photonstorm
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d18f523d93
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jsdoc fixes.
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2014-09-18 16:58:25 +01:00 |
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photonstorm
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597b828d7a
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StateManager.boot would call start on a State twice if it was added to the game and started before the DOM load had completed. This didn't cause an error but was duplicating function calls needlessly.
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2014-09-18 05:14:44 +01:00 |
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photonstorm
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426b43cc9f
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Removed console.log calls.
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2014-09-18 05:12:35 +01:00 |
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photonstorm
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d68ed61999
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If you called StateManager.start from within a states init method which also had a preload method it would fail to start the next State.
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2014-09-18 05:11:58 +01:00 |
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photonstorm
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756561920f
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Group.ignoreDestroy boolean will bail out early from any call to Group.destroy . Handy if you need to create a global Group that persists across States.
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2014-09-18 05:11:48 +01:00 |
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photonstorm
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e5eea56c9b
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jsdoc updates.
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2014-09-16 19:44:04 +01:00 |
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photonstorm
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20551f9129
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Lots of jsdocs fixes ready for the new doc generator.
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2014-09-16 17:35:08 +01:00 |
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Richard Davey
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cf363a56f1
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Cache.removeImage has a new parameter: removeFromPixi which is true by default. It will remove the image from the Pixi BaseTextureCache as well as from the Phaser Cache. Set to false if you don't want the Pixi cache touched.
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2014-09-16 12:20:03 +01:00 |
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Richard Davey
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15a0ae6b4f
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jsdoc fix
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2014-09-16 00:28:09 +01:00 |
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photonstorm
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57295d7ac8
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jsdoc fixes.
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2014-09-15 13:51:17 +01:00 |
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photonstorm
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fc6b7dd36c
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StateManager.unlink will null all State-level Phaser properties, such as game , add , etc. Useful if you never need to return to the State again.
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2014-09-15 13:19:01 +01:00 |
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photonstorm
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60acef2f97
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If Game Objects change their frame, such as with an animated Sprite, and the change goes from a previously trimmed frame to a non-trimmed (full size) one, then the previous trim values were still left active, causing it to glitch (thanks stupot)
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2014-09-11 20:56:01 +01:00 |
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photonstorm
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e5cac96302
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Preparing for 2.1.2
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2014-09-11 12:02:20 +01:00 |
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photonstorm
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5b922be56e
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Version 2.1.1. of Phaser is an emergency point release. It addresses a potential race condition that could happen in States that tried to change state from the create method but had an empty preloader or pre-cached assets.
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2014-09-11 10:38:40 +01:00 |
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Federico Omoto
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0bdb0bdde5
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Unnecessary "if" in Line.fromSprite method
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2014-09-09 17:24:36 -03:00 |
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Federico Omoto
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471c2f444b
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Documentation fixes
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2014-09-09 16:22:59 -03:00 |
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photonstorm
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b801630d78
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Preparing for 2.1.1 development.
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2014-09-09 16:50:23 +01:00 |
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photonstorm
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33d9b19e29
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The Debug canvas is now cleared on State swap.
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2014-09-09 15:28:58 +01:00 |
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photonstorm
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1f089d74c5
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Phaser.Easing.Default is a new property that is used when a specific type of ease isn't given. It defaults to Linear.None but can be overridden to anything (thanks @alvinsight)
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2014-09-09 14:01:49 +01:00 |
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photonstorm
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5eedc4c2c5
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The physics config object is now stored locally in World.config.
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2014-09-09 12:49:31 +01:00 |
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photonstorm
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3fc527ba53
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Added Math.numberArray back in and renamed the replacement to Math.numberArrayStep to avoid breaking the API.
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2014-09-09 12:49:17 +01:00 |
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photonstorm
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5e6c40e392
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Fixed the jsdocs and crop method used on preloader sprites.
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2014-09-09 12:48:38 +01:00 |
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photonstorm
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a1c9b64327
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Now bails out of a few methods if RESIZE is set.
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2014-09-09 12:48:21 +01:00 |
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photonstorm
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2e9dc682a1
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Tidied up a redundant if call.
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2014-09-09 12:47:59 +01:00 |
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photonstorm
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b4e7da78ed
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jsdocs updated.
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2014-09-09 12:47:39 +01:00 |
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photonstorm
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c40c140631
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Camera.roundPx is a new boolean. If set to true it will call view.floor as part of its update loop, keeping its boundary to integer values. Set to false to disable this from happening (#1141)
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2014-09-09 12:47:27 +01:00 |
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photonstorm
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79d873f47b
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If you are using CocoonJS, please set your game render type to CANVAS and not WEBGL or AUTO. You should also disable any of the ScaleManager screen resizing or margin setting code. By default in this mode CocoonJS will now set 'screencanvas=true' which helps with performance significantly.
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2014-09-08 22:34:53 +01:00 |
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photonstorm
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09915ebfde
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Tidying up debug.
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2014-09-08 22:34:53 +01:00 |
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photonstorm
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052e5042ed
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jsdoc fix.
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2014-09-08 22:34:53 +01:00 |
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photonstorm
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59f7c53019
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P2.Body.addCapsule didn't use to pass the radius value through pxm, but now does so you have to specify it in pixels, not meters.
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2014-09-08 22:34:53 +01:00 |
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Richard Davey
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3102ad534d
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Swapped the order of the Camera.view floor to avoid the 1px jitter effect on the right of maps.
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2014-09-06 10:26:54 +01:00 |
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Richard Davey
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d72117ab8d
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Merge pull request #1170 from codevinsky/feature/utils
Phaser.Utils.range: easily create an array that contains a range of numbers.
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2014-09-05 17:59:32 +01:00 |
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photonstorm
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7c02358eed
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More FlexGrid updates.
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2014-09-05 16:19:32 +01:00 |
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photonstorm
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22df587bd3
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Swapped to using FlexLayers.
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2014-09-05 15:46:21 +01:00 |
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photonstorm
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ff07317120
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First version of the FlexLayer class.
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2014-09-05 15:46:10 +01:00 |
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photonstorm
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4903e47a98
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Rectangle.topRight returns a Point object that represents the top-right coordinate of the Rectangle.
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2014-09-05 15:45:47 +01:00 |
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Jeremy Dowell
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06c6b23454
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moved: Utils.range to Math.numberArray
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2014-09-05 09:36:36 -05:00 |
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photonstorm
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72c0f50b6b
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Lots of small enhancements and layer types.
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2014-09-05 08:02:44 +01:00 |
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photonstorm
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0af4ec4da2
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The StateManager will now check if a State has a method called resize . If it does, and if the game is running in the RESIZE Scale Mode then this method will be called whenever the game resizes. It will be passed two parameters: width and height that will match the games new dimensions. Resizing can happen as a result of either the parent container changing shape, or the browser window resizing.
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2014-09-05 06:22:10 +01:00 |
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photonstorm
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0c9eef8a91
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FlexGrid added to the ScaleManager.
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2014-09-05 06:02:25 +01:00 |
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photonstorm
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07f529bf12
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First experimental build of FlexGrid.
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2014-09-05 06:01:48 +01:00 |
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photonstorm
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f2a8a927f9
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Group.addMultiple allows you to pass an array of game objects and they'll all be added to the Group in turn.
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2014-09-05 06:01:25 +01:00 |
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photonstorm
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cb14fd1c01
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Rectangle.centerOn(x,y) allows you to quickly center a Rectangle on the given coordinates.
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2014-09-05 04:13:21 +01:00 |
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Jeremy Dowell
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1835453880
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fixed: jshint errors
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2014-09-04 19:31:53 -05:00 |
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Jeremy Dowell
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6c3fac5665
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added: Phaser.Utils.range
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2014-09-04 19:28:46 -05:00 |
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photonstorm
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ac9c9a1f9b
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Fixed the assignment of the fullScreenTarget so FS mode works again now.
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2014-09-05 01:07:51 +01:00 |
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photonstorm
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67f14713af
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Removed Gestures stuff as it was all commented-out anyway.
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2014-09-05 01:07:16 +01:00 |
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photonstorm
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4d14119a57
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Removed console.log.
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2014-09-05 00:14:22 +01:00 |
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photonstorm
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d5ffe1f971
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Phaser.Mouse will now add a listener to the window to detect mouseup events. This is used to detect if the player releases the mouse while outside of the game canvas. Previously Pointer objects incorrectly thought they were still pressed when you returned the mouse over the canvas (#1167)
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2014-09-04 23:29:43 +01:00 |
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Richard Davey
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7ee1564f2e
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Signal.removeAll would ignore the context parameter and remove all bindings regardless (thanks @alect #1168)
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2014-09-04 22:24:47 +01:00 |
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