Commit graph

3099 commits

Author SHA1 Message Date
Richard Davey
cbaa36fdd6 Merge pull request #1291 from spayton/dev
Groups always had zero z index
2014-11-14 18:21:08 +00:00
Lewis Lane
671d0072da Ensured removeFrom also removes from the _add array 2014-11-14 16:41:14 +00:00
photonstorm
d8d2ebdb31 Phaser 2.2.0 - Release Candidate 6. 2014-11-14 08:16:55 +00:00
Paul
fb8917658f Phaser.Device - quibbles
- Removed useless arguments
2014-11-13 19:31:35 -08:00
Paul
599479dfdf Phaser.Device - inverted from Game
The only known breaking change is if user-code relied on `device.game` or
manually called `checkFullScreenSupport`, as both have been removed.

- Phaser.Device is now a singleton object that does not belong to a
  particular game. The only thing that it belongs to is the window/host
  context.
  - `game.device` (shared between all games) and `Phaser.Device` are the
    same object.
  - There is no more `Device#game` property.

- The specific device-ready detection is moved out of Game into the Device
  code
  - It is possible for multiple Games (or even non-Games) to use
    `Device.whenReady`.
  - Initialization is done immediately upon device-ready; there is an
    onInitialized signal that is dispatched that can be subscribed to
    extend the default initialization.

- The fullscreen-detection code (that was the only dependent of game) now
  uses an new element.

- Updated jsdoc documentation
2014-11-13 18:21:28 -08:00
photonstorm
527934d909 Key.justPressed has bee renamed to Key.downDuration which is a much clearer name for what the method actually does. See Key.justDown for a nice clean alternative.
Key.justReleased has bee renamed to Key.upDuration which is a much clearer name for what the method actually does. See Key.justUp for a nice clean alternative.
Key.justDown allows you to test if a Key has just been pressed down or not. You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again. This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
Key.justUp allows you to test if a Key has just been released or not. You can only call justUp once per key press. It will only return `true` once, until the Key is pressed down and released again. This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
2014-11-13 13:01:58 +00:00
photonstorm
b855df2656 Docs update. 2014-11-13 12:39:32 +00:00
Richard Davey
5dc6a8a8c5 Merge pull request #1321 from pjbaron/dev
justDown property indicates if a key has been newly pressed since last time you checked
2014-11-13 12:39:24 +00:00
Richard Davey
da2c98355f Merge pull request #1322 from pixelpicosean/dev
Modify value of PIXI.scaleMode.DEFAULT instead of PIXI.scaleMode.LINEAR
2014-11-13 12:21:58 +00:00
Paul
aa3c21ade7 ArraySet/LinkedList - minor updates
- Renamed ArrayList to ArraySet
  - Added ArrayList is a deprecated proxy for compatibility
  - Updated internal code to use ArraySet

- ArraySet can be constructed with an array; if the caller is willing to
  accept some responsibility this can remove the O(n^2) behavior of
  repeatedly calling `add`.
  - Updated Group.filter to take advantage of this

- ArraySet.total is read-only proxy for for list.length

- Fixes ArraySet.setAll where it would only set properties with truthy
  values

- Updated documentation
2014-11-13 01:41:08 -08:00
Paul
794c9f65fe ArrayList/LinkedList - moved from core to utils
- ArrayList is also renamed to ArraySet to better reflect the nature
2014-11-13 00:59:42 -08:00
Sean
ef49f9bede Modify value of PIXI.scaleMode.DEFAULT instead of PIXI.scaleMode.LINEAR since LINEAR and NEAREST are constants 2014-11-13 15:01:44 +08:00
Pete Baron
d1a8ecf3e6 Added justDown access to _justDown internal boolean. Records whether the key has been pressed since the last time it was checked. Resets to false only when it is read. Used for anything that needs to know when a key is first pressed with no autorepeat, without using closures or callbacks. 2014-11-13 18:34:36 +13:00
photonstorm
497b00d781 Tidying up a little. 2014-11-13 00:27:47 +00:00
photonstorm
b287b9dbab Added missing docs. 2014-11-13 00:27:26 +00:00
photonstorm
f64bb72a28 Phaser 2.2.0 Release Candidate 5. 2014-11-12 22:49:36 +00:00
photonstorm
e7356fc575 Pixi 2.1.1 merge. 2014-11-12 22:38:51 +00:00
photonstorm
515dff3b04 docs updated 2014-11-12 22:28:49 +00:00
Richard Davey
7366854f9b Merge pull request #1307 from pnstickne/wip-math-util-cleanup
Math/Utils - various cleanup and deprecations/moves
2014-11-12 22:21:34 +00:00
Richard Davey
824c0e2be7 Merge pull request #1318 from pnstickne/wip-wheel-scroll-updates
Mouse Scroll Events - added support for WheelEvent, fixes
2014-11-12 22:10:52 +00:00
Paul
7004d68cbd Mouse Scroll Events - device separation
- The wheel event type is now determined in by Device

- The various input checking in Device have been moved to a new function
2014-11-12 13:24:03 -08:00
Richard Davey
d786d4e455 Merge pull request #1317 from pjbaron/dev
prevent multiple catch-up frames which cause physics objects to 'tunnel'
2014-11-12 13:04:25 +00:00
Paul
a0dcc61df2 Mouse Scroll Events - quibbles 2014-11-12 04:01:50 -08:00
Paul
796b2a7f2f Mouse Scroll Events - added support for WheelEvent, fixes
- Added support for the Wheel Event, which is the DOM3 spec.

- Wheel Scroll Event (old non-FF) and DOM Mouse Wheel (old FF) are
  supported via a non-exported reused wrapper object, WheelEventProxy.
  The proxy methods are generated one-time dynamically; future changes
  to the Mouse class (such as requiring an opt-in for mouse scroll events)
  could bypass secondary stub generation.

- FIX: Only ONE of the mouse wheel events is listened too, newest standard first.
  This fixes a bug in FF where it would use the default DOMMouseWheel.
2014-11-12 03:53:26 -08:00
Pete Baron
7bd0a8db71 Temporary fix to prevent huge numbers of catch-up frames happening all at once if the user navigates away from the game. Limits them to 3 now (which allows it to still detect and react to spiralling).
A proper fix involves putting the physics collision into the same update as the physics motion.
2014-11-13 00:00:13 +13:00
Richard Davey
26e74fef18 Merge pull request #1315 from pjbaron/dev
Minor logic fix and updateRender change
2014-11-12 09:18:36 +00:00
Richard Davey
b5ed3324b2 Merge pull request #1316 from pnstickne/wip-1306
ScaleManager - orientation updates/fixes
2014-11-12 09:17:47 +00:00
Paul
cf3bebd00c ScaleManager - orientation, minor 2014-11-11 23:02:43 -08:00
Paul
59dddece0b ScaleManager - orientation
- A few minor quibbles
2014-11-11 22:53:00 -08:00
Paul
e36027f599 ScaleManager - orientation
- Removed some "debug" logging, oops.

- And a dab of documentation updates while I'm at it..
2014-11-11 22:41:53 -08:00
Paul
0fd6a4a5b6 ScaleManager - orientation
- FIX #1306, hopefully, where an orientation change did not correclty
  cause a screen/layout update.

- FIX/CHANGE where Paused games would not update the scale
  - The new behavior "runs" the ScaleManager in a paused state via
    `pauseUpdate`; a User paused game will now correctly track scale
    changes. This is closer to the 2.1.3 behavior in some cases, such as
    window resizing, when the updates were done in the DOM event.
  - This change also affects device orientation change monitoring and
    events, which are also deferred to the update cycle
  - The update cycle is set to the maximum and is still dependent on the
    RAF / primary loop running, so it should not affect background
    apps/tabs

- FIX/CHANGE New better backoff timing; ie. continuous window resizing is
  limited to ~10 fps update calculations. This makes it much harder to
  crash Chrome by rapidly and continously resizing the window.  Also
  increases the scaling from 0..10..20..40 to 0..25..50..100.

- FIX an issue where the incorrect orientation was "one frame behind" the
  scaling.

- UPDATE The contract for when the change orientation events occurs is
  better defined - it now always happens in the update context as with
  game sizing.

- UPDATE Unifies orientation-change code / handling and duplicate.

- CHANGE Added DOM.getScreenOrientation which obtains the orientation via
  the Device Orientation API (WD) and provides comprehensive fallbacks
  - This should cover all modern browsers
  - FIX: Orientation on desktops now computed as screen ratio by default
    which fixesi the false-portrait chain/detection when the page is made
    more narrow than it is tall.
  - CHANGE/FIX: window.orientation is now only used as fallback, if
    requested (due to device differences). It may be appropriate to enable
    this (via `scale.compatibility` on boot, for instance) in some
    environments.

Signed-off-by: Paul <pstickne@gmail.com>
2014-11-11 22:30:07 -08:00
Paul
ae6cba5928 Math/Utils - various cleanup and deprecations/moves
- FIX/CHANGE - Math.wrapAngle over radians; it would convert radians to degrees
  - No internal code relies on unexpected the radians-to-degrees behavior

- Moved additional methods over to ArrayUtils, only marked deprecated in Math

- Removed some private annotations; e.g. linear / factorial public, but bernstein / catmullRom still protected

- Marked additional duplicates deprecated; e.g linearValue, angleLimit

- Documentation updates

- Fixed some accidental "Utils.Arrays" usage (oops!)

- Bumped deprecations from 2.1.4 to 2.2.0
2014-11-11 21:28:25 -08:00
Pete Baron
1c5a106b17 Modify updateRender call to use desiredFps rate when spiralling is detected. 2014-11-12 15:01:09 +13:00
Pete Baron
bc70ce74b5 Minor logic fix to nested loop counters. 2014-11-12 15:00:26 +13:00
Richard Davey
52a39cd123 Merge pull request #1314 from pjbaron/dev
getObjectsAtLocation method for Arcade Physics
2014-11-12 00:30:09 +00:00
Pete Baron
4d0fcd2165 Paste over to fix unwanted HEAD entries 2014-11-12 13:26:12 +13:00
Pete Baron
1c7059ea6c Merge remote-tracking branch 'phaser-github/dev' into dev
Conflicts:
	src/animation/FrameData.js
	src/core/Game.js
	src/particles/arcade/Emitter.js
	src/time/Time.js
	src/tween/Tween.js
2014-11-12 13:03:52 +13:00
photonstorm
788fc7e00f Because Texture.js dies without it. 2014-11-11 23:24:51 +00:00
photonstorm
1352b526c7 Merged final Pixi v2.1.0 release. 2014-11-11 23:24:50 +00:00
Pete Baron
af09290cbf Add getObjectsAtLocation method in Arcade physics. 2014-11-12 11:24:38 +13:00
Richard Davey
7d0dc68a30 Merge pull request #1308 from pnstickne/wip-jsdoc-format
JSDoc template updates - cleanup and some changes
2014-11-11 14:39:07 +00:00
photonstorm
a4e049ac63 RC3 Build files. 2014-11-11 14:31:31 +00:00
photonstorm
da031d8bbb Phaser games should now work again from the CocoonJS Launcher. 2014-11-11 14:31:20 +00:00
photonstorm
7c9dfefc8f Loader resize handler. 2014-11-11 14:00:07 +00:00
photonstorm
e63988fe6e Additional RESIZE handler. 2014-11-11 13:59:56 +00:00
photonstorm
b6001c8f21 Latest Pixi v2 fixes. 2014-11-11 13:59:43 +00:00
photonstorm
642d5355d6 Added missing DOM.js 2014-11-11 06:01:34 +00:00
photonstorm
042ceeb59d Docs update. 2014-11-11 05:56:38 +00:00
photonstorm
bc5a3287a6 Added DOM.js 2014-11-11 05:56:32 +00:00
photonstorm
bf70df2658 Game.forceSingleUpdate will force just a single logic update, regardless of the delta timer values. You can use this in extremely heavy CPU situations where you know you're about to flood the CPU but don't want Phaser to get stuck in a spiral. 2014-11-11 05:51:56 +00:00