Commit graph

114 commits

Author SHA1 Message Date
Paul
dab8772de0 Documentation - consistency updates
- Updated `readOnly` doclet to `readonly`

- `array` refined to `type[]`, where such information was immediately
determinable.

- Updated {Any}/{*} to {any}; {...*} is standard exception

- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
Paul
83cbbf1d21 Text - font component cleanup
Some minor cleanup of font component handling and comments.

Also adds a warning if an "unparsable font" string is encountered. Might
save someone some trouble.
2014-11-28 03:50:52 -08:00
Paul
bf3d5aa22e Text - consistency updates
Added `cssFont`, `fontStyle`, and `fontVariant` properties for better
consistency and control.
2014-11-28 02:56:44 -08:00
Paul
8eb7594b29 Text - font size/weight can be specified as style
Fulfills: https://github.com/photonstorm/phaser/issues/1370

This allows `fontSize` and `fontWeight` to be specified as part of the
style as supplied to the Text constructor (and `setStyle` method). In
addition the `fontStyle` and `fontVariant` properties can also be set -
although these are not exposed later.

This also fixes edge cases that could be caused if `Text#fontSize` was
used without `Text#fontWeight`, where the applied style defaults would be
overwritten/reset.
2014-11-28 02:20:18 -08:00
Paul
5fbbeca7ab Text - documentation updates 2014-11-28 00:12:10 -08:00
photonstorm
e86f00eb55 Text.lineSpacing works correctly again. Before no space was added between the lines (thanks @intimidate #1367 and @brejep #1366) 2014-11-25 17:06:17 +00:00
Tim van den Eijnden
990867547e fix issue with lineSpacing, no space was added between the lines. The complete text moved down instead 2014-11-25 16:45:29 +01:00
photonstorm
1068563914 jsdoc fixes. 2014-11-25 14:15:55 +00:00
spayton
a942a03631 Texture width is recalculated larger on subsequent call to updateText() when text has a stroke thickness > 1
In function override Phaser.Text.prototype.updateText(), don't include this.context.lineWidth in width calculation as it's already incorporated by this.style.strokeThickness.
2014-10-28 11:48:57 +00:00
photonstorm
d22f2bd89b Small fix for Text wordWrapping #1247 2014-10-23 16:03:29 +01:00
photonstorm
b56c3bf54e jshint fixes 2014-10-22 22:49:20 +01:00
photonstorm
1bc1d2eb94 Fixed Text class for Pixi v2 changes. 2014-10-22 22:35:21 +01:00
photonstorm
7f196a01e7 Text.addColor allows you to set specific colors within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000 or rgb(255,0,0) and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text was Photon Storm and you did Text.addColor('#ffff00', 6) it would color in the word Storm in yellow.
Text.clearColors resets any previously set colors from `Text.addColor`.
2014-09-24 17:10:02 +01:00
photonstorm
dd74e3b0b4 Changing any of the Text properties such as font, lineSpacing and fontSize on a Text object that wasn't already on the display list would cause an updateTransform error. Parent is now checked first in all setters. 2014-09-24 01:10:36 +01:00
photonstorm
d18f523d93 jsdoc fixes. 2014-09-18 16:58:25 +01:00
photonstorm
7d9a4f4100 Phaser.Text wouldn't render the text to its local canvas if you passed the text on the constructor and didn't add it to the display list. If a string is given it now updates the local canvas on creation. 2014-09-04 02:18:12 +01:00
Richard Davey
fe0c03d5d7 Phaser.Text.destroy will now destroy the base texture by default (#1162) 2014-09-03 22:34:10 +01:00
photonstorm
fa45d7feff Events.onDestroy is a new signal that is dispatched whenever the parent is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084)
Group.onDestroy is a new signal that is dispatched whenever the Group is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084)
2014-08-28 02:56:06 +01:00
photonstorm
d10dea27b0 Pixi updated worldTransform from an Array to an Object and Phaser Image, BitmapText, Text and Graphics were still using array access to populate the world property, giving it incorrect results (thanks @alvinsight) 2014-07-15 22:44:02 +01:00
photonstorm
e85bbf8bc5 Text.updateText now sets the lineCap to round to avoid occassional font glitching issues in Chrome. 2014-04-28 15:17:47 +01:00
photonstorm
0b1fb5a637 Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746)
InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
2014-04-22 01:43:22 +01:00
nickryall
5f7d38e9fd Rounded lineJoins for text stroke 2014-04-01 09:00:35 +13:00
nickryall
772d9ca9f2 Renable input on Phaser.Image fix 2014-04-01 08:54:08 +13:00
Christian Wesselhoeft
bdbf2783ad Fix jshint issues in src/gameobjects 2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
61f18b675c Trim trailing whitespace. 2014-03-25 14:56:04 -07:00
photonstorm
96365a3a1f The StateManager is now responsible for clearing down input, timers, tweens, physics, camera and the World display list.
Removed the use of Int16Array from all Game Objects, swapped for standard Array. Phaser now runs on Android 2.x again (fix #590)
2014-03-19 12:05:19 +00:00
photonstorm
11fdd62436 World.destroy incorrectly clashed with the Group.destroy method it over-rode, renamed to World.shutdown and updated StateManager accordingly.
World.shutdown now removes all children iteratively, calling destroy on each one, ultimately performing a soft reset of the World.
Objects with a scale.x or y of 0 are no longer considered valid for input (fix #602)
InputHandler will set the browser pointer back to default if destroyed while over (fix #602)
Group.destroy has a new parameter: `soft`. A soft destruction won't remove the Group from its parent or null game references. Default is `false`.
InputHandler.validForInput is a new method that checks if the handler and its owner should be considered for Pointer input handling or not.
Group.replace will now return the old child, the one that was replaced in the Group.
2014-03-19 00:54:49 +00:00
photonstorm
c8e63582a4 Lots of small tweaks to pass jshint. 2014-03-13 16:49:52 +00:00
photonstorm
8318a58f69 Fixed bug causing Text with empty or no given text to break. Added World.createSpring. 2014-03-13 09:43:00 +00:00
photonstorm
8683d41c76 New Text examples. 2014-03-11 20:21:07 +00:00
photonstorm
6ef9e30753 Added z property to remaining game objects and updated TypeScript defs. 2014-03-10 23:16:49 +00:00
photonstorm
3b2573de9a Objects that are 'fixedToCamera' are now still correctly placed even if the camera is scaled (#512) 2014-03-06 17:12:12 +00:00
photonstorm
664d5b3e2c Fixed issue where Image, Sprite, etc wouldn't call preUpdate or postUpdate of its children.
Fixed issue where renderOrderID wasn't being assigned correctly, causing the Input Handler to be unable to select the "top" item on a display list (would all default to zero)
Fixed issue where Stage would assign renderOrderIDs in reverse, should be in sequence.
Fixed issue where objects where checking World for the currentRenderOrderID by mistake instead of Stage.
Basically, input handling works a lot better now for Groups and nested objects :)
2014-02-28 19:45:15 +00:00
photonstorm
8662cd2fd4 Brand new Grunt task - creates each core library as its own file and a combined phaser.js.
New build script now cleanly splits Phaser, Pixi and p2 so they are each UMD wrapped and each available in the global scope (now more requireJS friendly!).
phaser-no-libs.js allows you to use your own version of p2.js or pixi.js with Phaser. Warning: This is totally unsupported. If you hit bugs, you fix them yourself.
Fixed silly instanceof bug in game objects (sorry guys).
2014-02-28 09:30:53 +00:00
photonstorm
4562939e4e Fixed stupid error in destroy(). 2014-02-28 06:17:18 +00:00
photonstorm
7e12075be1 Buttons are now cleanly destroyed if part of a Group without leaving their InputHandler running.
You can now safely destroy a Group and the 'destroyChildren' boolean will propogate fully down the display list.
Calling destroy on an already destroyed object would throw a run-time error. Now checked for and aborted.
Calling destroy while in an Input Event callback now works for either the parent Group or the calling object itself.
In Group.destroy the default for 'destroyChildren' was false. It's now `true` as this is a far more likely requirement when destroying a Group.
All GameObjects now have a 'destroyChildren' boolean as a parameter to their destroy method. It's default is true and the value propogates down its children.
2014-02-27 20:05:16 +00:00
photonstorm
a61d030256 Display Objects now clean-up their children properly on destroy. 2014-02-21 13:25:08 +00:00
photonstorm
4ad7b304c6 Added Game configuration option: forceSetTimeOut 2014-02-20 01:31:13 +00:00
photonstorm
e5e643b103 fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
Also fixed the issue with World.preUpdate/postUpdate not being called and various small documentation issues.
2014-02-15 01:27:42 +00:00
photonstorm
3e99391cbf Updated all Game Objects so they all have preUpdate, update and postUpdate functions (even if empty). Updated World so when it iterates through them all it no longer checks if those functions are present before calling them. Was wasting a lot of time doing that before. 2014-02-14 01:09:52 +00:00
photonstorm
f6113ac6c4 Physics World events added.
Group has new 'addToWorld' parameter, which fulfills the same function as the old useStage.
Stage now extends PIXI.Stage rather than owns one.
2014-02-12 19:45:09 +00:00
photonstorm
f9f2f2a9ae Converted the Pixi.Ellipse class. 2014-02-10 01:18:53 +00:00
photonstorm
e15bebd269 Text.lineSpacing allows you to control the spacing between each line that is rendered.
Text.inputEnabled allows you to enable all input events over Text objects: dragging, clicking, etc - anything that works on a Sprite works on Text now too.
2014-02-09 22:48:35 +00:00
photonstorm
bca64c2adb Huge update to Phaser.Text. Much more lean, but loads of great new options added including drop shadows, gradient fills, fonts with spaces in the name, etc. 2014-02-09 13:36:02 +00:00
photonstorm
0896c2fac7 Updating copyright year and README. 2014-02-05 16:54:59 +00:00
photonstorm
128c7143d5 Lots more physics tests and updates.
PLEASE DO NOT upgrade to this release if you need your game working and it uses any of the physics functions, as they're nearly all broken here.
Just pushing up so I can share it with someone.
2014-01-20 20:14:34 +00:00
photonstorm
896e9af9f5 TilemapLayers now render tiles correctly, with our without debugging overlay. Collision working well across single and index ranges. 2013-12-17 05:07:00 +00:00
photonstorm
7917eac255 Added Matching Pairs game and updated fixed to camera example. 2013-12-16 15:16:44 +00:00
photonstorm
669570c701 Tidying up the examples and more Tilemap work. 2013-12-10 12:23:42 +00:00
photonstorm
06a17b4b26 Fixed an issue in Text. Fixed the background color issue with Canvas games. Updated the Examples viewer so the side-by-side focuses the iframe now. Added new "Extend Group" example. 2013-11-25 13:12:03 +00:00
photonstorm
299115ca5d The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00
photonstorm
13a2cc2feb Updating all files to adhere to the JSHint settings and fixing lots of documentation errors on the way. 2013-11-25 03:13:04 +00:00
Webeled
ce04ade458 Lots of JSDocs updates in the gameobjects folder 2013-10-25 15:22:45 +01:00
photonstorm
275fa4641e Added Text.destroy and BitmapText.destroy. 2013-10-17 15:40:44 +01:00
Richard Davey
e8bed83ac3 Making some major changes to Camera and World. 2013-10-04 14:41:15 +01:00
Richard Davey
ca113b85aa More docs coming on. 2013-10-01 16:39:39 +01:00
Richard Davey
305b12d76b Adding docs. 2013-10-01 15:01:46 +01:00
Richard Davey
18c695e9dd PixiPatch and other 1.0.7 features 2013-09-27 09:57:08 +01:00
Richard Davey
a415e779d1 Final 1.0.5 release. 2013-09-20 13:55:33 +01:00
Cameron Foale
6fde862f61 Make Phaser.Text play nicely with scrolling, by using an explicit x, y 2013-09-19 16:57:19 +10:00
Richard Davey
3c5ea01e09 1.0.3 release - fixed Text and Bitmap Fonts, Animation documentation and more examples 2013-09-17 16:50:47 +01:00
Richard Davey
7c6e6df91a State swap example done and working. 2013-09-13 05:44:04 +01:00
Richard Davey
9f687b4f8a Adding Type support for collision checks. 2013-09-12 21:54:41 +01:00
Richard Davey
8a90a87492 Text converted and a couple of examples created. Using new extend system, so much smaller classes now. 2013-09-03 06:02:47 +01:00