photonstorm
243820c973
Fixing up Pixis setBackgroundColor.
2014-02-08 09:14:44 +00:00
photonstorm
ee3f6d8e7f
Tilemap had the wrong @method signatures so most were missing from the docs.
2014-02-08 07:24:40 +00:00
photonstorm
67bd653eb4
Graphics updated and restored. Working through fixing up Physics.
2014-02-07 19:44:14 +00:00
photonstorm
c429787877
Button now extends Phaser.Image not Phaser.Sprite, all the same functionality as before remains, just no animations or physics body.
2014-02-07 18:55:29 +00:00
photonstorm
bf13c7b569
Updated Sprite to use the new smaller, leaner code. Farewell insane cache objects and multiple point processing!
2014-02-07 18:44:58 +00:00
photonstorm
dd43d59cce
InputManager.getLocalPosition(displayObject, pointer, output) will return the local coordinates of the specified displayObject and pointer.
...
InputManager.hitTest will test for pointer hits against a Sprite/Image, its hitArea (if set) or any of its children.
2014-02-07 18:01:58 +00:00
photonstorm
bc3a3fd43d
You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks.
2014-02-07 17:14:10 +00:00
photonstorm
890e52008a
Mouse callback tests.
2014-02-07 07:32:11 +00:00
photonstorm
9b9baa83a9
Added Image.frame and Image.frameName support in.
2014-02-07 06:52:49 +00:00
photonstorm
d583b364bd
Game.add.renderTexture now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getTexture(key).
...
Game.add.bitmapData now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getBitmapData(key).
2014-02-07 06:25:28 +00:00
photonstorm
773b4d5ed1
More animation tests.
2014-02-07 04:12:23 +00:00
photonstorm
ddc255382d
Updated Rectangle to use prototype based getters and setters (re: iOS speed discussion on the forum).
2014-02-07 02:31:29 +00:00
photonstorm
3cae06d1ad
Phaser.AnimationParser now sets the trimmed data directly for Pixi Texture frames. Tested across JSON Hash, JSON Data, Sprite Sheet and XML.
2014-02-07 00:57:41 +00:00
photonstorm
6cabb03a82
Sprite.crop() now takes a Phaser.Rectangle instead of explicit parameters.
...
Phaser.Image is a brand new display object perfect for logos, backgrounds, etc. You can scale, rotate, tint and blend and Image, but it has no animation, physics body or input events.
Previously if you used Sprite.crop() it would crop all Sprites using the same base image. It now takes a local copy of the texture data and crops just that.
2014-02-06 23:13:39 +00:00
photonstorm
4b7fc8d506
Change to boot order to try and resolve short-TTL timers.
2014-02-06 22:42:35 +00:00
Richard Davey
0b18625811
Merge pull request #367 from georgiee/develop
...
Phaser.Timer#stop
2014-02-06 21:20:29 +00:00
photonstorm
3748811d11
Testing new Image object.
2014-02-06 19:34:05 +00:00
Georgios Kaleadis
8ef403cfe7
Timer checks now for running inside while loop. Any event which causes a call to Timer#stop is now safe.
2014-02-06 17:28:39 +01:00
photonstorm
4ed20e0f77
Removed all intances of Sprite.group from Group and replaced with the already existing parent property.
2014-02-06 13:15:45 +00:00
photonstorm
e88b10323a
Updated Phaser geometry classes so they over-ride the PIXI native ones, means we can do away with a whole bunch of over-rides and object changes in Sprite, etc.
2014-02-06 12:29:07 +00:00
Mario Carballo Zama
df2a048594
Added description for pad len parameter
2014-02-06 00:20:40 -06:00
photonstorm
8eae8feecc
More Group fixes to the new format. Updated list of included Pixi files to remove un-needed ones.
2014-02-06 03:34:27 +00:00
photonstorm
4cfce8b4d2
Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting.
2014-02-06 02:31:36 +00:00
photonstorm
9737710200
Upgraded to Pixi.js 1.4.4
2014-02-06 00:19:46 +00:00
photonstorm
68d5c73fea
Explicitly paused Timer continues if you un-focus and focus the browser window.
...
Added TimerEvent.pendingDelete and checks in Timer.update, so that removing an event in a callback no longer throws an exception.
2014-02-05 22:35:35 +00:00
photonstorm
eddce653e9
Preparing for 1.1.5 development.
2014-02-05 21:02:41 +00:00
photonstorm
e7a9b96d27
Final release 1.1.4 examples finished.
2014-02-05 16:55:02 +00:00
photonstorm
02b75b9e23
Updated doc files.
2014-02-05 16:55:02 +00:00
photonstorm
0896c2fac7
Updating copyright year and README.
2014-02-05 16:54:59 +00:00
photonstorm
8e77e8cedb
Lots of TypeScript defs updates for the new Physics / Body classes.
2014-02-05 16:54:58 +00:00
photonstorm
846e9c5061
Removed debug info and tidying up ready for release.
2014-02-05 16:54:58 +00:00
photonstorm
1af86771ba
And we have level/ground jitter fixed :) Starstruck is running again properly now too. Time to commit and remove lots of debug data.
2014-02-05 16:54:58 +00:00
photonstorm
84f0f00f49
n-way collision checks and onBeginContact and onEndContact done and working. Also fixed issue in TweenManager.removeAll.
2014-02-05 16:54:58 +00:00
photonstorm
8315973c5d
Body/Group testing complete. Now focusing on n-way collision.
2014-02-03 04:09:45 +00:00
photonstorm
28f71ed86d
Fixed the Sprite / World / Group body issue. So invaders now works again, as do the new examples.
2014-02-03 04:09:45 +00:00
photonstorm
3488880956
Sprite vs. Sprite Group Body Tests.
2014-02-03 04:09:45 +00:00
photonstorm
5e182d317b
Fixed lots of examples and added the missing Line.js.
2014-01-31 14:12:20 +00:00
photonstorm
27fc447928
New polygon collision object examples and Body scale fixes.
2014-01-31 10:34:18 +00:00
photonstorm
45b6d5a741
Removed: Debug.renderSpriteTouching, Debug.renderLocalTransformInfo, Debug.renderWorldTransformInfo, Debug.renderSpriteCollision and Debug.dumpLinkedList.
...
Debug.renderPhysicsBody(body, color) is extremely useful for debugging the new physics bodies. Will draw the outline + points in the color given.
Debug.renderBodyInfo(sprite, x, y, color) will display lots of Sprite body data.
2014-01-31 05:42:20 +00:00
photonstorm
13a86765cb
Phaser.CANVAS_PX_ROUND is a boolean. If 'true' the Canvas renderer will Math.floor() all coordinates before drawImage, stopping pixel interpolation. Defaults to false.
...
Phaser.CANVAS_CLEAR_RECT is a boolean. If 'true' (the default) it will context.clearRect() every frame. If false this is skipped (useful if you know you don't need it)
Collision now works between Sprites positioned via sprite.x/y, sprite.body.x/y or sprite.body.velocity.
If you are tweening a sprite and still want physics collision, set `sprite.body.moves = false` otherwise it will fight against the tween motion.
2014-01-31 04:14:02 +00:00
photonstorm
68b7d22e0d
Fixed issue with the camera being slightly out of sync with 'fixedToCamera' sprites. Also fixed 'jitter' issue with camera targets.
2014-01-31 03:32:12 +00:00
photonstorm
6e4e99f436
Added Game Update loop step debugging - has proved utterly invaluable! Resolved camera jitter issues, gravity / downward force on tile/boundary issues and most tilemap collision issues.
2014-01-31 02:06:45 +00:00
photonstorm
651858372c
Added Game core loop stepping support. Super-useful for debugging, and helped me track down the issue with jittery physics collision. Double-win!
2014-01-29 17:10:13 +00:00
photonstorm
d51a37211c
Phaser.Line added to the group of geometry classes, with full point on line/segment and intersection tests (see new examples)
2014-01-29 00:21:28 +00:00
photonstorm
5b85c910cb
New lineIntersectLine() function working nicely.
2014-01-28 17:13:07 +00:00
photonstorm
82cb66f47b
Updated intersects code, tilemap collision is running again. Still finding gravity pushing sprites through tiles.
2014-01-28 06:52:56 +00:00
photonstorm
9deb5514a2
ArcadePhysics.setBoundsToWorld implemented. Body.setCircle, setRectangle and setPolygon all working. Tidying up Body class. Need to add tile collision special case handler next.
2014-01-28 05:01:17 +00:00
photonstorm
90c09374af
Velocity integration tidied up. Now moving to sync Body with Sprite center point.
2014-01-28 01:29:35 +00:00
photonstorm
fbe508ab1b
Direct assignment of Body values, allows for sloped ground walking.
2014-01-27 17:08:20 +00:00
photonstorm
dbdb2a2026
Adjusted delta timer cap and fixed some typos and more examples.
2014-01-27 17:08:20 +00:00
photonstorm
4505aa50f6
Integrated SAT. Fixed lots of examples. Fixed documentation. Added new examples and built new phaser.js file for testing.
2014-01-27 06:29:26 +00:00
photonstorm
45518b3ecd
Adding checkCollision tests.
2014-01-24 17:30:37 +00:00
photonstorm
e3aaec8ac0
Removed Time delta cap, removed drag references from Emitter and tested doing a custom polygon collision.
2014-01-24 03:53:11 +00:00
photonstorm
ea9e22f472
SAT implemented and working nicely at long last :)
2014-01-23 21:45:35 +00:00
photonstorm
110ab4e253
More robust gravity handling avoiding 'sticky walls'. Added new platform test with mixture of mass tile collision and physics.
2014-01-23 01:50:43 +00:00
photonstorm
20108e47f3
Working through re-integrating tilemap collision. So far, so good.
2014-01-22 16:16:53 +00:00
photonstorm
1370ba52b5
Fixed Sci-Fly and restored tile collision handling.
2014-01-22 14:49:06 +00:00
photonstorm
b2c49ef853
Merging previous changes back in again.
2014-01-22 14:31:18 +00:00
photonstorm
f6af6fe0a3
Not fully working, but commit for posterity. Time to rollback if we're ever going to get this released.
2014-01-22 12:31:35 +00:00
photonstorm
7a0e9a478c
New Math functions added.
2014-01-22 10:54:49 +00:00
photonstorm
15a002e720
Finally getting there! Body collision almost as good as it can be (without a full-on physics system). Just a few last tweaks to do.
2014-01-21 16:12:50 +00:00
Richard Davey
c9d07c7346
Testing out new Body structure
2014-01-20 23:07:56 +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
abdaaa0010
Tidied up the docs and removed some Body vars no longer needed. Now to attempt stacking.
2014-01-15 14:40:25 +00:00
photonstorm
58fb248575
Optimised Body loop, removed sleep properties, implemented minBounceVelocity. Working as expected at last :)
2014-01-15 14:40:25 +00:00
photonstorm
283e38aaae
Time to optimise the rebound a little.
2014-01-15 14:40:25 +00:00
photonstorm
be6489fbc9
Body bounce + blocking values nearly sorted.
2014-01-15 14:40:24 +00:00
photonstorm
651737fdd0
More physics tweaks.
2014-01-15 14:40:24 +00:00
Adam Nalisnick
7c66a6b6cc
Removed an errant ';' from the end of an 'else if' causing a circle to be drawn each time a graphics object is updated
2014-01-14 20:54:50 -05:00
Richard Davey
d8bf13eaaa
Merge pull request #309 from jcd-as/dev1
...
fix sprite vs sprite overlap check
2014-01-14 14:35:06 -08:00
photonstorm
bd66be1804
Updated Tilemap classes and further tests.
2014-01-14 22:34:41 +00:00
jcs
01a314018d
fix sprite vs sprite overlap check
2014-01-14 13:51:55 -08:00
photonstorm
ff7cad102c
All of the setCollision methods now have a 'collides' parameter so you can enable or disable collision, not only enable it. Also fixed Loader example.
2014-01-14 11:58:00 +00:00
jcs
b4e767161b
change Emitter's particleDrag property to particleFriction to match the changes to the physics engine
2014-01-13 20:29:16 -08:00
jcs
6cde583e82
Merge branch 'dev' of https://github.com/photonstorm/phaser into dev
2014-01-13 20:20:06 -08:00
jcs
ab02040bea
fix Tilemap.putTile
2014-01-13 20:18:08 -08:00
photonstorm
32f5a2fa36
More examples updates. Fixed Starstruck tilemap code, removed un-needed ArcadePhysics methods and rebuilt the js files for testing.
2014-01-14 03:33:03 +00:00
photonstorm
011d2d8e05
The way the collision process callback works has changed significantly and now works as originally intended.
...
The World level quadtree is no longer created, they are now built and ripped down each time you collide a Group, this helps collision accuracy.
Bodies are no longer added to a world quadtree, so have had all of their quadtree properties removed such as skipQuadtree, quadTreeIndex, etc.
QuadTree.populate - you can pass it a Group and it'll automatically insert all of the children ready for inspection.
Removed ArcadePhysics binding to the QuadTree, so it can now be used independantly of the physics system.
2014-01-14 02:43:09 +00:00
Richard Davey
17af96d46a
Merge pull request #306 from jcd-as/dev
...
fix Tilemap.setCollision
2014-01-13 17:19:25 -08:00
photonstorm
bd9898db7e
New merged separate function that now uses processCallback the way it was always meant to be used.
2014-01-14 01:18:46 +00:00
jcs
befcf74f44
fix Tilemap.setCollision
2014-01-13 16:46:29 -08:00
photonstorm
e7c2b6ae9c
Fixed nearly all of the tilemap examples to use the new tilemap system.
2014-01-14 00:31:58 +00:00
photonstorm
71f82477ea
Tidying up all of the map files, sorting out Tiled paths and updated the tilemap examples for 1.1.4.
2014-01-13 19:45:15 +00:00
photonstorm
c6fa2cb7b6
Added the new Timer, TimerEvent and Time methods to the TypeScript definitions files.
2014-01-13 14:18:15 +00:00
photonstorm
0a0e775ea5
Removed temp. debug vars.
2014-01-09 17:12:24 +00:00
photonstorm
10d105d5ce
Acceleration tested and working fine. Proper accurate friction added and working really nicely, so much better than 'drag' used to. Considering removing drag, although will break the API history.
2014-01-09 03:42:58 +00:00
photonstorm
754219a978
Fixed some documentation typos.
2014-01-09 01:23:23 +00:00
Richard Davey
5f9acdca4b
Merge pull request #299 from Niondir/dev
...
Phaser Definitions Update
2014-01-08 17:02:59 -08:00
photonstorm
c6c579e6b3
Phaser.Timer is now feature complete and fully documented. You can create Phaser.TimerEvents on a Timer and lots of new examples have been provided.
2014-01-09 00:59:37 +00:00
Tarion
c21365703d
Phaser Definitions Update
...
Added "GetCurrentState" to StateManager
2014-01-08 22:57:13 +01:00
photonstorm
35e61172e1
Device.quirksMode is a boolean that informs you if the page is in strict (false) or quirks (true) mode.
...
Canvas.getOffset now runs a strict/quirks check and uses document.documentElement when calculating scrollTop and scrollLeft to avoid Chrome console warnings.
The Time class now has three new methods: addEvent, repeatEvent and loopEvent. See the new Timer examples to show how to use them.
2014-01-08 11:21:48 +00:00
photonstorm
67e2caafbc
Added new Contributors guide.
2014-01-08 11:21:48 +00:00
photonstorm
428e331a11
Groups can now be added to other Groups as children via group.add() and group.addAt().
...
Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive.
2014-01-06 01:39:23 +00:00
photonstorm
aa3a86df6e
Timer class overhaul.
2014-01-04 02:53:32 +00:00
photonstorm
7aa45b5872
Added BitDeli badge, also updating Timer class.
2014-01-03 12:43:58 +00:00
photonstorm
c3183dcea9
Angular Physics re-implemented, most tests now working as expected.
2014-01-03 04:50:31 +00:00
Richard Davey
f7329e0661
Further physics modifications
2014-01-03 02:24:06 +00:00
photonstorm
5526a7322b
Warning: This version has a new ArcadePhysics handler in it. Don't upgrade if you need this for live game code, wait until we go to master. Otherwise, this commit contains lots of new physics demos and a new updateMotion and Body class to try and fix, once and for all, the physics issues with applied forces.
2014-01-02 23:28:22 +00:00
photonstorm
902ffee808
Loader.progressFloat contains the actual non-rounded progress value, where-as Loader.progress contains a rounded value. Use progressFloat if you've > 100 files to load.
2013-12-31 17:35:40 +00:00
photonstorm
d1cd1df9a5
Lots of fixes and updates to the Button class, InputHandler for snap offsets, Sound looping and Stage scaling.
2013-12-31 17:03:09 +00:00