Richard Davey
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d93019e86b
|
Moved to 2.6.0
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2016-07-06 22:40:00 +01:00 |
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photonstorm
|
7ebae00c8f
|
Phaser 2.5.1 RC1
|
2016-07-01 16:57:36 +01:00 |
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Richard Davey
|
effb975a25
|
Preparing for 2.5.1 development.
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2016-06-17 13:11:48 +01:00 |
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Richard Davey
|
a9976d2703
|
Phaser 2.5.0 Release.
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2016-06-17 12:46:56 +01:00 |
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photonstorm
|
47f0224a40
|
Phaser 2.4.9 release.
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2016-06-17 01:11:24 +01:00 |
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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.
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2016-06-16 17:01:51 +01:00 |
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photonstorm
|
f64558c4ac
|
Readme update.
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2016-06-16 12:14:27 +01:00 |
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Richard Davey
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64a44aab17
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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 .
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2016-06-15 23:37:48 +01:00 |
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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 |
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Richard Davey
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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 |
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photonstorm
|
e4ea011353
|
TilemapLayer now adheres to fixedToCamera should it be disabled #2482
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2016-06-03 12:13:01 +01:00 |
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Richard Davey
|
45bd98ee18
|
Fixed issue with camera target sync.
|
2016-06-02 23:20:46 +01:00 |
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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 |
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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 |
|