Commit graph

148 commits

Author SHA1 Message Date
Richard Davey
d93019e86b Moved to 2.6.0 2016-07-06 22:40:00 +01:00
photonstorm
7ebae00c8f Phaser 2.5.1 RC1 2016-07-01 16:57:36 +01:00
Richard Davey
effb975a25 Preparing for 2.5.1 development. 2016-06-17 13:11:48 +01:00
Richard Davey
a9976d2703 Phaser 2.5.0 Release. 2016-06-17 12:46:56 +01:00
photonstorm
47f0224a40 Phaser 2.4.9 release. 2016-06-17 01:11:24 +01:00
photonstorm
4da3b15ae2 Renamed alignTo to alignIn, and added the new method alignTo, to allow for Sprite to Sprite alignment. Updated all of the Bounds and TS defs. 2016-06-16 17:01:51 +01:00
photonstorm
f64558c4ac Readme update. 2016-06-16 12:14:27 +01:00
Richard Davey
64a44aab17 Added the following new constants: Phaser.TOP_LEFT, Phaser.TOP_CENTER, Phaser.TOP_RIGHT, Phaser.MIDDLE_LEFT, Phaser.MIDDLE_CENTER, Phaser.MIDDLE_RIGHT, Phaser.BOTTOM_LEFT, Phaser.BOTTOM_CENTER and Phaser.BOTTOM_RIGHT. 2016-06-15 23:37:48 +01:00
photonstorm
0880380ea9 Phaser 2.4.9 RC4. 2016-06-10 16:22:54 +01:00
photonstorm
2ac594ca03 TypeScript defs update. 2016-06-09 16:29:09 +01:00
Richard Davey
df92c45420 There are two new Phaser consts available, for help with orientation of games or Game Objects. They are Phaser.HORIZONTAL, Phaser.VERTICAL, Phaser.LANDSCAPE and Phaser.PORTRAIT. 2016-06-07 01:45:33 +01:00
photonstorm
0da7cf5ffd There are a bunch of new Phaser consts available to help with setting the angle of a Game Object. They are Phaser.ANGLE_UP, ANGLE_DOWN, ANGLE_LEFT, ANGLE_RIGHT, ANGLE_NORTH_EAST, ANGLE_NORTH_WEST, ANGLE_SOUTH_EAST and ANGLE_SOUTH_WEST. 2016-06-03 15:19:18 +01:00
photonstorm
e4ea011353 TilemapLayer now adheres to fixedToCamera should it be disabled #2482 2016-06-03 12:13:01 +01:00
Richard Davey
45bd98ee18 Fixed issue with camera target sync. 2016-06-02 23:20:46 +01:00
photonstorm
7844ad927c Preparing for 2.4.9 dev. 2016-05-23 12:32:37 +01:00
photonstorm
d1234d1685 Preparing for 2.5.0 dev. 2016-05-19 13:45:51 +01:00
photonstorm
9f28d0659d Phaser 2.4.8 release. 2016-05-19 12:36:51 +01:00
photonstorm
6bc93de7a5 Preparing for 2.4.8 dev. 2016-04-23 04:32:47 +01:00
photonstorm
a29cc64932 Phaser 2.4.7 Final. 2016-04-22 15:15:28 +01:00
photonstorm
a2d145a43d When the Loader loads audio via the Audio tag, instead of Web Audio, it used to use Phaser.GAMES[_this.game.id].load as the callback handler, which would stop it from working if you had multiple Loaders set-up within Phaser. It now uses a local reference to _this instead (thanks @SBCGames #2435) 2016-04-18 16:44:28 +01:00
photonstorm
41add1b4bf Phaser 2.4.7 RC1. 2016-04-14 13:23:44 +01:00
photonstorm
f40cfbe2ae 2015 - 2016. 2016-04-04 22:16:16 +01:00
photonstorm
ad6f0557f7 Preparing for 2.4.7 development. 2016-02-18 15:06:43 +00:00
photonstorm
47123c192d 2.4.6 Build files + docs + TS Docs. 2016-02-18 14:41:53 +00:00
Richard Davey
8aefd0fe9b Preparing for 2.4.6 development. 2016-02-17 16:28:27 +00:00
photonstorm
34c484367c Phaser 2.4.5 Build files. 2016-02-17 13:27:09 +00:00
photonstorm
6ad22bc098 Phaser 2.4.5-RC2 with fresh docs and build files. 2016-02-12 16:00:36 +00:00
Richard Davey
799efa3079 You can use the new const Phaser.PENDING_ATLAS as the texture key for any sprite. Doing this then sets the key to be the frame argument (the frame is set to zero). This allows you to create sprites using load.image during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data. 2015-10-31 01:04:14 +00:00
photonstorm
8a4a1528e4 Preparing for 2.4.5 dev. 2015-10-15 12:22:01 +01:00
photonstorm
99751a5e8e BaseTexture.skipRender is a new boolean that can be set to skip the rendering phase in the WebGL Sprite Batch. You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal __default texture) that has children that you do want to render, without causing a batch flush in the process. 2015-10-15 11:39:59 +01:00
photonstorm
d1233ad229 Phaser 2.4.4 RC1. 2015-10-13 14:10:55 +01:00
photonstorm
482d3c9882 Preparing for 2.4.4 dev. 2015-08-24 16:01:58 +01:00
photonstorm
bf862964d2 Phaser 2.4.3 Release. 2015-08-24 13:55:00 +01:00
photonstorm
a5a503b02c Phaser 2.4.3-RC1 build files. 2015-08-21 16:25:41 +01:00
photonstorm
6139071ebc Preparing for 2.4.3 dev. 2015-07-29 15:14:40 +01:00
photonstorm
4b22f48c75 2.4.2 release. 2015-07-29 15:01:04 +01:00
photonstorm
74a8ba0080 Preparing for 2.4.2 dev. 2015-07-24 14:04:30 +01:00
Richard Davey
1e6f83dbd3 Preparing for 2.4.1 development. 2015-07-22 17:26:12 +01:00
photonstorm
858ad51610 Phaser 2.4 release. 2015-07-22 15:31:30 +01:00
Richard Davey
fc1e0de790 Merge pull request #1923 from mkristo/pixi-patch
Make PIXI available for Phaser when using require
2015-07-21 16:14:09 +01:00
photonstorm
ee59425be3 RC3 2015-07-21 15:19:26 +01:00
photonstorm
7144b10ad5 TileSprites fixed for WebGL. 2015-07-21 13:24:12 +01:00
Markus Kristo
17c0768521 Add PIXI to the Phaser namespace
Hackish solution to make it possible to access PIXI directly from a game.
2015-07-21 11:00:30 +02:00
photonstorm
b6ad27ed24 Phaser 2.4 RC2. 2015-07-17 17:51:05 +01:00
photonstorm
90d08fbf24 Updated jsdocs and added align parameter to method call. 2015-06-03 05:28:24 +01:00
photonstorm
420272d589 Added Phaser.VIDEO object type const. 2015-05-03 13:53:02 +01:00
photonstorm
eca360301c Bumping up the release to 2.4.0 due to the API changes in the State Manager. 2015-04-15 01:37:41 +01:00
photonstorm
8f06991527 Added support for the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/). You can now create a Phaser.Creature object which uses json data and a texture atlas for the animations. Creature is a powerful animation tool, similar to Spriter or Spine. It is currently limited to WebGL games only, but the new libs should prove a solid starting point for anyone wanting to incorporate Creature animations into their games. 2015-04-13 23:16:29 +01:00
photonstorm
413c81e034 Preparing for 2.3.1 development. 2015-03-26 04:01:37 +00:00
photonstorm
8233b0a079 Phaser 2.3.0. 2015-03-26 02:37:31 +00:00