Commit graph

972 commits

Author SHA1 Message Date
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
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
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
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
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
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
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.
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
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).
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)
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.
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
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)
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? :(
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
(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.
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.
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:
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.
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.
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.
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.
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).
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.
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
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.
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