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
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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.
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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
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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
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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
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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
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Remove unnecessary variable
2016-02-01 19:16:02 +02:00
Richard Davey
1d2d707b32
Merge pull request #2168 from nlotz/dev
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fix typos in API docs
2016-02-01 19:01:58 +02:00
Richard Davey
13cf12d08a
Merge pull request #2297 from nexiuhm/master
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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
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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
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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