Commit graph

767 commits

Author SHA1 Message Date
Gustav
5a1cb006ec beautified 2016-05-28 00:27:35 +02:00
Gustav
5b4b41c958 added functions for getting closest child and farthest child 2016-05-26 21:51:56 +02:00
zeterain
cd188ed0ab Update Documentation in Game.js
Updated the documentation in Game.js to indicate that the renderType property could be set to Phaser.HEADLESS.
2016-05-18 10:56:44 -06:00
photonstorm
02e8b1ae0a If you set Game.renderType to Phaser.HEADLESS it will no longer render the output to the canvas. The canvas is still created (although not added to the DOM), as it's required internally, but no rendering now takes place on it (thanks @ForgeableSum #2464) 2016-05-16 14:53:11 +01:00
photonstorm
16203a378a PIXI.defaultRenderer is now set to null in Game.destroy, allowing it to be reset if a new Game instance is created on the same page (thanks @xtforgame ##2474) 2016-05-11 11:27:36 +01:00
David Hayes
fb709fe728 Add a "shakeIntensity" property to Camera.
This would allow tweening the intensity of the Camera shake over the
lifetime of the shaking.
2016-04-22 19:53:52 -05:00
photonstorm
002d6250a8 Docs update. 2016-04-21 00:48:54 +01:00
photonstorm
3d6b1a3b7e Stopped the Camera Shake effect from changing the World position, as it screws up Arcade Physics, Sprite deltas and some input handling. Instead moved the effect to be render applied only. On Canvas it updates the context.setTransform call, and on WebGL the renderSession offset property. 2016-04-19 04:12:58 +01:00
photonstorm
62d135cf1f Small tidy-up. 2016-04-19 03:39:04 +01:00
photonstorm
5221bfd5da You can now pass in your own Canvas element to Phaser and it will use that instead of creating one itself. To do so you must pass a Game Configuration object to Phaser when you instantiate it, and set the canvas property of the config object to be the DOM element you wish to use, i.e.: { canvas: document.getElementById('yourCanvas') } (thanks @Friksel #2311) 2016-04-14 11:57:10 +01:00
photonstorm
7102a34706 Camera.flash is a new function that makes the camera 'flash' over the top of your game. It works by filling the game with the solid fill color specified, and then fading it away to alpha 0 over the duration given. This is great for things like hit effects. You can listen for the Camera.onflashComplete Signal.
Camera.fade is a new function that makes the camera fade to the color given, over the course of the duration specified. This is great for things like transitioning from one State to another. You can listen for the Camera.onFadeComplete Signal.

Camera.resetFX resets any active FX, such as a fade or flash and immediately clears it. Useful to calling after a fade in order to remove the fade from the Stage.

Phaser.Camera.ENABLE_FX is a const that controls if the Camera FX are available or not. It's `true` by default, but if you set it to `false` before boot then it won't create the Graphics object required to process the effects.
2016-04-09 04:05:07 +01:00
photonstorm
2ea94c83e6 Camera.shake is a new function that creates a camera shake effect. You can specify the intensity, duration and direction of the effect. You can also set if it should shake the camera out of bounds or not. 2016-04-09 02:57:16 +01:00
photonstorm
0b0a5d44cc Camera shake working and documented. 2016-04-09 02:49:18 +01:00
photonstorm
a916812db1 Camera shake support. 2016-04-09 02:01:45 +01:00
photonstorm
9e803fff7c Small fix. 2016-04-09 01:10:31 +01:00
photonstorm
dba84d5931 Camera has a new property: lerp. This is a Point object, that allows you to control the amount of horizontal and vertical smoothing to be applied to the camera when it tracks a Sprite. It works both with and without deadzones, and is turned off by default. Set it to low values such as 0.1 for really smooth motion tracking (thanks to @WombatTurkey for the idea of adding this) 2016-04-09 01:07:19 +01:00
photonstorm
e4a505d4b6 Lots of new Signals documentation. 2016-04-07 02:44:29 +01:00
photonstorm
896b32a28c SoundManager.muteOnPause is a new boolean that allows you to control if the Sound system gets muted automatically when a Phaser game pauses, such as when it loses focus. You may need to set this to false if you wish to control the audio system from outside of your Phaser game, i.e. from DOM buttons or similar (#2382) 2016-04-06 02:09:22 +01:00
photonstorm
0c2ac47981 Camera.position would return the view rectangles centerX/Y coordinates, instead of view.x/y (which is what Camera.x/y returns), so it has been updated to return view.x/y instead (thanks @kamparR #2120) 2016-04-06 00:18:01 +01:00
photonstorm
ecbff44354 Group.getByName searches the Group for the first instance of a child with the name property matching the given argument. Should more than one child have the same name only the first instance is returned. 2016-04-05 23:59:05 +01:00
photonstorm
65f8f111c8 Game.forceSingleUpdate is now true by default. 2016-04-05 23:40:15 +01:00
photonstorm
b762e1dc55 Added jsdocs warning re: #2045 2016-04-05 23:28:02 +01:00
photonstorm
4c3a30a6f6 PluginManager.destroy is now called by Game.destroy. 2016-04-05 23:16:52 +01:00
photonstorm
aee0212e11 Camera.follow now uses the Targets world property to seed the camera coordinates from, rather than its local position. This means Sprites that are members of offset Groups, or transformed display lists, should now be followed more accurately (thanks @rbozan #2106) 2016-04-05 23:04:31 +01:00
photonstorm
f40cfbe2ae 2015 - 2016. 2016-04-04 22:16:16 +01:00
Rafael Barbosa Lopes
dd51a1724e Ensure a parent container is a Group before removing from its hash. 2016-03-24 13:44:49 -03:00
photonstorm
ede6806e41 The default state of the internal property _boundDispatch in Phaser.Signal is now false, which allows for use of boundDispatches (thanks @alvinlao #2346) 2016-02-26 13:40:35 +00:00
fillmoreb
b1c74e694e Update World.js
Phaser.World.centerX and Phaser.World.centerY only worked if the bounds had an origin of 0,0.  This change takes into account the actual origin.
2016-02-25 11:58:22 -07:00
photonstorm
0b5a4391f1 StateManager.destroy now sets clearCache and clearWorld internally before clearing the current state, as otherwise they would have been left untouched, such as from Game.destroy (thanks @i-dimitrov #2138) 2016-02-18 13:10:54 +00:00
photonstorm
46cc05a377 Groups now check for child.parent before calling removeFromHash (thanks @spayton #2323 #2338) 2016-02-18 12:29:01 +00:00
Richard Davey
989d53ecba Undo #1993 2016-02-09 14:01:04 +00:00
Richard Davey
30b563085b The z property assigned to children of a Group now starts from zero instead of 1, this is an internal change mostly but if you relied on the z property for some reason then please be aware of this (thanks pantoninho) 2016-02-09 11:31:46 +00:00
Richard Davey
eff10cec71 Moved the width / height floor into the ScaleManager (#2329) 2016-02-08 23:09:16 +00:00
Richard Davey
1ac287f9d3 Merge pull request #1993 from nickryall/retina-fullscreen
Fix for fullscreen retina ( Desktop )
2016-02-04 18:31:50 +02:00
photonstorm
9787474c6e Camera.checkBounds now takes the scale of the Camera into account (thanks @ForGorNorPor #2263) 2016-02-04 16:26:18 +00:00
Richard Davey
2cd76b7617 Docs update (#2166) 2016-02-04 00:13:32 +00:00
Richard Davey
ecb68c2fca JSDocs update. 2016-02-03 23:53:09 +00:00
Richard Davey
a0eb44ec09 Group.add and Group.addAt would forget to remove the child from the hash of its previous Group if it had a physics body enabled, causing unbounded hash increase (thanks @strawlion @McIntozh #2232) 2016-02-03 21:51:01 +00:00
Richard Davey
3bc8dcd154 The width and height values passed to the Game constructor are now passed through Math.floor first. This ensures you can never create a game width non-integer dimensions, which has all kinds of implications - from browser performance to breaking things like TileSprite rendering (#2262) 2016-02-03 19:11:26 +00:00
Richard Davey
2d2101adcb Both transparent and antialias were ignored if set to false in a Game configuration object, as the parseConfig method didn't check for falsey values (thanks @amadeus #2302) 2016-02-03 12:28:12 +00:00
Richard Davey
4e3c764207 Merge pull request #2248 from 06wj/dev
Fixed ScaleManager EXACT_FIT not working
2016-02-02 17:42:54 +02:00
Richard Davey
b3da35163a Merge pull request #2151 from jaminscript/logic-fix
Remove unnecessary variable
2016-02-01 19:16:02 +02:00
Richard Davey
1d2d707b32 Merge pull request #2168 from nlotz/dev
fix typos in API docs
2016-02-01 19:01:58 +02:00
Richard Davey
13cf12d08a Merge pull request #2297 from nexiuhm/master
loadUpdate() now gets a last update when loading is complete.
2016-02-01 18:20:19 +02:00
Richard Davey
8795792047 Merge pull request #2289 from staff0rd/grammar_fix
fixed grammar on update() comment
2016-02-01 18:18:05 +02:00
nexiuhm
bc00f924a7 Added a check to avoid calling the function when doing dynamic loading after state is created. 2016-01-14 17:23:52 +01:00
nexiuhm
1c65c48341 onLoadUpdate now recives the last ( 100 ) update. 2016-01-14 17:09:41 +01:00
zeterain
9edec8da57 Update documentation in ScaleManager.js
Documentation for ScaleManager.compatibility mis-spelled the supportsFullScreen property.
2016-01-11 09:02:07 -07:00
Stafford Williams
16517cc773 fixed grammar on update() comment 2016-01-08 20:29:58 +11:00
墨水
ba0683b4d0 Fixed ScaleManager EXACT_FIT not working 2015-12-09 09:55:40 +08:00