Commit graph

4801 commits

Author SHA1 Message Date
photonstorm
4fd2524c61 Text.setStyle has a new argument update which will optionally automatically call updateText after setting the new style (thanks @staff0rd #2478) 2016-05-16 12:55:27 +01:00
stafford
e6b9ca4e22 fix generateTexture return type 2016-05-12 15:30:33 +10:00
photonstorm
f34b567295 BitmapData.copy, and by extension any method that uses it, including BitmapData.draw, drawGroup and drawFull, now all support drawing RenderTexture objects. These can either be passed directly, or be the textures of Sprites, such as from a call to generateTexture. 2016-05-12 03:48:14 +01:00
photonstorm
94832677b9 Docs update. 2016-05-11 16:39:39 +01:00
photonstorm
85d5d9715d Removed, this has gone to its own branch. 2016-05-11 16:38:56 +01:00
photonstorm
1d18c70371 BitmapData.drawGroupProxy is now capable of iterating through Sprites that have children, and also now uses the world positions for drawing instead. 2016-05-11 16:38:42 +01:00
photonstorm
74af2079b6 Swap to use worldScale instead of worldTransform. 2016-05-11 16:37:31 +01:00
photonstorm
621673b9ca Revert worldScale setter. 2016-05-11 16:37:21 +01:00
photonstorm
815907184a Typo fix. 2016-05-11 16:37:01 +01:00
photonstorm
9649f714bb InputHandler.checkPointerDown and checkPointerOver will now test the worldTransform scale property of a Sprite. If zero it will fast return, where-as before it would incorrectly report an up event (thanks @jaapaurelio #2466) 2016-05-11 12:25:35 +01:00
photonstorm
368913fd98 Removed WebGL Tilemap renderer, has moved to its own branch to be part of 2.5.0. 2016-05-11 11:27:36 +01:00
photonstorm
a2ba13e33f Docs update. 2016-05-11 11:27:36 +01:00
photonstorm
16203a378a PIXI.defaultRenderer is now set to null in Game.destroy, allowing it to be reset if a new Game instance is created on the same page (thanks @xtforgame ##2474) 2016-05-11 11:27:36 +01:00
Richard Davey
fd8f6117e2 Merge pull request #2469 from mortonfox/patch-1
Update link to CONTRIBUTING.md
2016-05-11 10:04:14 +01:00
Casey Leonard
9ede913609 gamepad bugs in Chrome
fixes issues with being unable to connect a gamepad in Chrome and losing
the gamepad when focus is lost to the game
2016-05-07 19:07:16 -04:00
Morton Fox
e125696ccd Update link to CONTRIBUTING.md 2016-05-07 00:43:13 -04:00
Pete Baron
5e97f10c86 Remove un-needed mixin components leaving only FixedToCamera (not sure about this one). Move this.fixedToCamera after the Core.init call which creates the underlying core components required. Add temporary instant return from shiftCanvas in case that was being called and contributing to the slow-down (probably not). 2016-05-05 17:00:22 +12:00
Pete Baron
ef4143136e Use this.x, this.y as scrolling offsets when rendering each tile. 2016-05-05 16:57:55 +12:00
Pete Baron
69abe492cc Modified Phaser.Tilemap and PIXI.Tilemap to support the new Phaser.TilemapLayerGL objects.
The PIXI file has a reverse dependency on Phaser for it's 'layer' parameter which contains a Phaser.Tilemap (which holds the map data).  The other changes adapt it to the new data source (previously this expected a raw JSON object encoded like the Mario.json map is).

The Phaser file now keeps a reference to the data parsed from the original map, and adds a branch in createLayer to build a TilemapLayerGL instead of a TilemapLayer.
2016-05-05 15:58:03 +12:00
Pete Baron
671fe4ef5b Add new Phaser.TilemapLayerGL class to the build. 2016-05-05 15:53:04 +12:00
Pete Baron
ad04676980 New class: duplicate of Phaser.TilemapLayer modified to access the new PIXI.Tilemap WebGL based tile renderer.
This is just the first test which actually produces some visible output (the map is drawn for the "sci fly" demo example, if you adjust line 27 of that source file to: layer = map.createLayer(0, undefined, undefined, undefined, true);
The new terminal "true" parameter instructs Phaser.Tilemap.createLayer to create a TilemapLayerGL object instead of the usual Phaser.TilemapLayer.
2016-05-05 15:52:26 +12:00
photonstorm
45118e7a60 Docs fix. 2016-05-04 23:34:15 +01:00
Pete Baron
eb77949f63 Strip down PIXI.Tilemap to remove all unused code.
Add very simple tilemap render function to draw every layer, every tile, for the tiles provided.
Link to the TilemapShader and get the whole thing working.
2016-05-05 10:29:51 +12:00
Pete Baron
9deb07c3aa Modify this shader to draw a simple textured rectangle using a two-tri strip, extremely quickly due to simplicity. 2016-05-05 10:28:12 +12:00
photonstorm
1adece490a Docs update. 2016-05-04 02:02:13 +01:00
photonstorm
7afe087c3d Docs fix. 2016-04-29 17:46:44 +01:00
photonstorm
2e1c858196 Added Create. 2016-04-29 01:41:15 +01:00
photonstorm
7332dd8028 Custom WebGL Tilemap renderer POC displaying textures. It's a start. 2016-04-28 00:18:09 +01:00
photonstorm
b008fc7216 Readme update. 2016-04-28 00:18:08 +01:00
Richard Davey
88977e4609 Merge pull request #2444 from staff0rd/typescript_SaveCPU_Plugin
added type definintions for SaveCPU plugin
2016-04-28 00:05:31 +01:00
Richard Davey
d16ef28ae6 Merge pull request #2452 from osev7/patch-1
typescript defs: Allow game.physics.arcade.collide(group) for collisions within group
2016-04-27 23:56:43 +01:00
photonstorm
16378713b4 JSDocs update (#249) 2016-04-27 12:57:41 +01:00
photonstorm
d55b0c9e51 Tilemap update. 2016-04-27 03:38:07 +01:00
photonstorm
b10c8858c3 Tilemap shader WIP. 2016-04-27 03:02:13 +01:00
osev7
65f7f06849 Allow game.physics.arcade.collide(group) for collisions within group 2016-04-26 09:41:13 -04:00
photonstorm
f494c867c7 Fixed an issue in the Arcade Physics overlap method where it would only detect overlaps up to the max bias threshold and no further (thanks @rgk #2441)
The Arcade Physics overlap method would return false if two bodies were overlapping but neither had any velocity (i.e. they were embedded into each other)
2016-04-25 11:38:51 +01:00
photonstorm
620b95e510 Updated docs and TS defs re: #2443 2016-04-23 04:36:47 +01:00
Richard Davey
74d52dd327 Merge pull request #2443 from drhayes/dev
Add a "shakeIntensity" property to Camera.
2016-04-23 04:34:08 +01:00
photonstorm
6bc93de7a5 Preparing for 2.4.8 dev. 2016-04-23 04:32:47 +01:00
Stafford Williams
0628870540 fix type 2016-04-23 12:33:12 +10:00
Stafford Williams
c3bc464b1c added type definintions for SaveCPU plugin 2016-04-23 12:13:30 +10:00
David Hayes
fb709fe728 Add a "shakeIntensity" property to Camera.
This would allow tweening the intensity of the Camera shake over the
lifetime of the shaking.
2016-04-22 19:53:52 -05:00
photonstorm
a29cc64932 Phaser 2.4.7 Final. 2016-04-22 15:15:28 +01:00
photonstorm
6cc0a48347 Phaser 2.4.7 RC2. 2016-04-22 14:45:11 +01:00
photonstorm
b441ee315f Docs update. 2016-04-22 11:56:06 +01:00
photonstorm
002d6250a8 Docs update. 2016-04-21 00:48:54 +01:00
Richard Davey
37d7a1161a Merge pull request #2439 from kiswa/dev
Allow debug.line to be used without error TS2346
2016-04-20 14:23:55 +01:00
Matthew Ross
55214fe2df Allow debug.line to be used without error TS2346
When calling debug.line('Any string'); the TypeScript compiler give error TS2346 because there are no parameters in the method definition. This creates a dummy parameter which allows the same functionality without the compiler error.
2016-04-20 09:19:11 -04:00
photonstorm
3d6b1a3b7e Stopped the Camera Shake effect from changing the World position, as it screws up Arcade Physics, Sprite deltas and some input handling. Instead moved the effect to be render applied only. On Canvas it updates the context.setTransform call, and on WebGL the renderSession offset property. 2016-04-19 04:12:58 +01:00
photonstorm
62d135cf1f Small tidy-up. 2016-04-19 03:39:04 +01:00