Commit graph

648 commits

Author SHA1 Message Date
photonstorm
d2fc42520b stopFullScreen has been changed to run against document instead of the canvas since the cancelFullScreen method is created on the document (thanks @j0hnskot, #863) 2014-07-01 15:46:32 +01:00
photonstorm
8b9aec320b Readme updates. 2014-07-01 15:46:32 +01:00
photonstorm
8c11ec1037 Updated readme. 2014-07-01 15:08:12 +01:00
photonstorm
181fd1ae56 Merged Pixi 1.5.4 with Phaser - all of the lovely new Pixi features are in, like complex Graphics objects and masking. 2014-07-01 15:03:46 +01:00
photonstorm
3d80568e4c Loader.isLoading is set to false if the filelist size is zero. 2014-06-30 09:24:25 +01:00
photonstorm
692ca928f0 Updated docs. 2014-06-29 21:19:37 +01:00
photonstorm
3ebb13c4b0 PR updates 2014-06-24 00:10:54 +01:00
photonstorm
907ba55478 Huge number of gamepad updates to get it working properly on Chrome again. Firefox debugging tomorrow. 2014-06-11 04:25:30 +01:00
photonstorm
0587d944b3 Added PlayStation 3 controller button mappings to Phaser.Gamepad (thanks @wayfu #887) 2014-06-11 00:25:58 +01:00
photonstorm
50e47d89ee ArcadePhysics.Body.setSize if you set offset x/y values previously and then passed zero values they would be ignored (thanks @casensiom fix #889) 2014-06-11 00:21:04 +01:00
photonstorm
e923e230e0 TilemapLayers can now be used with an unbounded camera (a camera that can move beyond the world boundaries). Currently, when an unbounded camera moves outside of the world, tilemaps start acting weird because they only render themselves strictly within the world limits. With this change, the tilemap will continue scrolling and show empty space beyond its edge (thanks @jotson #851)
TilemapLayer.wrap property - if true the map is rendered as if it is on the surface of a toroid (donut) instead of a plane. This allows for games that seamlessly scroll from one edge to the opposite edge of the world without noticing the transition. Note that the World size must match the Map size (thanks @jotson #851)
2014-06-11 00:15:02 +01:00
photonstorm
78c4e62cfe BitmapData.getPixel fix for pixels with zero red value (thanks @lstor fix #894)
If you call ArcadePhysics.collide on a Sprite vs. a Tilemap and provide a custom processCallback, the result was being ignored and the sprite was being separated regardless (thanks @aivins fix #891 #890)
2014-06-11 00:02:06 +01:00
photonstorm
b979243a8d Removed the cacheKey parameters from the AnimationParser methods as they're no longer used. 2014-06-10 23:50:12 +01:00
photonstorm
7c7d9153e6 Sprite.crop (and Image.crop) has been completely overhauled. You can now crop animated sprites (sprite sheet and texture atlas), you can define the x/y crop offset and the crop rectangle is exposed in the Sprite.cropRect property.
Sprite.updateCrop is available if you wish to update an externally referenced crop rectangle.
Sprites and Images now have their own textures objects, they are no longer references to those stored in the global Pixi.TextureCache. This allows you to redefine the texture frame dynamically without messing up any other Sprites in your game, such as via cropping. They still share global Base Textures, so image references are kept to a minimum.
Sprite.resetFrame will revert the Sprites texture frame back to its defaults dimensions. This is called when you call Sprite.crop with no rectangle, to reset the crop effect, but can be userful in other situations so we've left it as a public method.
2014-06-10 23:37:33 +01:00
photonstorm
6d10be6baa When creating a Sprite or Image using a texture atlas it would set the frame twice, once in loadTexture and once when the initial frame is set. This has been reduced down to just a single setting now. 2014-06-10 11:21:07 +01:00
photonstorm
ee5f6457c8 Swapped to using escaped Unicode characters for the console output. 2014-06-09 16:15:41 +01:00
photonstorm
9aa10f7521 Sound.pause will no longer fire a Sound.onStop signal, and the pause values are set before the onPause signal is dispatched (thanks @AnderbergE, fix #868) 2014-06-05 02:55:20 +01:00
photonstorm
369e2cc2d0 Sound.destroy(true) would call remove on the SoundManager, which in turn would throw a TypeError as it tried to remove the sound events twice (thanks @AnderbergE, fix #874) 2014-06-05 02:50:53 +01:00
photonstorm
1c9e23f535 Emitter.start has a new parameter: forceQuantity which will force the quantity of a flow of particles to be the given value (request #853)
Emitter.explode is a new short-cut for exploding a fixed quantity of particles at once.
Emitter.flow is a new short-cut for creating a flow of particles based on the given frequency.
2014-06-02 01:15:58 +01:00
photonstorm
12252944fa Time.add allows you to add an existing Phaser.Timer to the timer pool (request #864) 2014-06-02 00:54:42 +01:00
photonstorm
917c7491cd Canvas.create has deprecated the noCocoon parameter as it's no longer required. The parameter is still in the signature, but no longer used in the method. 2014-05-30 02:03:07 +01:00
photonstorm
6e8694d5f7 A Canvas style set from a game config object used an incorrect property (thanks @TatumCreative, fix #861) 2014-05-30 02:01:33 +01:00
photonstorm
edc1507b4e Resolved issue where Cocoon won't render a scene in Canvas mode if there is only one Sprite/Image on it. 2014-05-29 23:52:13 +01:00
photonstorm
eee1183a6a Forces use of a Canvas Renderer under CocoonJS automatically.
The SoundManager no longer requires a touch to unlock it, defaults to unlocked.
2014-05-29 23:17:18 +01:00
photonstorm
0c675f741f Wrapped all events that CocoonJS doesn't support in conditional checks to avoid Cocoon Warnings. 2014-05-29 22:25:40 +01:00
photonstorm
5a42a41608 Updated the JSON format. 2014-05-29 17:25:20 +01:00
photonstorm
5b5bdc80d9 Loader.pack will allow you to load in a new Phaser Asset Pack JSON file. An Asset Pack is a specially structured file that allows you to define all assets for your game in an external file. The file can be split into sections, allowing you to control loading a specific set of files from it. An example JSON file can be found in the resources folder and examples of use in the Phaser Examples repository.
Loader.totalQueuedPacks returns the number of Asset Packs in the queue.
Loader.totalLoadedPacks returns the number of Asset Packs already loaded.
2014-05-29 17:05:13 +01:00
photonstorm
066ab633a6 Loader.tilemap has renamed the mapURL parameter to url and mapData to data to keep it consistent with the other Loader methods.
Loader.physics has renamed the `dataURL` parameter to `url` and `jsonData` to `data` to keep it consistent with the other Loader methods.
2014-05-29 04:44:23 +01:00
photonstorm
af1508de8f BitmapData.addToWorld will create a new Phaser.Image object, assign the BitmapData to be its texture, add it to the world then return it.
BitmapData.copyPixels now accepts a Sprite, Image, BitmapData, HTMLImage or string as its source.
2014-05-29 03:30:21 +01:00
photonstorm
2219e6f1c9 Timer.ms would report the game time ms value if the Timer hadn't yet been started, instead of 0.
Timer.seconds would report the game time value if the Timer hadn't yet been started, instead of 0.
2014-05-28 23:27:26 +01:00
photonstorm
0c76e9aada Sprite animation data wasn't reset when going from a sprite sheet to a single frame in Sprite.loadTexture (thanks @lucbloom, fix #850) 2014-05-27 14:23:41 +01:00
photonstorm
5a0d5b4887 RetroFont now uses Phaser.scaleModes.NEAREST by default for its RenderTexture to preserve scaling. 2014-05-27 13:36:38 +01:00
photonstorm
cdde45a292 Phaser.RenderTexture incorrectly passed the scaleMode to Pixi.RenderTexture, causing the renderer to error. 2014-05-27 13:35:47 +01:00
photonstorm
9c35dfde0c ArcadePhysics.Body has a new boolean property enable. If false the body won't be checked for any collision or overlaps, or have its pre or post update methods called. Use this for easy toggling of physics bodies without having to destroy or re-create the Body object itself. 2014-05-27 11:22:58 +01:00
photonstorm
5b9bd96583 RetroFont.updateOffset allows you to modify the offsetX/Y values used by the font during rendering. 2014-05-27 05:23:34 +01:00
photonstorm
890d90af4d Keyboard.addCallbacks now has a new parameter for keypress event capture.
Keyboard.pressEvent stores the most recent DOM keypress event.
Keyboard.processKeyDown now runs the callback after all the objects have been created and/or updated.
Keyboard.processKeyUp now runs the callback after all the objects have been created and/or updated.
Phaser.Keyboard.lastChar will return the string value of the last key pressed.
Phaser.Keyboard.lastKey will return the most recently pressed Key object.
2014-05-27 04:26:37 +01:00
photonstorm
68f1bbd9a5 RetroFont charsPerRow paramters is now optional. If not given it will take the image width and divide it by the characterWidth value. 2014-05-27 04:26:23 +01:00
photonstorm
f007a77f3d Fixed Gamepad issue that incorrectly checked non-webkit prefix gamepads. 2014-05-26 22:02:53 +01:00
photonstorm
86c228d380 Group.destroy now removes any set filters (thanks @Jmaharman fix #844) 2014-05-26 20:13:00 +01:00
photonstorm
c5d9f12858 BitmapData.alphaMask has 2 new optional parameters: sourceRect and maskRect to give more fine-grained control over where the source and mask are drawn and their size
BitmapData.draw now has two optional parameters: width and height, to let you stretch the image being drawn if needed.
2014-05-24 03:58:00 +01:00
photonstorm
7846da7c90 BitmapData.alphaMask 'mask' parameter is now optional, if not given it will use itself as the mask.
BitmapData.alphaMask now calls BitmapData.update after running.
2014-05-24 03:17:58 +01:00
photonstorm
6e9c9c10b8 BitmapData.alphaMask can now also take a Phaser.Sprite, Phaser.Image or BitmapData object as a source type.
BitmapData.alphaMask has 4 new optional parameters: x, y, x2 and y2 to control exactly where the source and mask images are drawn.
2014-05-24 03:15:13 +01:00
photonstorm
f3ef3aed19 BitmapData.draw can now take a BitmapData object as a source type. 2014-05-24 02:43:59 +01:00
photonstorm
934f6a816c BitmapData.resize now properly updates the baseTexture and texture dimensions. 2014-05-24 02:02:49 +01:00
photonstorm
7b696dddfe BitmapData.extract has 4 new parameters: r2, g2, b2, a2 which let you re-color the extract pixels as they are drawn to the new BitmapData.
BitmapData.load will take a game object or string and resize the BitmapData to match it and then draw the pixels in.
2014-05-24 01:29:47 +01:00
photonstorm
bcddfc83c0 Sprite.alive property now explicitly defined on the Sprite prototype (thanks @lewster32, #841) 2014-05-21 21:48:29 +01:00
photonstorm
2a73652ed8 Preparing for 2.0.6 "Jornhill" development. 2014-05-20 10:56:45 +01:00
photonstorm
560a44f06e README fixes for 2.0.5 release. 2014-05-20 10:37:51 +01:00
photonstorm
43e079a53a Readme update. 2014-05-20 10:31:55 +01:00
photonstorm
8f07796af3 2.0.5 readme updates. 2014-05-20 10:03:02 +01:00