photonstorm
e5a4620b87
Loader.physics now lets you load Lime + Corona JSON Physics data, which can be used with Body.loadPolygon and Body.loadData.
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Cache.addPhysicsData and Cache.getPhysicsData allow you to store parsed JSON physics data in the cache, for sharing between Bodies.
2014-02-14 23:51:49 +00:00
photonstorm
b94c78cf61
Removed loads of old Debug methods and fixed up Debug.renderPhysicsBody so it iterates through and renders the shapes of a Body.
2014-02-14 22:30:24 +00:00
photonstorm
8fcf5ee415
Debug rendering of physics bodies.
2014-02-14 21:49:02 +00:00
photonstorm
1097a699c3
Fixed anchor issue with Sprite.body.
2014-02-14 18:06:00 +00:00
photonstorm
291f8ef14c
Fixed issue with physics world not being centered if you resized it.
2014-02-14 17:52:59 +00:00
photonstorm
1b5837d71d
World preUpdate, update and postUpdate have all been moved to Stage. So all children are updated regardless where on the display list they live. Fixes #419
2014-02-14 17:29:31 +00:00
photonstorm
539a0f2256
BitmapFont fixes and updates and Cache support for it added. Working sweet now.
2014-02-14 16:38:06 +00:00
photonstorm
ef95fbaa00
BitmapFont moved to extending RenderTexture instead of BitmapData. Now applied as a texture to a Sprite/Image.
2014-02-14 13:50:50 +00:00
photonstorm
c3f306c795
Testing BitmapFont as a texture.
2014-02-14 12:07:04 +00:00
photonstorm
7d2a818d0d
Added BitmapFont to the GameObjectFactory.
2014-02-14 06:16:36 +00:00
photonstorm
15b83e1c88
Added the new BitmapFont class. This is for rendering retro style fixed-width bitmap fonts into an Image object.
2014-02-14 06:04:29 +00:00
photonstorm
b38b00c2c1
Loader.bitmapFont now has 2 extra parameters: xSpacing and ySpacing. These allow you to add extra spacing to each letter or line of the font.
2014-02-14 04:34:57 +00:00
photonstorm
24f2e2a46d
BitmapText updated and bought in-line with the new Text class. Moved to use the new Bitmap Text XML loader which should work fine on CocoonJS now and also supports multiple bitmap fonts per cache.
2014-02-14 03:34:35 +00:00
photonstorm
58e44f75e3
SpriteBatch converted. It's an extended Group and Batch merged and works amazingly :) Ported over the maggots demo to test and wow!
2014-02-14 01:39:01 +00:00
photonstorm
3e99391cbf
Updated all Game Objects so they all have preUpdate, update and postUpdate functions (even if empty). Updated World so when it iterates through them all it no longer checks if those functions are present before calling them. Was wasting a lot of time doing that before.
2014-02-14 01:09:52 +00:00
Richard Davey
ec4eab07a7
Merge pull request #413 from Fishrock123/1.2-return-type
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Strict type return (boolean) for `Sprite.exists` getter.
2014-02-13 23:29:08 +00:00
photonstorm
35e4c03bad
TileSprites are now much more tidy and can run from a frame in a texture. They can also be animated. New TileSprite.autoScroll function added.
2014-02-13 23:13:10 +00:00
Fishrock123
19c5b7c22c
Strict type return (boolean) for Sprite.exists
getter.
2014-02-13 11:05:19 -05:00
photonstorm
90e9edbf05
Updated TileSprite so it just directly extends the Pixi original. This means no input events or body for a TileSprite.
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Removed un-needed stuff from Graphics.
Removed un-used events.
Made docs in StateManager more clear re: shutdown (#410 )
2014-02-13 15:03:46 +00:00
photonstorm
30fbbec675
BitmapData.addTo removed and enhanced BitmapData.add so it can accept either a single Sprite/Image or an Array of them.
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BitmapData has had all of the EaselJS functions removed. It was just taking up space and you can do it all via BitmapData.context directly.
Camera following now working again.
2014-02-13 14:19:41 +00:00
photonstorm
9d6d3127ad
Few more reference fixes.
2014-02-13 13:00:15 +00:00
photonstorm
e9fb8f6389
Updates across the board moving Stage.canvas to Game.canvas
2014-02-13 12:55:58 +00:00
photonstorm
0786e86ee5
Stage.scale has been moved to Game.scale. The same game scaling properties exist as before, but now accessed via Game.scale instead.
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Stage.aspectRatio has been moved to StageScaleMode.sourceAspectRatio (so now game.scale.sourceAspectRatio)
Stage.scaleMode has been moved to StageScaleMode.scaleMode (so now game.scale.scaleMode)
Stage.fullScreenScaleMode has been moved to StageScaleMode.fullScreenScaleMode (so now game.scale.fullScreenScaleMode)
Stage.canvas has been removed. It was only ever an alias for Game.canvas anyway, so access it via that instead.
2014-02-13 12:50:10 +00:00
photonstorm
bdb8908fee
Groups now update their children across preUpdate, update and postUpdate.
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Sprite.exists = false removes Body from world.
2014-02-13 12:26:39 +00:00
photonstorm
312ec462bc
Sprite.exists now toggles the Body as well. Sprite.exists = false will remove an active Body from the World.
2014-02-13 09:55:46 +00:00
photonstorm
b85f40df12
Phaser.Stage now extends PIXI.Stage, rather than containing a _stage object.
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(Warning: currently breaks camera based code and pointers, as the scale property is removed).
2014-02-12 23:12:36 +00:00
photonstorm
f6113ac6c4
Physics World events added.
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Group has new 'addToWorld' parameter, which fulfills the same function as the old useStage.
Stage now extends PIXI.Stage rather than owns one.
2014-02-12 19:45:09 +00:00
photonstorm
424d1126bc
Fixed updateTransform and added Body shape methods.
2014-02-12 14:50:32 +00:00
photonstorm
62aa0fc570
Remove some debug info.
2014-02-12 08:24:47 +00:00
photonstorm
c6cc2c9d71
Updated p2.js to latest build. Checked tests. Added Debug draw (needs rotation support).
2014-02-12 05:34:31 +00:00
photonstorm
2c100754bb
Body.setPolygon converted and working, along with some other p2 Body methods hoisted up.
2014-02-12 03:22:49 +00:00
photonstorm
ab5c07dfe8
Updated to Pixi 1.5 final.
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InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
2014-02-12 01:25:36 +00:00
photonstorm
da878b2181
Updated the Gruntfile. Also:
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InputHandler.pixelPerfectOver - performs a pixel perfect check to see if any pointer is over the current object (warning: very expensive!)
InputHandler.pixelPerfectClick - performs a pixel perfect check but only when the pointer touches/clicks on the current object.
Previously using a Pixel Perfect check didn't work if the Sprite was rotated or had a non-zero anchor point, now works under all conditions + atlas frames.
2014-02-11 13:23:54 +00:00
photonstorm
43d9fc4f52
Fixed issue where loadTexture would sometimes incorrectly try to apply the texture update twice. Also fixed bug in Math.angleBetween.
2014-02-11 04:08:32 +00:00
photonstorm
5b64b01068
New 'thrust' demo. Added Body.moveLeft, moveRight, moveUp, moveDown, rotateLeft, rotateRight and thrust methods. Also hooked up force and created an asteroids style example.
2014-02-11 01:52:10 +00:00
photonstorm
58102168aa
Added setBoundsToWorld and got it building the bounds body + 4 (optional) Planes around the edges for collision.
2014-02-10 23:28:32 +00:00
photonstorm
1184d8bd76
PointProxy added to allow for easy setting of force and velocity. More p2 tests done. World update done.
2014-02-10 22:54:56 +00:00
photonstorm
2de934756c
Body property updates. Still working out best way to handle velocity assignment.
2014-02-10 19:33:27 +00:00
photonstorm
47e23096bd
Integrating p2.js.
2014-02-10 16:01:30 +00:00
photonstorm
d2366d5fa5
Fix for issue #376 - IE11 didn't populate the Device.ieVersion value. Now extracted from Trident revision, but still use Device.trident instead for IE11+ checks.
2014-02-10 02:23:45 +00:00
photonstorm
ae74cb02dd
Fixes #382 Error when using InputHandler#onInputUp & sprite destroys itself during the event.
2014-02-10 02:14:59 +00:00
photonstorm
0294a4735d
Fixes issues reported in #389
2014-02-10 01:49:58 +00:00
photonstorm
d44775c095
Phaser.Ellipse added. A fully compatible port of the PIXI.Ellipse class, can be used in Sprite/Image hitArea tests.
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Phaser.Polygon added. A fully compatible port of the PIXI.Polygon class, can be used in Sprite/Image hitArea tests.
2014-02-10 01:37:50 +00:00
photonstorm
f9f2f2a9ae
Converted the Pixi.Ellipse class.
2014-02-10 01:18:53 +00:00
photonstorm
e15bebd269
Text.lineSpacing allows you to control the spacing between each line that is rendered.
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Text.inputEnabled allows you to enable all input events over Text objects: dragging, clicking, etc - anything that works on a Sprite works on Text now too.
2014-02-09 22:48:35 +00:00
photonstorm
9ee5cdaded
Merge branch 'origin/dev'
2014-02-09 19:59:03 +00:00
photonstorm
bca64c2adb
Huge update to Phaser.Text. Much more lean, but loads of great new options added including drop shadows, gradient fills, fonts with spaces in the name, etc.
2014-02-09 13:36:02 +00:00
photonstorm
4aa945f991
Removed PixiPatch as it's no longer needed. Re-worked all of the Sprite autoCull and inWorld checks and cached the bounds. Fixed the Body calculations so physics is working again.
2014-02-09 03:48:31 +00:00
photonstorm
e8b432f518
Fixed bug where changing State would cause the camera to not reset if it was following an object.
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World.reset now calls Camera.reset which sends the camera back to 0,0 and un-follows any object it may have been tracking.
2014-02-08 13:45:18 +00:00
photonstorm
243820c973
Fixing up Pixis setBackgroundColor.
2014-02-08 09:14:44 +00:00
photonstorm
ee3f6d8e7f
Tilemap had the wrong @method signatures so most were missing from the docs.
2014-02-08 07:24:40 +00:00
photonstorm
67bd653eb4
Graphics updated and restored. Working through fixing up Physics.
2014-02-07 19:44:14 +00:00
photonstorm
c429787877
Button now extends Phaser.Image not Phaser.Sprite, all the same functionality as before remains, just no animations or physics body.
2014-02-07 18:55:29 +00:00
photonstorm
bf13c7b569
Updated Sprite to use the new smaller, leaner code. Farewell insane cache objects and multiple point processing!
2014-02-07 18:44:58 +00:00
photonstorm
dd43d59cce
InputManager.getLocalPosition(displayObject, pointer, output) will return the local coordinates of the specified displayObject and pointer.
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InputManager.hitTest will test for pointer hits against a Sprite/Image, its hitArea (if set) or any of its children.
2014-02-07 18:01:58 +00:00
photonstorm
bc3a3fd43d
You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks.
2014-02-07 17:14:10 +00:00
photonstorm
890e52008a
Mouse callback tests.
2014-02-07 07:32:11 +00:00
photonstorm
9b9baa83a9
Added Image.frame and Image.frameName support in.
2014-02-07 06:52:49 +00:00
photonstorm
d583b364bd
Game.add.renderTexture now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getTexture(key).
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Game.add.bitmapData now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getBitmapData(key).
2014-02-07 06:25:28 +00:00
photonstorm
773b4d5ed1
More animation tests.
2014-02-07 04:12:23 +00:00
photonstorm
ddc255382d
Updated Rectangle to use prototype based getters and setters (re: iOS speed discussion on the forum).
2014-02-07 02:31:29 +00:00
photonstorm
3cae06d1ad
Phaser.AnimationParser now sets the trimmed data directly for Pixi Texture frames. Tested across JSON Hash, JSON Data, Sprite Sheet and XML.
2014-02-07 00:57:41 +00:00
photonstorm
6cabb03a82
Sprite.crop() now takes a Phaser.Rectangle instead of explicit parameters.
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Phaser.Image is a brand new display object perfect for logos, backgrounds, etc. You can scale, rotate, tint and blend and Image, but it has no animation, physics body or input events.
Previously if you used Sprite.crop() it would crop all Sprites using the same base image. It now takes a local copy of the texture data and crops just that.
2014-02-06 23:13:39 +00:00
photonstorm
4b7fc8d506
Change to boot order to try and resolve short-TTL timers.
2014-02-06 22:42:35 +00:00
Richard Davey
0b18625811
Merge pull request #367 from georgiee/develop
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Phaser.Timer#stop
2014-02-06 21:20:29 +00:00
photonstorm
3748811d11
Testing new Image object.
2014-02-06 19:34:05 +00:00
Georgios Kaleadis
8ef403cfe7
Timer checks now for running inside while loop. Any event which causes a call to Timer#stop is now safe.
2014-02-06 17:28:39 +01:00
photonstorm
4ed20e0f77
Removed all intances of Sprite.group from Group and replaced with the already existing parent property.
2014-02-06 13:15:45 +00:00
photonstorm
e88b10323a
Updated Phaser geometry classes so they over-ride the PIXI native ones, means we can do away with a whole bunch of over-rides and object changes in Sprite, etc.
2014-02-06 12:29:07 +00:00
Mario Carballo Zama
df2a048594
Added description for pad len parameter
2014-02-06 00:20:40 -06:00
photonstorm
8eae8feecc
More Group fixes to the new format. Updated list of included Pixi files to remove un-needed ones.
2014-02-06 03:34:27 +00:00
photonstorm
4cfce8b4d2
Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting.
2014-02-06 02:31:36 +00:00
photonstorm
9737710200
Upgraded to Pixi.js 1.4.4
2014-02-06 00:19:46 +00:00
photonstorm
68d5c73fea
Explicitly paused Timer continues if you un-focus and focus the browser window.
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Added TimerEvent.pendingDelete and checks in Timer.update, so that removing an event in a callback no longer throws an exception.
2014-02-05 22:35:35 +00:00
photonstorm
eddce653e9
Preparing for 1.1.5 development.
2014-02-05 21:02:41 +00:00
photonstorm
e7a9b96d27
Final release 1.1.4 examples finished.
2014-02-05 16:55:02 +00:00
photonstorm
02b75b9e23
Updated doc files.
2014-02-05 16:55:02 +00:00
photonstorm
0896c2fac7
Updating copyright year and README.
2014-02-05 16:54:59 +00:00
photonstorm
8e77e8cedb
Lots of TypeScript defs updates for the new Physics / Body classes.
2014-02-05 16:54:58 +00:00
photonstorm
846e9c5061
Removed debug info and tidying up ready for release.
2014-02-05 16:54:58 +00:00
photonstorm
1af86771ba
And we have level/ground jitter fixed :) Starstruck is running again properly now too. Time to commit and remove lots of debug data.
2014-02-05 16:54:58 +00:00
photonstorm
84f0f00f49
n-way collision checks and onBeginContact and onEndContact done and working. Also fixed issue in TweenManager.removeAll.
2014-02-05 16:54:58 +00:00
photonstorm
8315973c5d
Body/Group testing complete. Now focusing on n-way collision.
2014-02-03 04:09:45 +00:00
photonstorm
28f71ed86d
Fixed the Sprite / World / Group body issue. So invaders now works again, as do the new examples.
2014-02-03 04:09:45 +00:00
photonstorm
3488880956
Sprite vs. Sprite Group Body Tests.
2014-02-03 04:09:45 +00:00
photonstorm
5e182d317b
Fixed lots of examples and added the missing Line.js.
2014-01-31 14:12:20 +00:00
photonstorm
27fc447928
New polygon collision object examples and Body scale fixes.
2014-01-31 10:34:18 +00:00
photonstorm
45b6d5a741
Removed: Debug.renderSpriteTouching, Debug.renderLocalTransformInfo, Debug.renderWorldTransformInfo, Debug.renderSpriteCollision and Debug.dumpLinkedList.
...
Debug.renderPhysicsBody(body, color) is extremely useful for debugging the new physics bodies. Will draw the outline + points in the color given.
Debug.renderBodyInfo(sprite, x, y, color) will display lots of Sprite body data.
2014-01-31 05:42:20 +00:00
photonstorm
13a86765cb
Phaser.CANVAS_PX_ROUND is a boolean. If 'true' the Canvas renderer will Math.floor() all coordinates before drawImage, stopping pixel interpolation. Defaults to false.
...
Phaser.CANVAS_CLEAR_RECT is a boolean. If 'true' (the default) it will context.clearRect() every frame. If false this is skipped (useful if you know you don't need it)
Collision now works between Sprites positioned via sprite.x/y, sprite.body.x/y or sprite.body.velocity.
If you are tweening a sprite and still want physics collision, set `sprite.body.moves = false` otherwise it will fight against the tween motion.
2014-01-31 04:14:02 +00:00
photonstorm
68b7d22e0d
Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets.
2014-01-31 03:32:12 +00:00
photonstorm
6e4e99f436
Added Game Update loop step debugging - has proved utterly invaluable! Resolved camera jitter issues, gravity / downward force on tile/boundary issues and most tilemap collision issues.
2014-01-31 02:06:45 +00:00
photonstorm
651858372c
Added Game core loop stepping support. Super-useful for debugging, and helped me track down the issue with jittery physics collision. Double-win!
2014-01-29 17:10:13 +00:00
photonstorm
d51a37211c
Phaser.Line added to the group of geometry classes, with full point on line/segment and intersection tests (see new examples)
2014-01-29 00:21:28 +00:00
photonstorm
5b85c910cb
New lineIntersectLine() function working nicely.
2014-01-28 17:13:07 +00:00
photonstorm
82cb66f47b
Updated intersects code, tilemap collision is running again. Still finding gravity pushing sprites through tiles.
2014-01-28 06:52:56 +00:00
photonstorm
9deb5514a2
ArcadePhysics.setBoundsToWorld implemented. Body.setCircle, setRectangle and setPolygon all working. Tidying up Body class. Need to add tile collision special case handler next.
2014-01-28 05:01:17 +00:00
photonstorm
90c09374af
Velocity integration tidied up. Now moving to sync Body with Sprite center point.
2014-01-28 01:29:35 +00:00
photonstorm
fbe508ab1b
Direct assignment of Body values, allows for sloped ground walking.
2014-01-27 17:08:20 +00:00
photonstorm
dbdb2a2026
Adjusted delta timer cap and fixed some typos and more examples.
2014-01-27 17:08:20 +00:00
photonstorm
4505aa50f6
Integrated SAT. Fixed lots of examples. Fixed documentation. Added new examples and built new phaser.js file for testing.
2014-01-27 06:29:26 +00:00
photonstorm
45518b3ecd
Adding checkCollision tests.
2014-01-24 17:30:37 +00:00
photonstorm
e3aaec8ac0
Removed Time delta cap, removed drag references from Emitter and tested doing a custom polygon collision.
2014-01-24 03:53:11 +00:00
photonstorm
ea9e22f472
SAT implemented and working nicely at long last :)
2014-01-23 21:45:35 +00:00
photonstorm
110ab4e253
More robust gravity handling avoiding 'sticky walls'. Added new platform test with mixture of mass tile collision and physics.
2014-01-23 01:50:43 +00:00
photonstorm
20108e47f3
Working through re-integrating tilemap collision. So far, so good.
2014-01-22 16:16:53 +00:00
photonstorm
1370ba52b5
Fixed Sci-Fly and restored tile collision handling.
2014-01-22 14:49:06 +00:00
photonstorm
b2c49ef853
Merging previous changes back in again.
2014-01-22 14:31:18 +00:00
photonstorm
f6af6fe0a3
Not fully working, but commit for posterity. Time to rollback if we're ever going to get this released.
2014-01-22 12:31:35 +00:00
photonstorm
7a0e9a478c
New Math functions added.
2014-01-22 10:54:49 +00:00
photonstorm
15a002e720
Finally getting there! Body collision almost as good as it can be (without a full-on physics system). Just a few last tweaks to do.
2014-01-21 16:12:50 +00:00
Richard Davey
c9d07c7346
Testing out new Body structure
2014-01-20 23:07:56 +00:00