Commit graph

1270 commits

Author SHA1 Message Date
Richard Davey
6a9fd4de8d Debug.currentAlpha wasn't being used to set the alpha of the Debug context at all (was always set to 1) but now updates the alpha of the Debug context before anything is rendered to it (thanks @wayfu #1888) 2015-07-07 03:32:11 +01:00
Richard Davey
06658fa1e0 TilemapLayer.resize allows you to resize a TilemapLayer. It will update the internal canvas object and corresponding texture dimensions (#1881) 2015-07-07 03:27:28 +01:00
Richard Davey
f57d3c19e9 P2.Body.createGroupCallback incorrectly referenced the _groupCallbackContext when deleting it (thanks @Langerz82 #1886) 2015-07-07 01:24:26 +01:00
photonstorm
ab092c5c14 Keyboard.addKeys is a practical way to create an object containing user selected hotkeys. For example: addKeys( [Phaser.Keyboard.W, Phaser.Keyboard.S, Phaser.Keyboard.A, Phaser.Keyboard.D], [ 'up', 'down', 'left', 'right' ] ); would return an object containing the properties up, down, left and right that you could poll just like a Phaser.Key object. (thanks @Mourtz #1857) 2015-07-02 14:15:06 +01:00
photonstorm
698167a596 Tiled Image Collection support is now available and has been added to the TilemapParser and Tilemap classes (thanks @asyed94 #1879) 2015-07-02 13:53:02 +01:00
photonstorm
a89d48b9a6 Text.autoRound allows you to control if the text is allowed to render at sub-pixel coordinates or not. Set to true to round the coordinates, often eliminating anti-aliasing from certain font types (#1867) 2015-07-02 13:39:59 +01:00
photonstorm
ce405acb02 jsdoc update #1864 2015-07-02 13:31:26 +01:00
photonstorm
29f9eeabc6 RenderTexture now takes the display objects alpha into consideration when rendering it, before it would always reset worldAlpha to 1 before rendering, thus ignoring any alpha that may be set. 2015-07-02 13:28:44 +01:00
photonstorm
1ed33cb06c Setting mute to false on Sound that was never muted caused its volume to be set to zero (thanks @brianbunch #1870) 2015-06-24 15:54:25 +01:00
photonstorm
a69c156526 The Text Bounds is a rectangular region that allows you to align your text within it, regardless of the number of lines of text or position within the world. For example in an 800x600 sized game if you set the textBounds to be 0,0,800,600 and text alignment to 'left' and vertical alignment to 'bottom' then the text will render in the bottom-right hand corner of the game, regardless of the size of font you're using or the number of lines in the text itself.
Set the Style properties `boundsAlignH` and `boundsAlignV` or adjust them via the Text setters to change the alignment.

It works by calculating the final position based on the Text.canvas size, which is modified as the text is updated. Some fonts have additional padding around them which you can mitigate by tweaking the Text.padding property.

Setting a textBounds _doesn't_ update the wordWrapWidth, so be aware of the relationship between the two.

Call this method with nothing defined for any of the parameters to reset an existing textBounds.

#1824
2015-06-17 17:18:04 +01:00
photonstorm
0258245f12 Phaser.Text no longer extends PIXI.Text but replaces it entirely. Phaser.Text now natively extends a Phaser Sprite, meaning it can be enabled for physics, damaged, etc. 2015-06-17 13:21:28 +01:00
photonstorm
102c74e121 Deprecated the following:
* Camera.screenView
* ScaleManager.maxIterations
* ScaleManager.enterPortrait (see onOrientationChange)
* ScaleManager.enterLandscape (see onOrientationChange)
* ScaleManager.enterFullScreen (see onFullScreenChange)
* ScaleManager.leaveFullScreen (see onFullScreenChange)
* ScaleManager.fullScreenFailed (see onFullScreenError)
* ScaleManager.checkResize
* ScaleManager.checkOrientation
* ScaleManager.setScreenSize (see updateLayout)
* ScaleManager.setSize (see reflowCanvas)
* ScaleManager.checkOrientationState (see reflowCanvas)
* ScaleManager.orientation (see screenOrientation)
* Gamepad.disabled (see enabled)
* Input.currentPointers (see totalActivePointers)
* Input.disabled (see enabled)
* Keyboard.disabled (see enabled)
* Mouse.disabled (see enabled)
* Mouse.mouseMoveCallback (see Input.addMoveCallback)
* MSPointer.disabled (see enabled)
* Touch.disabled (see enabled)
* Cache.getUrl (see getURL)
* Math.truncate (see Math.trunc)
* Math.snapToInArray (see Phaser.ArrayUtils.findClosest)
* Math.interpolateFloat (see Math.linear)
* Math.normalizeLatitude (use Phaser.Math.clamp(lat, -90, 90))
* Math.normalizeLongitude (use Phaser.Math.wrap(lng, -180, 180))
* Math.chanceRoll (use Phaser.Utils.chanceRoll)
* Math.numberArray (use Phaser.ArrayUtils.numberArray)
* Math.numberArrayStep (use Phaser.ArrayUtils.numberArrayStep)
* Math.limitValue (use Phaser.Math.clamp)
* Math.randomSign (use Phaser.Utils.randomChoice(-1, 1))
* Math.angleLimit (use Phaser.Math.clamp)
* Math.getRandom (use Phaser.ArrayUtils.getRandomItem)
* Math.removeRandom (use Phaser.ArrayUtils.removeRandomItem)
* Math.floor (use Math.trunc)
* Math.ceil (use Phaser.Math.roundAwayFromZero)
* Math.shift (use Phaser.ArrayUtils.rotate)
* Math.shuffleArray (use Phaser.ArrayUtils.shuffle)
* Math.distanceRounded (do the rounding locally)
* Canvas.getOffset (see Phaser.DOM.getOffset)
* Canvas.getAspectRatio (see Phaser.DOM.getAspectRatio)
* TilemapLayer.tileColor (use TilemapLayer.debugSettings.missingImageFill)
* Phaser.ArrayList alias removed, now use Phaser.ArraySet
* Utils.transposeArray (see Phaser.ArrayUtils.transposeMatrix)
* Utils.rotateArray (see Phaser.ArrayUtils.rotateMatrix)
* Utils.shuffle (see Phaser.ArrayUtils.shuffle)
2015-06-17 03:14:31 +01:00
photonstorm
8cf28fede7 maxHealth is a new property that Game Objects with the Health component receive and works in combination with the heal method to ensure a health limit cap. 2015-06-17 02:00:04 +01:00
photonstorm
b725c25702 Button game objects now have Input.useHandCursor set to true by default. 2015-06-17 01:55:36 +01:00
photonstorm
e28eb7b390 Docs update. 2015-06-17 01:55:36 +01:00
photonstorm
40802314dd TileSprite now fully supports animation again, having been broken for several versions due to a Pixi upgrade. We've updated the way TileSprites generate their textures internally considerably and animation support is back across both Canvas and WebGL as a result (#1653) 2015-06-17 01:25:56 +01:00
Richard Davey
14733e9b90 Tilemap.addTilesetImage can now accept a BitmapData as the key parameter and will use the BitmapData to render the tileset with instead of an image from the cache (thanks to @unstoppablecarl for the idea #1838) 2015-06-16 23:17:46 +01:00
photonstorm
30a35227da Formatting update. 2015-06-16 20:38:18 +01:00
photonstorm
17831e0103 P2.Body.loadPolygon now allows the key parameter to be passed as null - when this happens the object parameter can be the actual physics object data instead of a string pointing to the cache, allowing you to take advantage of adding multiple convex shapes with automatic adjustments for center of mass #1801 2015-06-16 19:02:28 +01:00
photonstorm
b481402ae4 Due to a Pixi 2 issue TileSprite when running under WebGL didn't respect the world alpha setting and would only work with its own alpha (thanks @hanenbro #1774) 2015-06-16 17:03:19 +01:00
photonstorm
1990bce48b Sound.restart and Sound.stop now properly disconnect the sound from the gainNode (or external node) before stopping it, allowing restart to work correctly (thanks @eofs #1796) 2015-06-16 16:24:47 +01:00
photonstorm
00cf44eb22 If running under Cordova and iOS the Game.lockRender boolean will be set to true when the game pauses and false when it resumes. This avoids the gpus_ReturnNotPermittedKillClient app crash on iOS (thanks @cncolder #1800) 2015-06-16 14:54:42 +01:00
photonstorm
ab8c98676e Sound.resume wouldn't properly restart looped sounds in Chrome after being paused. Phaser now specifically handles the Chrome 42 bug and later fix (thanks @nkovacs #1820) 2015-06-16 14:28:46 +01:00
photonstorm
f5369628ce Device.chromeVersion will return the major version number of Chrome. 2015-06-16 14:16:04 +01:00
photonstorm
732b80813e Line.rotate allows you to rotate a line by the given amount around its center point. 2015-06-13 05:20:43 +01:00
photonstorm
9e78cd1d7a Rectangle.random will return a uniformly distributed random point from anywhere within the rectangle. 2015-06-13 04:18:50 +01:00
photonstorm
77e7b2af9b Ellipse.random will return a uniformly distributed random point from anywhere within the ellipse. 2015-06-13 03:46:20 +01:00
photonstorm
3daea179fb Line.random will return a random point from anywhere on the Line segment. 2015-06-13 03:04:02 +01:00
photonstorm
9212c01dae Returns a random point from anywhere within this circle. 2015-06-12 19:15:56 +01:00
photonstorm
af42f5d4c9 Cache.getJSON has a new parameter: clone. If set it will return a clone of the object stored in the Cache rather than a reference to it. 2015-06-12 12:16:58 +01:00
photonstorm
681d8679e7 Rectangle.resize allows you to resize a Rectangle to the new given dimensions without altering its position. 2015-06-11 06:01:29 +01:00
photonstorm
2b0abb67dd onDragUpdate is a new signal that is dispatched whenever a Game object enabled for input and drag is moved by a pointer (i.e. during a drag event). See the Phaser.InputHandler.enableDrag docs for parameter details and the new Phaser Example. 2015-06-04 20:58:00 +01:00
photonstorm
eec99db8a9 Readme update. 2015-06-04 04:24:02 +01:00
photonstorm
ed82097151 Removed un-necessary PIXI.TextureCache pollution in Phaser.LoaderParser.bitmapFont. 2015-06-03 05:28:23 +01:00
photonstorm
76e2b00c82 Fixed pad jsdoc and ts defs (#1823) 2015-06-02 19:53:30 +01:00
photonstorm
cc5740af10 BitmapText line spacing and word wrapping has been vastly improved and bought in-line with how Pixi 3 handles it, but with additional anchor support. 2015-05-31 01:31:11 +01:00
Richard Davey
187d947c29 Merge pull request #1806 from joshtepei/patch-2
Fixed a comma error in README.md
2015-05-30 20:02:59 +01:00
photonstorm
1438248388 Group.add and Group.addAt will only create a Physics Body on the child if it doesn't already have one. This is a change from 2.3 where it would replace the physics body property with the new body, but this could lead to garbage build-up over time, so you should now properly destroy the body before changing it. 2015-05-29 00:59:23 +01:00
photonstorm
3ad60b815b Docs update. 2015-05-27 18:07:38 +01:00
photonstorm
83b533557d Docs update. 2015-05-26 20:01:57 +01:00
photonstorm
f2636a155a Readme update. 2015-05-22 15:10:27 +01:00
photonstorm
312c31b778 jsdoc and formatting fixes. 2015-05-21 11:53:18 +01:00
Josh Tepei
6bf44a859c Fixed a grammar error in README.md
Added a comma for further clarity on line 54 of README.md
2015-05-20 14:23:33 -07:00
photonstorm
5a91f85b1f Typo. 2015-05-19 16:57:36 +01:00
photonstorm
ab594e930b Readme update. 2015-05-19 16:09:19 +01:00
photonstorm
c3d123641b Readme update. 2015-05-19 14:53:38 +01:00
photonstorm
0f6dd1a1a6 Device.firefoxVersion is a new property that contains the major Firefox version number if running within Firefox, otherwise zero. 2015-05-18 14:51:25 +01:00
photonstorm
bd44a25212 Readme updates. 2015-05-18 12:55:48 +01:00
photonstorm
5a149ea4ec Docs updates. 2015-05-14 16:52:09 +01:00
photonstorm
f7514dc979 Docs updates. 2015-05-12 13:03:27 +01:00
photonstorm
7b938f396e Rectangle.bottomLeft has been added (thanks @mattmogford #1788) 2015-05-12 13:03:26 +01:00
photonstorm
4a4d7d594c Docs updates. 2015-05-08 04:15:03 +01:00
photonstorm
25178fdf85 Docs update. 2015-05-08 01:51:18 +01:00
photonstorm
af66b49f31 If a BitmapData is created with a width or height set to zero then the width and/or height are set to a default value (256) instead to avoid getContext errors. 2015-05-06 16:50:10 +01:00
photonstorm
f623e68eb7 Docs updates. 2015-05-06 01:12:09 +01:00
photonstorm
9aa022ba8e Docs update. 2015-05-05 17:03:44 +01:00
photonstorm
9ce76fcef8 Docs update. 2015-05-05 16:25:57 +01:00
photonstorm
33ece1fc52 Readme updates. 2015-05-05 14:02:10 +01:00
photonstorm
159a3f2f40 Readme updates. 2015-05-03 13:53:03 +01:00
photonstorm
df3c684760 PIXI.BaseTexture.forceLoaded allows you to set a BaseTexture as loaded, with the given width and height. It then calls BaseTexture.dirty. This is important for when you don't want to modify the shape of the source object by forcing in complete or dimension properties it may not naturally have, but still wish to use it as a base texture. 2015-05-03 13:53:02 +01:00
photonstorm
3f51463c7b PIXI.CanvasTinter.tintWithMultiply was performing a double drawImage operation for no reason. Simplified down to a single drawImage call. 2015-05-03 13:53:02 +01:00
photonstorm
e291f6d590 Added type parameter to VideoTexture.fromUrl allowing you to define the mime-type of the video file, which is required for Firefox and Safari in most cases. 2015-04-29 14:41:47 +01:00
photonstorm
da0bd86c26 Rectangle.ceil runs Math.ceil() on both the x and y values of the Rectangle.
Rectangle.ceilAll runs Math.ceil() on the x, y, width and height values of the Rectangle.
2015-04-29 13:13:11 +01:00
photonstorm
8290e8c371 Text.setShadow has two new optional parameters: shadowStroke and shadowFill. These allow you to set if the drop shadow is applied to the Text stroke, the Text fill or both of them (thanks @qdrj #1766)
Text.shadowStroke and Text.shadowFill allow you to toggle if the drop shadow is applied to the Text stroke or fill independently.
2015-04-27 16:22:36 +01:00
photonstorm
8519c9e394 The Tween.onStart signal wasn't dispatched if the Tween had a delay set. It's now dispatched immediately if no delay, or after the delay if set. It also respects the autoStart parameter and will still dispatch even if autoStart is true. 2015-04-27 16:22:35 +01:00
photonstorm
30450cb9bc Loader.atlas and Cache.addTextureAtlas will now automatically determine the format of the JSON data (array or hash) when added to the Cache. You no longer need to specify it explicitly if JSON, only if XML. 2015-04-23 02:35:09 +01:00
photonstorm
05d0a94116 Phaser.AnimationParser methods JSONData, JSONDataHash and XMLData have all had their cacheKey parameter removed as it's no longer used. 2015-04-21 16:01:11 +01:00
photonstorm
ede76cf4f6 Frame.uuid has been removed (was flagged as deprecated for several releases). This has a two-fold effect: First it means that the property no longer exists and secondly it means that the AnimationParser (the class responsible for loading sprite sheets and texture atlases) no longer has to call either RandomDataGenerator.uuid OR populates the PIXI.TextureCache. The first saves some CPU time and the second saves memory by not creating references to textures it doesn't ever use. The PIXI.TextureCache is now ignored by Phaser other than for the __missing and __default textures. 2015-04-21 15:55:04 +01:00
photonstorm
94b4d5d73c Doc updates. 2015-04-21 05:10:27 +01:00
photonstorm
6c96568dd1 Files can now be added to the Loader with an absolute URL even if you have a Loader.baseURL set. In previous versions the baseURL would still be prepended to the file URL, but the Loader now checks if the a file URL begins with http or // and skips prepending the baseURL to it.
All calls to Loader methods that add files to the queue, such as `Loader.image` or `Loader.atlas`, now have the URL as an optional parameter. If not set Loader will assume the URL to be based on the key given. For example the following: `game.load.image("boom", "boom.png")` can now be expressed as just `game.load.image("boom")`, or `game.load.atlas("player", "player.png", "player.json")` can now be shortened to `game.load.atlas("player")`. Please see the freshly updated jsdocs for full details.
2015-04-21 02:14:41 +01:00
photonstorm
714580f9a9 Manual fix #1752 2015-04-17 17:35:52 +01:00
photonstorm
59beae762d The SoundManager didn't accurately detect devices or browser environments with no sound card present and would try to carry on using a null Web Audio context (thanks @englercj #1746)
SoundManager.pauseAll, resumeAll and stopAll now checks if the SoundManager.noAudio is set and ignores the calls.

SoundManager.usingWebAudio is set to `false` by default (used to be `true`) and is only explicitly set if Web Audio is available and hasn't been disabled in the PhaserGlobal object.

SoundManager.touchLocked is now set to `false` should the device be using legacy Audio, avoiding the unlock call running without need.
2015-04-17 03:49:20 +01:00
photonstorm
2e2ba665cd PIXI.DisplayObject.updateTransform has a new optional parameter parent. If the DisplayObject doesn't have a parent (i.e. it isn't on the display list yet) then in the past updateTransform would fail. This meant you couldn't do things like scale or rotate a Sprite and then draw it to a RenderTexture or BitmapData, as calls to updateTransform would be ignored. The new checks now look to see if the parent parameter is set. If so this takes priority over the actual parent and is used to modify the transform (note that it **doesn't** reparent the DisplayObject, it merely uses it for the transform.) If there is no parent (explicitly or via the parameter) then it falls back to use Phaser.World as the parent. If it can't reach that then no transform takes place. 2015-04-17 03:22:23 +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
9f493044d4 The StateManager would incorrectly call loadUpdate while the game was paused or if the State didn't have an update method defined even after the loader was completed.
The StateManager would incorrectly call `loadRender` while the game was paused or if the State didn't have an `render` method defined even after the loader was completed.
2015-04-14 15:34:32 +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
0ffa499bd0 Removed getJSON parse parameter. It's already parsed :) 2015-04-13 22:06:57 +01:00
photonstorm
e5f1f6f896 Cache.getPixiTexture will return a PIXI.Texture from the cache based on the given key. A PIXI Texture is created automatically for all images loaded and added to the cache.
Cache.getPixiBaseTexture will return a PIXI.BaseTexture from the cache based on the given key. A PIXI BaseTexture is created automatically for all images loaded and added to the cache.

Cache.getTexture has now been removed (it was deprecated several versions ago). Use Cache.getRenderTexture instead.

Cache.getJSON has a new optional parameter: `parse`. If `true` the method will pass the data through JSON.parse before returning it. The default is `false` to retain backwards compatibility.
2015-04-13 20:25:42 +01:00
photonstorm
615925123a Group would automatically add a child into the _hash array as soon as the child was created (or moved into the Group). This no longer happens. Instead the child is only added to Group.hash if it is enabled for Arcade Physics. However Group.addToHash and the hash array have been exposed in case you were taking advantage of the _hash even though it was a private array.
Enabling Arcade Physics would add the deltaCap property onto Phaser.Time, even though the property doesn't exist any more, changing the class shape in the process.
2015-04-13 16:34:39 +01:00
photonstorm
bd57510528 Group would automatically add a child into the _hash array as soon as the child was created (or moved into the Group). This no longer happens. Instead the child is only added to Group.hash if it is enabled for Arcade Physics. However Group.addToHash and the hash array have been exposed in case you were taking advantage of the _hash even though it was a private array. 2015-04-13 16:32:03 +01:00
photonstorm
432516fa0f Physics.Arcade.sort has a new property 'sortDirection'. If not specified it will use World.sortDirection. If the Group given as the first parameter has its physicsSortDirection property set that will override any other setting.
Physics.Arcade.sort now calls one of four functions: sortLeftRight, sortRightLeft, sortTopBottom and sortBottomTop. Each of which takes 2 Sprites as arguments.

Physics.Arcade.sort now doesn't bail out if the Group contains a mixture of physics and non-physics enabled objects, as the Group hash is now only ever populated with physics enabled objects. Also the sort comparison functions no longer return -1 if the bodies are invalid, but zero instead (#1721)
2015-04-13 16:29:34 +01:00
photonstorm
eb506e2698 PIXI.Graphics in Canvas mode wouldn't respect the objects visible or alpha zero properties, rendering it regardless (thanks @TimvdEijnden #1720) 2015-04-13 14:19:44 +01:00
photonstorm
bb8b0d04fc Graphics.drawPolygon can now accept a Phaser.Polygon or PIXI.Polygon object, as well as a points array (#1712) 2015-04-13 13:00:52 +01:00
photonstorm
f155ad452c Tilemap.createFromObjects has been updated for Tiled 0.11 and can now look-up object layers based on id, uid or name. It will also now copy over Sprite scaling properties if set (thanks @mandarinx #1738) 2015-04-13 12:40:12 +01:00
photonstorm
7b8a430aac TilemapLayer docs incorrectly reported it as extending Phaser.Image, but it doesn't share the same components so has been updated.
TilemapLayer was missing the Input component (thanks @uhe1231 #1700)
2015-04-13 12:23:30 +01:00
photonstorm
04cb3889a9 P2.getConstraints would return an array of null objects. It now returns the raw p2 constraint objects (thanks @valueerrorx #1726) 2015-04-13 12:12:18 +01:00
photonstorm
b41cf3bc8c AnimationManager.frameName setter wasn't checking if _frameData existed before accessing it (thanks @nesukun #1727) 2015-04-13 11:58:45 +01:00
photonstorm
36c064511c Added guards around context.getImageData calls in BitmapData, Text and Canvas Tinting classes to avoid crashing restricted browsers like Epic Browser. Please understand that several Phaser features won't work correctly with this browser (thanks @Erik3000 #1714) 2015-04-02 14:47:44 +01:00
photonstorm
645723f939 Sprite was missing the Health and InCamera components. 2015-03-30 13:51:47 +01:00
photonstorm
5fb1130175 The LoadTexture component has had a redundant dirty call removed from it.
TileSprites were missing a `physicsType` property, causing them to not collide with anything (thanks @numbofathma #1702)
2015-03-28 00:56:02 +00:00
photonstorm
49be59b0c9 Added missing resumed method to Phaser.State class template. 2015-03-26 10:54:32 +00:00
photonstorm
8233b0a079 Phaser 2.3.0. 2015-03-26 02:37:31 +00:00
photonstorm
d4e838592c Readme tweaks. 2015-03-26 02:22:05 +00:00
photonstorm
bd62459a56 Readme release changes. 2015-03-26 02:10:57 +00:00
photonstorm
93dc67be71 Graphics.drawArc would fail to draw any subsequent arcs if you set beginFill on it after drawing the first arc.
Graphics.drawArc would only move to the center position of the first arc created and ignore any subsequent arcs.
Graphics.drawArc now correctly renders multiple arcs across both WebGL and Canvas. You no longer need to specifically call moveTo to move into the correct place to draw the arc.
Graphics.drawArc now bails out if the startAngle = the endAngle and/or the sweep is invalid *before* adjusting any points.
Graphics.drawArc now correctly handles the fill on the CanvasRenderer if the arc is a subsequent arc and no line style is set.
2015-03-25 13:00:08 +00:00
photonstorm
f4d55b7785 When an Emitter is destroyed via Emitter.destroy it now removes itself from the Phaser Particle Manager, freeing it up for garbage collection and stopping it from being processed. 2015-03-25 05:07:39 +00:00
photonstorm
aa13ec0165 Animation.play wouldn't correctly set the play state on the Game Objects AnimationManager causing the animation to fail to start (calling AnimationManager.play did work however), now they're both consistently working. 2015-03-25 03:59:36 +00:00
photonstorm
244372384e When an Animation completes playback and isn't set to loop it would change the currentFrame property to be the first frame in the set after the onComplete callback had fired. This meant if you set a Sprite to a new frame within an Animation onComplete callback then your change would have been overwritten by the animation itself. This is now no longer the case. 2015-03-24 23:17:13 +00:00
photonstorm
d80ec1ae6d Phaser 2.3 Release Candidate 2. 2015-03-24 21:35:23 +00:00
photonstorm
06b484e71c Huge docs update. 2015-03-24 16:01:07 +00:00
photonstorm
96e313e768 If you paused a Sound object that is using audio markers and then resumed it, it wouldn't correctly calculate the resume duration - causing the sound to sometimes play into the marker that followed it (thanks @AnderbergE #1669) 2015-03-24 14:43:35 +00:00
photonstorm
7e19f45350 When the Game first boots it will now call window.focus(). This allows keyboard events to work properly in IE when the game is running inside an iframe. You can stop this from happening by setting window.PhaserGlobal.stopFocus = true (thanks @webholics #1681) 2015-03-24 13:27:27 +00:00
photonstorm
7aa4d0ad0d When a State is started and linked to Phaser it has a new property created on it: key, which is the string identifier used by the State. 2015-03-24 10:21:03 +00:00
photonstorm
3db4313e5d Docs update. 2015-03-23 16:13:04 +00:00
photonstorm
7010883bc3 Tidying up. 2015-03-23 15:07:09 +00:00
photonstorm
4fbb7d2a7e readme updates. 2015-03-23 08:13:59 +00:00
photonstorm
cb9ef4f12e Text.padding specifies a padding value which is added to the line width and height when calculating the Text size. ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions (#1561 #1518) 2015-03-19 01:54:14 +00:00
photonstorm
b13acdb23b TilingSprite.destroy fixed if TilingSprite hasn't ever been rendered (#1663) 2015-03-19 01:39:39 +00:00
photonstorm
5a9b509b44 ArraySet.removeAll allows you to remove all members of an ArraySet and optionally call destroy on them as well.
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
photonstorm
62b2fb51d6 Link changed (fix #1672) 2015-03-18 19:25:12 +00:00
photonstorm
f2b03c8826 Readme updated. 2015-03-18 19:14:58 +00:00
photonstorm
2483cd5df4 Various readonly Body properties flagged as 'readonly' in the jsdocs (#1643) 2015-02-26 23:32:14 +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.
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
photonstorm
41396d5ad2 Merged all of the relevant Pixi 2.2.7 fixes in (#1621) 2015-02-25 17:04:48 +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
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
5635bed54f Docs update. 2015-02-23 13:58:57 +00:00
photonstorm
5fd066c610 ArraySet.getByKey gets an item from the set based on the property strictly equaling the value given. 2015-02-22 19:30:23 +00:00
photonstorm
8d71e8a32c Animation.update skips ahead frames when the system is lagging, however it failed to set the animation to the final frame in the sequence if the animation skipped ahead too far (thanks @richpixel #1628) 2015-02-22 19:26:56 +00:00
photonstorm
02ef1555c5 A TweenData wouldn't take into account the repeatDelay property when repeating the tween, but now does. A TweenData also has a new property yoyoDelay which controls the delay before the yoyo will start, allowing you to set both independently (thanks @DreadKnight #1469)
Tween.updateTweenData allows you to set a property to the given value across one or all of the current tweens. All of the Tween methods like Tween.delay and Tween.repeat have been updated to use this.

Tween.repeat has a new parameter `repeatDelay` which allows you to set the delay (in ms) before a tween will repeat itself.

Tween.yoyo has a new parameter `yoyoDelay` which allows you to set the delay (in ms) before a tween will start a yoyo.

Tween.interpolation has a new parameter `context` which allows you to define the context in which the interpolation function will run.
2015-02-19 00:51:32 +00:00
photonstorm
35b4926eb8 Undoing previous change - doesn't actually work at all! #1620 2015-02-18 23:32:12 +00:00
photonstorm
9effb4a946 Stage.visibilityChange now has a second parameter fromPhaser. This is set to true by the Stage._onChange callback. This should mean that when Phaser is listening for window.onblur and window.onfocus events it will only trigger the visibilityChange if that event was generated by Phaser itself. If it was generated by something else on the page or iframe it should now be ignored (thanks @austinhallock #1620) 2015-02-18 23:12:08 +00:00
photonstorm
b0261e4a5f Group.cursorIndex is the index of the item the Group cursor points to. This replaces Group._cache[8]. 2015-02-18 22:54:19 +00:00
photonstorm
88ab104da4 BitmapText has a new maxWidth property that will attempt to wrap the text if it exceeds the width specified. 2015-02-18 22:36:12 +00:00
photonstorm
ba727555c8 Emitter.flow now works in a slightly different (and more useful!) way. You can now specify a quantity and a total. The quantity controls how many particles are emitted every time the flow frequency is met. The total controls how many particles will be emitted in total. You can set total to be -1 and it will carry on emitting at the given frequency forever (also fixes #1598 thanks @brianbunch) 2015-02-18 22:35:05 +00:00
photonstorm
9879fc6387 If you load an image and provide a key that was already in-use in the Cache, then the old image is now destroyed (via Cache.removeImage) and the new image takes its place. 2015-02-18 16:58:08 +00:00
photonstorm
ef3cb1f31d Sound in Web Audio now uses AudioContext.onended to trigger when it will stop playing instead of using a time based value. This is only used if the sound doesn't loop and isn't an audio sprite, but will give a much more accurate Sound.onStop event. It also prevents short audio files from being cut off during playback (#1471) and accounts for time spent decoding. 2015-02-18 11:25:17 +00:00
photonstorm
0dbcf88767 Readme update. 2015-02-17 16:41:04 +00:00
photonstorm
1b83674f6d Docs update. 2015-02-17 06:01:51 +00:00
photonstorm
9670c8aa86 InputHandler.enableDrag with a boundsRect set now takes into account the Sprites anchor when limiting the drag (thanks @unindented #1593)
InputHandler.enableDrag with a boundsSprite set now takes into account both the Sprites anchor and the boundsSprite anchor when limiting the drag.
2015-02-16 15:49:46 +00:00
photonstorm
8c23bca62d Sprite.left, Sprite.right, Sprite.top, Sprite.bottom are new properties that contain the totals of the Sprite position and dimensions, adjusted for the anchor.
Sprite.offsetX and Sprite.offsetY contain the offsets from the Sprite.x/y coordinates to the top-left of the Sprite, taking anchor into consideration.
2015-02-16 15:47:55 +00:00
photonstorm
01a23b7d91 Tween.to now correctly accepts arrays are destination values, which makes the Tween interpolate through each value specified in the array using the defined Tween.interpolation method (see new example, thanks @FridayMarch26th #1619)
Tween.interpolationFunction was using the incorrect context to invoke the function. This is now defined in `TweenData.interpolationFunctionContext` and defaults to `Phaser.Math`. If you provide your own interpolation function then please adjust the context accordingly (thanks @FridayMarch26th #1618)
2015-02-16 12:23:54 +00:00
photonstorm
ae198e9364 InputHandler was using the wrong property in checkBoundsSprite when fixedToCamera (thanks @yig #1613) 2015-02-14 19:10:06 +00:00
photonstorm
f60b2b7635 World.setBounds if called after you had already started P2 Physics would incorrectly create a new collision group for the wall objects. P2.World now remembers the settings you provide for each wall and the collision group, and re-applies these settings should the world dimensions ever change (thanks @nextht #1455) 2015-02-11 22:33:29 +00:00
photonstorm
b692d3b456 PIXI.TextureSilentFail is a boolean that defaults to false. If true then PIXI.Texture.setFrame will no longer throw an error if the texture dimensions are incorrect. Instead Texture.valid will be set to false (#1556) 2015-02-11 22:10:53 +00:00
photonstorm
daf8440247 Tile.properties is now unique to that specific Tile, and not a reference to the Tileset index bound properties object. Tile.properties can now be modified freely without impacting other tiles sharing the same id (#1254) 2015-02-11 21:40:37 +00:00
photonstorm
8892f46a83 PIXI.WebGLRenderer.destroy has been fixed to decrement the glContextId and remove it from the PIXI.instances global. Game.destroy now hooks into this. This now means that you can now delete and create your Phaser game over and over without it crashing WebGL after the 4th attempt (#1260) 2015-02-11 21:02:15 +00:00
photonstorm
b68c3071a6 Phaser.Ellipse.contains is now working again (thanks @spayton) 2015-02-11 18:51:35 +00:00
photonstorm
0e7820bde5 Group.forEach (and many other Group methods) now uses the children.length value directly instead of caching it, which both helps performance and stops the loop from breaking should you remove a Group child in the invoked callback. 2015-02-11 17:19:56 +00:00
photonstorm
599bcf5f97 Loader.audiosprite has a new jsonData parameter. It allows you to pass a pre-existing JSON object (or a string which will be parsed as JSON) to use as the audiosprite data, instead of specifying a URL to a JSON file on the server (thanks @jounii #1447)
Loader.audiosprite has a new `autoDecode` parameter. If `true` the audio file will be decoded immediately upon load.
2015-02-11 16:16:58 +00:00
photonstorm
aa2df803b7 Pointer.stop would call event.preventDefault if Pointer._stateReset was true, which is always true after a State has changed and before Pointer.start has been called. However this broken interacting with DOM elements in the case where the State changes and you immediately try to use the DOM element without first having clicked on the Phaser game. An additional guard was added so preventDefault will now only be called if both _stateReste and Pointer.withinGame are true (thanks @satan6 #1509) 2015-02-11 16:03:24 +00:00
photonstorm
afd4108f04 Readme update. 2015-02-11 15:11:33 +00:00
photonstorm
6b8622a336 Timer.update was calling the TimerEvent callback even if TimerEvent.pendingDelete was already set to true, causing timer events to stack-up in cases where a new TimerEvent was generated in the callback (thanks @clowerweb #838) 2015-02-11 14:43:23 +00:00
photonstorm
74bee324a5 Sound.fadeIn now supports fading from a marker, as well as the entire audio clip, so now works with audio sprites (thanks @vorrin #1413) 2015-02-11 13:52:16 +00:00
photonstorm
dfee82834d Sound.loop even when set for WebAudio wouldn't use the AudioContext loop property because Sound.start was being invoked with an offset and duration. Now if loop is true and no marker is being used it will use the native Web Audio loop support (#1431)
SoundManager.setDecodedCallback lets you specify a list of Sound files, or keys, and a callback. Once all of the Sound files have finished decoding the callback will be invoked. The amount of time spent decoding depends on the codec used and file size. If all of the files given have already decoded the callback is triggered immediately.

Sound.loopFull is a new method that will start playback of the Sound and set it to loop in its entirety.
2015-02-11 05:17:53 +00:00
photonstorm
18ff04810f ArcadePhysics.distanceToPointer now calculates the distance in world space values.
ArcadePhysics.moveToPointer no longer goes crazy if the maxTime parameter is given and the Sprite is positioned in a larger game world (thanks @AnderbergE #1472)
2015-02-10 22:16:35 +00:00
photonstorm
7a066a3a8c World.setBounds will now adjust the World.x/y values to match those given (#1555) 2015-02-10 21:40:53 +00:00
photonstorm
cc7096b045 jsdoc fix #1543 2015-02-10 21:22:36 +00:00
photonstorm
0054dc996b The Loader now directly calls StateManager.loadComplete rather than the StateManager listening for the loadComplete event, because Loader.reset unbinds this event (and it's easy to accidentally remove it too)
Loader.onLoadComplete is dispatched *before* the Loader is reset. If you have a `create` method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually.
2015-02-10 17:04:04 +00:00
photonstorm
dfc8ff32d2 You can now tint animated Sprites in Canvas mode. Or change the texture atlas frame of a tinted Sprite or Image. Please note that this is pretty expensive (depending in the browser), as the tint is re-applied every time the *frame changes*. The Pixi tint cache has also been removed to allow for subtle tint color shifts and to avoid blowing up memory. So use this feature sparingly! But at least it does now work (#1070) 2015-02-10 14:53:55 +00:00
photonstorm
823997744b Docs update. 2015-02-10 14:53:55 +00:00
photonstorm
816a80f39a If Body.customSeparateX or customSeparateY is true then the Body will no longer be automatically separated from a **Tilemap** collision or exchange any velocity. The amount of pixels that the Body has intersected the tile is available in Body.overlapX and overlapY, so you can use these values to perform your own separation in your collision callback (#992) 2015-02-10 12:58:12 +00:00
photonstorm
4489a12fd8 Sprite.loadTexture and Image.loadTexture now no longer call updateTexture if the texture given is a RenderTexture. This fixes issues with RetroFonts in IE11 WebGL as well as other RenderTexture related IE11 problems (#1310 #1381 #1523) 2015-02-10 12:27:55 +00:00
photonstorm
c154b8c785 Loader.resetLocked is a boolean that allows you to control what happens when the loader is reset, *which happens automatically on a State change*. If you set resetLocked to true it allows you to populate the loader queue in one State, then swap to another State without having the queue erased, and start the load going from there. After the load has completed you could then disable the lock again as needed.
Loader.reset has a new optional 2nd parameter `clearEvents` which if set to `true` (the default is false) will reset all event listeners bound to the Loader.
2015-02-10 11:58:17 +00:00
photonstorm
ec732e497f Docs update. 2015-02-09 22:19:05 +00:00
photonstorm
3fc8fbadca Docs update. 2015-02-09 20:10:51 +00:00
photonstorm
2b2ee27912 If for whatever reason you wish to hide the Phaser banner in the console.log you can set window.PhaserGlobal.hideBanner to true and it will skip the output. Honestly I'd rather if you didn't, but the option is now there. 2015-02-09 20:10:51 +00:00
photonstorm
35a04b2f1e TilemapParser now supports Tiled 0.11 version maps which includes the rotation property on all Object types.
Tilemap.createFromObjects now checks for a `rotation` property on the Object and if present will set it as the Sprite.angle (#1433)
2015-02-08 23:25:41 +00:00
photonstorm
e85be1f1d8 BitmapText.font wouldn't update an internal Pixi property (fontName) causing the text to fail to change font (thanks @starnut #1602) 2015-02-08 22:07:36 +00:00
photonstorm
46e5cfc639 Readme update. 2015-02-08 21:57:09 +00:00
photonstorm
9cdcdc7bc5 Device.touch checks if window.navigator.maxTouchPoints is >= 1 rather than > 1, which now allows touch events to work properly in Chrome mobile emulation. 2015-02-05 06:12:20 +00:00
photonstorm
d710caed9e Body.reset now resets the Body.speed value to zero. 2015-02-05 05:12:31 +00:00
photonstorm
8dec37107e MSPointer.capture allows you to optionally event.preventDefault the pointer events (was previously always on)
MSPointer.event now stores the most recent pointer event.
MSPointer.pointerDownCallback, pointerMoveCallback and pointerUpCallback all allow you to set your own event based callbacks.
2015-02-05 05:12:00 +00:00
photonstorm
336fdfa672 TileSprites weren't destroying WebGL textures, leading to eventual out of memory errors (thanks @chacal #1563) 2015-02-03 21:32:39 +00:00
photonstorm
3eba508382 Sprite.events.onDragStart has 2 new parameters x and y which is the position of the Sprite before the drag was started. The full list of parameters is: (sprite, pointer, x, y). This allows you to retain the position of the Sprite prior to dragging should dragFromCenter have been enabled (thanks @vulvulune #1583) 2015-02-03 21:32:39 +00:00
photonstorm
2ba6e0528e TilemapLayer.getTiles now returns a copy of the Tiles found by the method, rather than references to the original Tile objects, so you're free to modify them without corrupting the source (thanks @Leekao #1585) 2015-02-03 21:32:39 +00:00
photonstorm
ea4c9771a0 Updated docstrap-master toc.js to fix nav scrolling (thanks @abderrahmane-tj @vulvulune #1589) 2015-02-03 20:28:18 +00:00
photonstorm
7003b65df6 Added missing properties to the InputHandler prototype, reducing hidden class modifications. 2015-02-03 20:28:18 +00:00
photonstorm
260490fe06 Fixed issue in PIXI.canUseNewCanvasBlendModes which would create false positives in browsers that supported multiply in Canvas path/fill ops, but not for drawImage (Samsung S5 for example). Now uses more accurate magenta / yellow mix test. 2015-02-03 16:16:25 +00:00
photonstorm
d37ffe6a8f Sound.fadeTween is now used for Sound.fadeIn and Sound.fadeOut audio tweens.
Sound.stop and Sound.destroy now halt a fade tween if in effect.
2015-01-28 17:18:32 +00:00
photonstorm
6d967b6545 Error in diffX and diffY calculation in Tilemap.paste (thanks @amelia410 #1446) 2015-01-20 10:49:15 +00:00
photonstorm
a67d2df6f0 BitmapData.text will render the given string to the BitmapData, with optional font, color and shadow settings. 2015-01-18 12:24:00 +00:00
photonstorm
587c3e5f6a Arcade.Body.friction allows you to have more fine-grained control over the amount of velocity passed between bodies on collision. 2015-01-18 12:24:00 +00:00
photonstorm
0f42b530eb Physics.Arcade.isPaused allows you to toggle Arcade Physics processing on and off. If true the Body.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies. 2015-01-10 00:30:02 +00:00
photonstorm
8973423e98 Sprite.frame and AnimationManager.frame wouldn't return the correct index if a sprite sheet was being used unless it had first been set via the setter. 2015-01-08 01:28:38 +00:00
photonstorm
65f8820514 SoundManager.unlock checks for audio start support and falls back to noteOn if not found. 2015-01-06 13:50:15 +00:00
photonstorm
413a59c516 Preparing for 2.3.0 development. 2015-01-06 07:24:28 +00:00
photonstorm
1c05e42f6b Docs and Change Log update. 2015-01-06 06:56:59 +00:00
photonstorm
74951a41b4 Update for 2.2.2. 2015-01-06 06:20:46 +00:00
photonstorm
e015fec9a6 README updates. 2015-01-06 05:47:51 +00:00
photonstorm
6dedd89e36 Final screen shots. 2015-01-06 05:21:30 +00:00
photonstorm
2b7bb330ed Slimmer shots. 2015-01-06 04:30:39 +00:00
photonstorm
8c5b8c7204 Shot alignment. 2015-01-06 04:26:25 +00:00
photonstorm
a57d2e5cb2 Added game screen shots. 2015-01-06 04:19:19 +00:00
photonstorm
8620f20dec New div tests. 2015-01-06 02:26:03 +00:00
photonstorm
2b1dcb4a66 Can't ditch borders, so let's try with align=right. 2015-01-06 02:16:01 +00:00
photonstorm
2da6b9faa6 Table text alignment part 2. How 1990 :) 2015-01-06 02:13:33 +00:00
photonstorm
f390b88d86 Table text alignment. How 1990 :) 2015-01-06 02:01:15 +00:00
photonstorm
b7ddb09eec README update test. 2015-01-06 01:55:27 +00:00
Richard Davey
8ad56c99e2 README update. 2015-01-05 23:31:36 +00:00
Richard Davey
479b3f0583 README update. 2015-01-05 21:53:50 +00:00
photonstorm
0adf0f3672 Readme update. 2015-01-05 21:26:59 +00:00
photonstorm
3e062826f9 Readme update. 2015-01-05 16:30:22 +00:00
photonstorm
741131312a BitmapData.drawGroup draws the immediate children of a Phaser.Group to a BitmapData. Children are only drawn if they have their exists property set to true. The children will be drawn at their x and y world space coordinates. When drawing it will take into account the child's rotation, scale and alpha values. No iteration takes place. Groups nested inside other Groups will not be iterated through.
BitmapData.copy `tx` parameter if `null` and `source` is a Display Object, it will default to `source.x`.

BitmapData.copy `ty` parameter if `null` and `source` is a Display Object, it will default to `source.y`.
2015-01-05 14:28:16 +00:00
photonstorm
689501c15c Phaser.Point.angleSq removed. It didn't work so any code relying on it would be broken, and it's unclear what it was meant for (thanks @nextht #1396) 2015-01-05 13:00:07 +00:00
photonstorm
fc63d0a33a Ellipse.right and Ellipse.bottom setters fixed (thanks @nextht #1397)
Fixed double Ellipse.getBounds definition (thanks @nextht #1397)
2015-01-05 12:36:35 +00:00
photonstorm
4bc8fb3c8f Docs update #1489 2015-01-05 11:57:46 +00:00
photonstorm
35c68d4c9e Tidied up Emitter.update. 2015-01-05 11:43:24 +00:00
photonstorm
9f6b7b49e5 Particles.Arcade.Emitter.makeParticles now checks the given quantity value against Emitter.maxParticles. If quantity is more than maxParticles then the maxParticles value is used instead. 2015-01-05 11:22:07 +00:00