photonstorm
e0b5e94f45
Fixed _destroy issue in Signal.
2014-07-03 10:50:12 +01:00
photonstorm
177d51f238
Signal.removeAll now has a new context
parameter. If specified only listeners matching the given context are removed (thanks @lucbloom for the idea, #880 )
2014-07-03 02:22:11 +01:00
photonstorm
92dbabb2df
Camera.updateTarget has had a make-over and now is a lot smoother under certain conditions (thanks @tjkopena, fix #966 )
2014-07-03 02:09:53 +01:00
photonstorm
8b160a1eb1
Tidied up formatting and docs.
2014-07-02 15:25:07 +01:00
photonstorm
8c41f6cc10
Game.onBlur and Game.onFocus events are now dispatched regardless if Stage.disableVisibilityChange is true or false, so you can respond to these events without your game automatically pausing or resuming ( #911 )
2014-07-02 14:57:28 +01:00
photonstorm
2916f0413f
Group.bringToTop (and consequently Sprite.bringToTop) no longer removes the child from the InputManager if enabled (thanks @BinaryMoon, fix #928 )
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Group.sendToBack (and consequently Sprite.sendToBack) no longer removes the child from the InputManager if enabled.
Group.add has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.addAt has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.remove has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onRemovedFromGroup` event.
Group.removeBetween has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Group.removeAll has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Internal child movements in Group (such as bringToTop) now uses the new `silent` parameter to avoid the child emitting incorrect Group addition and deletion events.
2014-07-02 14:04:14 +01:00
photonstorm
58fc73348c
The StateManager has a preRenderCallback option, which checks for a preRender function existing on the State, but it was never called. Have decided to add this in, so the core Game loop now calls state.preRender right before the renderer runs (thanks @AnderbergE #869 )
2014-07-02 05:32:40 +01:00
photonstorm
db22b019be
Swapped the ScaleManager creation order in Game, so both start and stop fullScreen requests work now.
2014-07-01 16:50:33 +01:00
photonstorm
d2fc42520b
stopFullScreen has been changed to run against document instead of the canvas since the cancelFullScreen method is created on the document (thanks @j0hnskot, #863 )
2014-07-01 15:46:32 +01:00
photonstorm
ee5f6457c8
Swapped to using escaped Unicode characters for the console output.
2014-06-09 16:15:41 +01:00
photonstorm
b63900f669
Testing frame crop support.
2014-06-05 02:33:29 +01:00
photonstorm
1e9d0b2438
Tidying up.
2014-05-30 05:33:30 +01:00
photonstorm
6e8694d5f7
A Canvas style set from a game config object used an incorrect property (thanks @TatumCreative, fix #861 )
2014-05-30 02:01:33 +01:00
photonstorm
edc1507b4e
Resolved issue where Cocoon won't render a scene in Canvas mode if there is only one Sprite/Image on it.
2014-05-29 23:52:13 +01:00
photonstorm
eee1183a6a
Forces use of a Canvas Renderer under CocoonJS automatically.
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The SoundManager no longer requires a touch to unlock it, defaults to unlocked.
2014-05-29 23:17:18 +01:00
photonstorm
0c675f741f
Wrapped all events that CocoonJS doesn't support in conditional checks to avoid Cocoon Warnings.
2014-05-29 22:25:40 +01:00
photonstorm
4004cc92e3
First working pass at the Asset Pack Loader update.
2014-05-29 15:57:47 +01:00
photonstorm
86c228d380
Group.destroy now removes any set filters (thanks @Jmaharman fix #844 )
2014-05-26 20:13:00 +01:00
photonstorm
7b876d5fc4
ScaleManager.bounds is a Rectangle object that holds the exact size of the game canvas, taking DOM offset and game scale into account.
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Pointer.withinGame is now accurate based on game scale and updated as the Pointer moves.
Stage.bounds is now updated if the game canvas offset changes position. Note that it gives the un-scaled game dimensions.
2014-05-19 18:49:59 +01:00
photonstorm
c9656e48de
Group.hasProperty fixed to not use hasOwnProperty, but a series of in
checks (thanks @mgiuffrida for the idea, #829 )
2014-05-19 13:11:58 +01:00
photonstorm
798d7a4fd1
Stage.backgroundColor now properly accepts hex #RRGGBB and color values 0xRRGGBB again ( fix #785 )
2014-05-14 01:59:21 +01:00
photonstorm
5eb7ae2cb0
Plugins moved to their own new repo.
2014-05-08 01:57:21 +01:00
Richard Davey
281e84ee9b
Start of the Virtual Joystick plugin.
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Fixes to Point.angle.
2014-05-07 16:35:08 +01:00
photonstorm
ebd608939a
PluginManager.add now accepts additional parameters and if given a function it will pass them all to the Plugin constructor.
2014-05-07 00:11:02 +01:00
photonstorm
1f24d95e1a
New force
parameter added to Group.set, setAll, setAllChildren, setProperty which controls if a property is created even if it doesn't exist.
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Group.hasProperty will check a child for the given property and return a boolean.
2014-05-01 11:45:17 +01:00
photonstorm
fa613c5fe1
ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782 )
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P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776 )
P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783 )
2014-04-29 19:34:38 +01:00
photonstorm
937085afda
Added Uint32Array polyfill for BitmapData manipulation, and optional dataview polyfill for IE9 P2 requirements in the resources folder.
2014-04-29 02:09:58 +01:00
photonstorm
a5cbd8f2a6
Fixed an issue where Sounds that had been paused via game code would un-mute if the game paused and resumed.
2014-04-28 20:30:47 +01:00
photonstorm
360d744472
Camera.unfollow allows you to easily unfollow a tracked object (thanks @alvinsight, #755 )
2014-04-28 14:56:48 +01:00
photonstorm
1d48b3c5f2
Your State can now have a pauseUpdate method, which is called constantly when the game is paused.
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The Input system is now updated even while the game is paused.
2014-04-28 00:07:40 +01:00
photonstorm
6e0c182fa5
Added _startHeight mod, but disabled until further testing.
2014-04-27 10:17:37 +01:00
photonstorm
bcd64fd44b
More Timer tests.
2014-04-26 16:16:18 +01:00
photonstorm
b0afc562b5
And take 3
2014-04-25 20:01:09 +01:00
photonstorm
3db5d27c82
ArrayList.callAll check added (ping @jflowers45 #746 )
2014-04-25 19:38:10 +01:00
photonstorm
b6c2b4e0bf
Updated to [Pixi.js 1.5.3]( https://github.com/GoodBoyDigital/pixi.js/releases/tag/v1.5.3 )
2014-04-25 16:55:09 +01:00
photonstorm
29040b39d7
Tidied up the ArrayList. May rename to Stack?
2014-04-25 15:24:55 +01:00
photonstorm
54b71ddc23
Phaser.ArrayList is a new iterative object, similar in principal to a linked list but operating on a single array without modifying the object structure.
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Input and Pointer now use the new ArrayList instead of a LinkedList, which resolve list item removable during callback issues.
Input.reset no longer resets every interactive item it knows of, because they are removed during the destroy phase and can now persist between States if needed.
2014-04-25 15:11:54 +01:00
photonstorm
0f1e0a3d4e
Updated the Device little / big endianess check.
2014-04-23 23:35:36 +01:00
photonstorm
b6cc150a15
Game.scratch is a single handy BitmapData instance that can be used as a visual scratch-pad, for off-screen bitmap manipulation (and is used as such by BitmapData itself).
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Updated TS defs.
2014-04-23 22:14:47 +01:00
photonstorm
87bcb6677d
Group.classType allows you to change the type of object that Group.create or createMultiple makes to your own custom class.
2014-04-23 21:49:58 +01:00
photonstorm
4ec5665148
Fixed #750 - Invalid typescript mapping for TileSprite.autoScroll function in TS defs.
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Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
Body.loadData flagged as deprecated.
2014-04-22 23:31:07 +01:00
photonstorm
944e03ddb8
P2.Body.loadPolygon has been updated to correct center of mass issues (thanks @georgiee, fix #749 )
2014-04-22 22:33:25 +01:00
photonstorm
5aaac8fbd4
Lots of jsdocs updates in the State class to make it more clear what the various properties and methods do.
2014-04-22 02:52:58 +01:00
photonstorm
0b1fb5a637
Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746 )
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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
photonstorm
3e6a88fff6
Group.remove now checks the child to see if it's a member of the root Group before removing it, otherwise Pixi throws an Error.
2014-04-17 12:47:36 +01:00
photonstorm
ce592d48bf
Group.destroy checks parent before removing (thanks @clark-stevenson, fix #733 )
2014-04-17 12:18:39 +01:00
photonstorm
7c9f079ce5
Group.setProperty will now check if the property exists before setting it, this applies to Group.setAll and anything else using setProperty internally.
2014-04-17 12:11:37 +01:00
photonstorm
b77c034f61
World.wrap will take a game object and if its x/y coordinates fall outside of the world bounds it will be repositioned on the opposite side, for a wrap-around effect.
2014-04-16 22:59:19 +01:00
photonstorm
089dfbb960
Group.resetCursor will reset the Group cursor back to the start of the group, or to the given index value.
2014-04-16 21:39:04 +01:00
photonstorm
6979103634
Fix for #732 (Timer.onComplete not firing).
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jsdoc updates across Math and InputHandler.
2014-04-16 18:50:54 +01:00