photonstorm
5a9b509b44
ArraySet.removeAll allows you to remove all members of an ArraySet and optionally call destroy
on them as well.
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GameObject.input.dragStartPoint now stores the coordinates the object was at when the drag started. This value is populated when the drag starts. It can be used to return an object to its pre-drag position, for example if it was dropped in an invalid place in-game.
2015-03-19 00:51:13 +00:00
Richard Davey
23d31ffc62
Merge pull request #1677 from breakosaur/documentation-fixes
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Fixed a few documentation typos.
2015-03-18 22:53:29 +00:00
breakosaur
bb600b4319
Fixed a few documentation typos.
2015-03-18 21:07:36 +00:00
photonstorm
62b2fb51d6
Link changed ( fix #1672 )
2015-03-18 19:25:12 +00:00
Richard Davey
358e0a6675
Merge pull request #1674 from englercj/dev
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Fix debug drawing for p2 physics bodies
2015-03-18 19:21:59 +00:00
photonstorm
0868ff696f
Defs update re: #1657
2015-03-18 19:17:42 +00:00
photonstorm
f2b03c8826
Readme updated.
2015-03-18 19:14:58 +00:00
photonstorm
165e5935c2
JSDoc fixes.
2015-03-18 19:14:58 +00:00
Richard Davey
e63569634c
Merge pull request #1671 from pnstickne/wip-1666
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Tilemap rendering sets initial state better
2015-03-18 19:12:23 +00:00
Richard Davey
c38632a191
Merge pull request #1675 from englercj/typescript-split
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Split p2 definitions into its own file
2015-03-18 19:11:26 +00:00
Chad Engler
c458b6e7af
split p2 definitions into its own file
2015-03-18 11:44:11 -07:00
Chad Engler
0b3850cc0c
Fix debug drawing for p2 physics bodies
2015-03-18 01:19:32 -07:00
Paul
dcc83ec793
Tilemap renderer - context save/restore
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- Added context save/restore; the secondary issue when the canvas
is copied from later, and if any alpha is applied
2015-03-16 22:05:46 -07:00
Paul
54dba67f50
Tilemap rendering sets initial state better
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- #1666 - previous alpha state could bleed through.
Now the initial alpha and composite modes are set explicitly.
2015-03-16 21:35:39 -07:00
Richard Davey
283457a4f9
Merge pull request #1668 from pnstickne/wip-1664
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Corrected logic when loading a pack from data
2015-03-16 10:08:42 +00:00
Paul
cc5d1d02e5
Loader: loading from pack data
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- Corrected logic where packs added via data would still try to be loaded.
This makes the behavior correct per the documentation and v2.2
2015-03-15 20:26:37 -07:00
photonstorm
6cf982a4a0
Fixed to Destroy component if still in render loop.
2015-03-11 01:44:46 +00:00
photonstorm
ee61d95980
Tidying up the Pixi source.
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Added DisplayObject.destroy to cleanly remove all references, callbacks and cached textures (fixes #1656 )
2015-03-10 15:13:37 +00:00
photonstorm
0516167c3d
Finally tracked down the rogue bug causing Graphics objects to not work with various components ( fix #1654 )
2015-03-10 14:23:49 +00:00
photonstorm
fe9a9fcd63
More Pixi updates.
2015-03-05 19:26:53 +00:00
photonstorm
f4eff6359c
Added isArray check.
2015-03-05 14:02:24 +00:00
photonstorm
889c85cd81
Updated copyright year.
2015-03-05 14:02:15 +00:00
photonstorm
364f3b3cb8
Formatting.
2015-03-05 14:02:04 +00:00
photonstorm
893d36f128
jsdoc fix.
2015-03-05 14:01:52 +00:00
photonstorm
d717c5c180
Removed final traces of _interactive properties and checks. Also added preUpdate catch.
2015-03-05 14:01:43 +00:00
photonstorm
ed3afed2ff
Fixed spelling mistake.
2015-03-05 14:00:57 +00:00
photonstorm
0a45223cd4
Resuming a sound needs the onended handler adding back in again.
2015-03-04 00:32:33 +00:00
photonstorm
59a72ffa80
Grunt file now properly includes stub files for Game core managers.
2015-03-04 00:32:33 +00:00
Richard Davey
cc8653ff65
Merge pull request #1652 from clark-stevenson/dev
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Minor Updates
2015-03-04 00:09:42 +00:00
Clark Stevenson
c350d21b0b
Minor Updates
2015-03-03 21:15:11 +00:00
Richard Davey
7eb73e99a8
Merge pull request #1648 from pnstickne/wip-components-docs
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Component documentation
2015-03-01 10:46:55 +00:00
Richard Davey
5a620f93fd
Merge pull request #1647 from pnstickne/wip-components-toproto
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Moved component installation out of constructors
2015-03-01 10:44:56 +00:00
Paul
4de95c09b5
Component documentation
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- Required changes for documentation to show up correctly
- Uses multiple @extends, which currently [mostly] works in jsdoc
and like closure compiler
2015-02-28 23:00:17 -08:00
Paul
ee34327c93
Components: bug fixes
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- Use property check ('in') to avoid property access
- Promoted 'body' property for physics
2015-02-28 17:49:45 -08:00
Paul
0e5272b217
Merge remote-tracking branch 'upstream/dev' into wip-components-toproto
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Conflicts:
src/gameobjects/Image.js
src/gameobjects/Rope.js
src/gameobjects/Sprite.js
src/gameobjects/Text.js
src/gameobjects/TileSprite.js
src/gameobjects/components/Core.js
2015-02-28 15:51:47 -08:00
photonstorm
2483cd5df4
Various readonly Body properties flagged as 'readonly' in the jsdocs ( #1643 )
2015-02-26 23:32:14 +00:00
photonstorm
53b1562eb6
jshint fix
2015-02-26 23:12:26 +00:00
Richard Davey
c819f0b508
Merge pull request #1642 from zekoff/tileset-render-fix
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Fix row/col count formula.
2015-02-26 21:28:21 +00:00
Richard Davey
ef5d7a9b3b
Merge pull request #1638 from clark-stevenson/dev
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Weekly Review
2015-02-26 21:25:00 +00:00
photonstorm
f99f182a6f
Arcade Physics is now using a spacial pre-sort for all Sprite vs. Group and Group vs. Group collisions. You can define the direction the sort will prioritise via the new sortDirection
property. By default it is set to Phaser.Physics.Arcade.LEFT_RIGHT
. For example if you are making a horizontally scrolling game, where the player starts on the left and moves to the right, then this sort order will allow the physics system to quickly eliminate any object to the right of the players bounds. This cuts down on the sheer volume of actual collision checks needing to be made. In a densely populated level it can improve fps rate dramatically.
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There are 3 other directions available (`RIGHT_LEFT`, `TOP_BOTTOM` and `BOTTOM_TOP`) and which one you need will depend on your game type. If you were making a vertically scrolling shoot-em-up then you'd pick `BOTTOM_TOP` so it sorts all objects above and can bail out quickly.
More importantly you can switch the `sortDirection` at run-time with no loss of performance. Just make sure you do it *before* running any collision checks. So if you had a large 8-way scrolling world you could set the `sortDirection` to match the direction the player was moving in and adjust it in real-time, getting the benefits as you go. My thanks to Aaron Lahman for inspiring this update.
2015-02-26 21:24:07 +00:00
photonstorm
74eeddf956
You can now set a resolution
property in your Game Configuration object. This will be read when the Pixi renderer instance is created and used to set the resolution within that ( #1621 )
2015-02-26 10:52:30 +00:00
Michael Zekoff
510353f6fb
Fix row/col count formula.
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This fixes the rendering issue for tilesets with margin/spacing
as described in photonstorm/phaser#1641 .
2015-02-26 04:34:41 +00:00
photonstorm
41396d5ad2
Merged all of the relevant Pixi 2.2.7 fixes in ( #1621 )
2015-02-25 17:04:48 +00:00
photonstorm
03a2db18cb
Added extra protection in the case of mixed-type Groups.
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Removed window vars and replaced with stats property.
Removed redundant if/else checks.
2015-02-25 06:06:40 +00:00
photonstorm
8aec760cd5
First pass at spacial sorting in World.collide.
2015-02-25 05:39:02 +00:00
photonstorm
321e11d0a5
A State swap now sets the Loader.reset hard
parameter to true
by default. This will null any Loader.preloadSprite that may have been set ( #1636 )
2015-02-25 05:18:49 +00:00
photonstorm
a69e53f901
Copyright date change.
2015-02-25 03:36:23 +00:00
photonstorm
466a4d11bb
Loader.preloadSprite had an extra guard added to ensure it didn't try to updateCrop a non-existent sprite (thanks @noidexe #1636 )
2015-02-25 03:08:37 +00:00
photonstorm
eb8e99021b
Updated Grunt script with 'build' task back + new dist builds.
2015-02-25 02:59:00 +00:00
photonstorm
dee13d52d8
jshint fix.
2015-02-25 02:50:57 +00:00