photonstorm
7f196a01e7
Text.addColor allows you to set specific colors within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000
or rgb(255,0,0)
and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text was Photon Storm
and you did Text.addColor('#ffff00', 6)
it would color in the word Storm
in yellow.
...
Text.clearColors resets any previously set colors from `Text.addColor`.
2014-09-24 17:10:02 +01:00
photonstorm
dd74e3b0b4
Changing any of the Text properties such as font, lineSpacing and fontSize on a Text object that wasn't already on the display list would cause an updateTransform error. Parent is now checked first in all setters.
2014-09-24 01:10:36 +01:00
Richard Davey
abe6f5ace2
Point.parse updated to allow either/or x/y setting and default values.
...
Point.parse will return a new Point object based on the x and y properties of the object given to Point.parse (thanks @codevinsky #1198 )
2014-09-23 22:23:01 +01:00
Richard Davey
01fd3df434
AudioSprite support is now built into the Loader and SoundManager. AudioSprites are like sprite sheets, only they consist of a selection of audio files and markers in a json configuration. You can find more details at https://github.com/tonistiigi/audiosprite (thanks @codevinsky #1205 )
...
Fixed AudioSprite jsdoc, casing and formatting issues.
2014-09-23 22:15:09 +01:00
Jeremy Dowell
7cce1366f2
jshint cleanup
2014-09-23 10:25:49 -05:00
Jeremy Dowell
dd0d1729ad
Phaser.AudioSprite
...
AudioSprite implementation for phaser.
Loads audio sprites based on the file format created with: https://github.com/tonistiigi/audiosprite
2014-09-23 10:21:29 -05:00
photonstorm
d18f523d93
jsdoc fixes.
2014-09-18 16:58:25 +01:00
photonstorm
20551f9129
Lots of jsdocs fixes ready for the new doc generator.
2014-09-16 17:35:08 +01:00
photonstorm
60acef2f97
If Game Objects change their frame, such as with an animated Sprite, and the change goes from a previously trimmed frame to a non-trimmed (full size) one, then the previous trim values were still left active, causing it to glitch (thanks stupot)
2014-09-11 20:56:01 +01:00
photonstorm
052e5042ed
jsdoc fix.
2014-09-08 22:34:53 +01:00
photonstorm
9fa3f8f2b1
alphaMask update.
2014-09-04 16:53:19 +01:00
photonstorm
3a69ed944d
Fixed TypeScript defs for BitmapData.
2014-09-04 16:52:10 +01:00
photonstorm
9aaa8d80ca
jsdocs, fixes to load, draw, copy and addToWorld.
2014-09-04 05:05:30 +01:00
photonstorm
7d9a4f4100
Phaser.Text wouldn't render the text to its local canvas if you passed the text on the constructor and didn't add it to the display list. If a string is given it now updates the local canvas on creation.
2014-09-04 02:18:12 +01:00
Richard Davey
fe0c03d5d7
Phaser.Text.destroy will now destroy the base texture by default ( #1162 )
2014-09-03 22:34:10 +01:00
Richard Davey
68368357ba
jshint fix
2014-09-03 22:26:05 +01:00
photonstorm
804eea9ca3
Optimised BitmapData.copy and refactoring continues.
2014-09-03 20:56:31 +01:00
photonstorm
15e6edc56b
BitmapData.copy no longer creates any temporary variables. It also accurately copies over Sprite/Image values before drawing them.
...
Creation now defaults to a texture size of 256x256.
2014-09-03 12:53:07 +01:00
photonstorm
f5ad22399f
BitmapData.copy is now the new uber copy function. Helper methods coming.
2014-09-03 11:12:06 +01:00
photonstorm
3b28d568e9
Ironed out the issues in BitmapData.fastCopy.
2014-09-03 01:28:58 +01:00
Richard Davey
773be312ce
BitmapData.fastCopy test.
2014-09-02 23:16:10 +01:00
photonstorm
de07f5b649
Testing out Frame and Animation clone features.
2014-09-02 21:03:16 +01:00
photonstorm
d26f937f1c
RetroFont has a new property called frameData which contains the Frame objects for each of the letters in the font, which can be used by Sprites.
2014-09-02 00:41:53 +01:00
photonstorm
8f7141ca3f
New blit op
2014-09-01 20:22:47 +01:00
photonstorm
9047e4d5ca
Sorted out the issue with Images not working properly with texture atlases.
2014-08-29 15:55:23 +01:00
photonstorm
b4ba7958c6
Added missing copy parameter to Image.crop, fixing jshint in the process.
2014-08-28 23:26:27 +01:00
photonstorm
e3f73b87ba
Fixed some jsdocs issues and added the Image.alive property.
2014-08-28 17:04:59 +01:00
photonstorm
05922d6fb0
Lots of fixes to the Image class to restore texture loading and fix cropping so it works exactly the same as the Sprite now.
2014-08-28 17:04:59 +01:00
photonstorm
ec687868de
Input.setMoveCallback has been removed due to deprecation.
...
BitmapData.refreshBuffer has been removed and replaced with BitmapData.update.
BitmapData.drawSprite has been removed due to deprecation. Use BitmapData.draw instead.
Pointer.moveCallback has been removed due to deprecation.
SinglePad.addButton has been removed due to deprecation.
P2.Body.loadData has been removed due to deprecation.
P2.World.defaultFriction and defaultRestitution have been removed due to deprecation.
Canvas.create noCocoon parameter has been removed due to deprecation.
Color.getColorInfo, RGBtoHexstring, RGBtoWebstring and colorToHexstring has been removed due to deprecation.
2014-08-28 03:40:59 +01:00
photonstorm
fa45d7feff
Events.onDestroy is a new signal that is dispatched whenever the parent is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084 )
...
Group.onDestroy is a new signal that is dispatched whenever the Group is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084 )
2014-08-28 02:56:06 +01:00
photonstorm
6b4510f693
TileSprite now has the alive
property, which should help with some Group operations (thanks @jonkelling #1085 )
2014-08-28 02:36:30 +01:00
Richard Davey
9941942941
Merge pull request #1030 from codevinsky/rope
...
Phaser.Rope
2014-08-28 01:56:02 +01:00
Richard Davey
7fe4abc5c4
Merge pull request #1059 from lucbloom/spritesheet-to-framecount
...
Sprite Sheet => frame count
2014-08-28 01:49:15 +01:00
photonstorm
33c52eaf09
BitmapData alpha option added.
...
Pointer return type added.
pixi manifest updated to remove need for geom classes.
2014-08-27 21:26:29 +01:00
Alvin
6da5831f73
Merge pull request #1099 from kay-is/master
...
Method documentation was missing parameters.
2014-08-08 09:56:39 +02:00
Kay Plößer
9ac06c44ba
Method documentation was missing parameters.
2014-08-07 14:47:54 +02:00
photonstorm
9bbc8ecce3
Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060 )
2014-07-31 13:39:26 +01:00
Luc Bloom
7f3b542fdd
Removed the notion of Sprite Sheets vs single frame images
...
Instead of making a distinction between single frame images and Sprite
Sheets, I added a simple FrameData with one Frame to every image that
gets loaded. This way, a lot of the engine code can be simplified.
For instance, you can play animations on any Sprite without having to
check the “frame count” of its image anymore.
The engine doesn’t have to check for non-existing .frameData anymore.
An animation can keep on playing when an image happens to be set with 1
frame, continuing its animation when after that, another image is set
with multiple frames.
Think of it this way: an image with one frame is an animation of just
one frame.
2014-07-22 10:24:53 +02:00
jackrugile
05d856d4ea
remove escaping backslashes from retro font text set documentation
2014-07-20 15:15:02 -06:00
photonstorm
883c11e377
BitmapData.resize fixed to update the crop property too, resolves issues with images getting cut off with BitmapData.load.
2014-07-18 03:33:17 +01:00
photonstorm
f6935c01f8
Sprite.loadTexture will store the smoothed
property of the Sprite and re-apply it once the new texture is loaded.
2014-07-16 00:56:26 +01:00
photonstorm
aaf82f9d3a
Sprite.loadTexture has a new optional stopAnimation
boolean parameter which will halt the currently running animation (if any) after changing the texture (based on #1029 ).
2014-07-16 00:29:43 +01:00
photonstorm
d10dea27b0
Pixi updated worldTransform from an Array to an Object and Phaser Image, BitmapText, Text and Graphics were still using array access to populate the world property, giving it incorrect results (thanks @alvinsight)
2014-07-15 22:44:02 +01:00
jdowell
f969c15aea
fixed: replaced 'snake' with key
2014-07-15 14:24:47 -05:00
jdowell
6432817c7f
added: Rope debug, segments, updateAnimation
2014-07-15 14:01:15 -05:00
jdowell
5a35e1a61d
Initial Rope Commit
2014-07-15 11:40:40 -05:00
Charles Black
6363b35e26
docs typo
2014-07-14 11:01:21 -04:00
photonstorm
2c421d27ce
GameObjectFactory.spriteBatch now lets you specify null
as a parameter for the parent and automatically adds the batch to game.world
as a result. Also fixed jsdocs issues (@petarov #1000 )
2014-07-14 12:56:05 +01:00
photonstorm
22462566b4
Restored old Image object.
2014-07-11 18:02:40 +01:00
photonstorm
26fb6cb866
Temporary fix for #997
2014-07-11 16:04:15 +01:00
Richard Davey
435fab5205
Merge pull request #990 from lucbloom/warn-texture-not-found
...
Warn about missing textures and show the key that the author was trying to use.
2014-07-10 19:16:07 +01:00
photonstorm
0d0a16ee2c
loadTexture fix.
2014-07-10 19:13:17 +01:00
photonstorm
a3cf246aee
Image.loadTexture fix and new dist files.
2014-07-10 19:03:17 +01:00
Luc Bloom
3f5bde89fc
Warn about missing textures
...
And show the key that the author was trying to use. It can be very
helpful for debugging which image a sprite was trying to load exactly.
2014-07-10 18:49:16 +02:00
photonstorm
a7124cb44c
Swapped back to camera.screenView as that's the correct check for inCamera.
2014-07-10 16:38:15 +01:00
photonstorm
0966971427
jshint fixes and tidying up for release
2014-07-10 16:21:50 +01:00
photonstorm
25e7e6ffc4
Pretty huge refactoring to cut down on duplicated code.
2014-07-10 16:07:02 +01:00
photonstorm
34efa223cb
Small conditional check in case someone has removed the animations property.
2014-07-10 16:06:47 +01:00
photonstorm
6a0b8b5e73
Fixed and working Sprite.crop - removed lots of _cache vars no longer required and added two new private vars.
2014-07-10 14:47:12 +01:00
photonstorm
813de7c125
More crop work.
2014-07-10 10:46:19 +01:00
photonstorm
0ff2eb2fb9
jshint fixes
2014-07-09 11:36:45 +01:00
photonstorm
ffd51479e4
Crop test
2014-07-09 05:43:15 +01:00
photonstorm
4fc26e4a26
Updated to the latest version of Pixi.
2014-07-09 05:40:50 +01:00
photonstorm
3ff8b9f999
On-going crop tests.
2014-07-08 12:59:36 +01:00
photonstorm
2a106473b4
Added more detail to the Tween docs.
2014-07-08 12:59:36 +01:00
photonstorm
2d676b00b4
Working through crop issues.
2014-07-08 12:59:36 +01:00
Alvin
7031d9ccc1
Fixed typo
2014-07-07 18:19:02 +02:00
Alvin
f6f70d35a4
Added game.add.plugin, a shotcut for game.plugins.add
2014-07-07 18:18:00 +02:00
photonstorm
da822ab207
Fixing anchor issue :)
2014-07-03 17:21:06 +01:00
Phaiax
00bf349ff5
Body.enable only exists in Arcade physics, so move conditions concerning this into arcarde
2014-06-30 12:49:53 +02:00
photonstorm
3888653022
Added new loadTexture and setFrame calls. Will test crop support.
2014-06-11 14:38:14 +01:00
Richard Davey
bf48b1a6c3
Merge pull request #894 from lstor/dev
...
Fix getPixel for pixels with zero red value.
2014-06-10 23:52:26 +01:00
photonstorm
7c7d9153e6
Sprite.crop (and Image.crop) has been completely overhauled. You can now crop animated sprites (sprite sheet and texture atlas), you can define the x/y crop offset and the crop rectangle is exposed in the Sprite.cropRect property.
...
Sprite.updateCrop is available if you wish to update an externally referenced crop rectangle.
Sprites and Images now have their own textures objects, they are no longer references to those stored in the global Pixi.TextureCache. This allows you to redefine the texture frame dynamically without messing up any other Sprites in your game, such as via cropping. They still share global Base Textures, so image references are kept to a minimum.
Sprite.resetFrame will revert the Sprites texture frame back to its defaults dimensions. This is called when you call Sprite.crop with no rectangle, to reset the crop effect, but can be userful in other situations so we've left it as a public method.
2014-06-10 23:37:33 +01:00
Lars Storjord
38e971c819
Fix getPixel for pixels with zero red value.
...
Remove an erroneous if that causes getPixel() to fail if the red value
of the pixel is zero.
Fixes #881 .
2014-06-09 23:34:06 +02:00
photonstorm
b3baaba1a1
setFrame updates.
2014-06-09 15:23:18 +01:00
photonstorm
622978fa77
Finally managed to get crop x/y/width/height working across all texture types. Needs optimising for the trim rect, but works.
2014-06-06 04:12:16 +01:00
photonstorm
b63900f669
Testing frame crop support.
2014-06-05 02:33:29 +01:00
photonstorm
1e9d0b2438
Tidying up.
2014-05-30 05:33:30 +01:00
photonstorm
af1508de8f
BitmapData.addToWorld will create a new Phaser.Image object, assign the BitmapData to be its texture, add it to the world then return it.
...
BitmapData.copyPixels now accepts a Sprite, Image, BitmapData, HTMLImage or string as its source.
2014-05-29 03:30:21 +01:00
photonstorm
30cf226fc2
Rebuild on offset change.
2014-05-28 01:08:28 +01:00
photonstorm
0c76e9aada
Sprite animation data wasn't reset when going from a sprite sheet to a single frame in Sprite.loadTexture (thanks @lucbloom, fix #850 )
2014-05-27 14:23:41 +01:00
photonstorm
5a0d5b4887
RetroFont now uses Phaser.scaleModes.NEAREST by default for its RenderTexture to preserve scaling.
2014-05-27 13:36:38 +01:00
photonstorm
cdde45a292
Phaser.RenderTexture incorrectly passed the scaleMode to Pixi.RenderTexture, causing the renderer to error.
2014-05-27 13:35:47 +01:00
photonstorm
9c35dfde0c
ArcadePhysics.Body has a new boolean property enable
. If false
the body won't be checked for any collision or overlaps, or have its pre or post update methods called. Use this for easy toggling of physics bodies without having to destroy or re-create the Body object itself.
2014-05-27 11:22:58 +01:00
photonstorm
5b9bd96583
RetroFont.updateOffset allows you to modify the offsetX/Y values used by the font during rendering.
2014-05-27 05:23:34 +01:00
photonstorm
68f1bbd9a5
RetroFont charsPerRow paramters is now optional. If not given it will take the image width and divide it by the characterWidth value.
2014-05-27 04:26:23 +01:00
photonstorm
cd963242cd
jshint fix + draw sprite fix
2014-05-26 20:15:11 +01:00
photonstorm
c5d9f12858
BitmapData.alphaMask has 2 new optional parameters: sourceRect and maskRect to give more fine-grained control over where the source and mask are drawn and their size
...
BitmapData.draw now has two optional parameters: width and height, to let you stretch the image being drawn if needed.
2014-05-24 03:58:00 +01:00
photonstorm
7846da7c90
BitmapData.alphaMask 'mask' parameter is now optional, if not given it will use itself as the mask.
...
BitmapData.alphaMask now calls BitmapData.update after running.
2014-05-24 03:17:58 +01:00
photonstorm
6e9c9c10b8
BitmapData.alphaMask can now also take a Phaser.Sprite, Phaser.Image or BitmapData object as a source type.
...
BitmapData.alphaMask has 4 new optional parameters: x, y, x2 and y2 to control exactly where the source and mask images are drawn.
2014-05-24 03:15:13 +01:00
photonstorm
be66a694a8
jsdoc and jshint fixes.
2014-05-24 02:53:48 +01:00
photonstorm
f3ef3aed19
BitmapData.draw can now take a BitmapData object as a source type.
2014-05-24 02:43:59 +01:00
photonstorm
934f6a816c
BitmapData.resize now properly updates the baseTexture and texture dimensions.
2014-05-24 02:02:49 +01:00
photonstorm
7b696dddfe
BitmapData.extract has 4 new parameters: r2, g2, b2, a2 which let you re-color the extract pixels as they are drawn to the new BitmapData.
...
BitmapData.load will take a game object or string and resize the BitmapData to match it and then draw the pixels in.
2014-05-24 01:29:47 +01:00
photonstorm
bcddfc83c0
Sprite.alive property now explicitly defined on the Sprite prototype (thanks @lewster32, #841 )
2014-05-21 21:48:29 +01:00
photonstorm
2650e6c47e
RetroFont.text would throw WebGL errors due to an issue with Pixi.RenderTexture. Fixed in Phaser and submitted code to Pixi.
...
RenderTexture.resize would throw WebGL errors due to an issue with Pixi.RenderTexture. Fixed in Phaser and submitted code to Pixi.
2014-05-15 15:32:59 +01:00
photonstorm
bdcc9fcbc4
Updated jsdocs re: Image/Sprite.crop ( #820 )
2014-05-14 02:18:18 +01:00
photonstorm
b2c68c1369
Graphics.drawTriangles will draw an array of vertices to the Graphics object (thanks @codevinsky, #795 )
...
Polygon.area will calculate the area of the Polygon (thanks @codevinsky, #795 )
2014-05-14 00:04:31 +01:00
photonstorm
5047606118
Button.onOverMouseOnly is a boolean that causes onOver events to fire only if the pointer was a mouse (i.e. stops onOver sounds triggering on touch)
2014-05-13 23:43:44 +01:00
Richard Davey
e3f834314e
Merge pull request #795 from codevinsky/graphics-drawTriangles
...
Graphics.drawTriangles and Polygon.area
2014-05-13 23:43:16 +01:00
Samuel Batista
d5366972bc
Typo fix
2014-05-10 02:15:16 -04:00
photonstorm
8b1e736418
BitmapData.rect provides a quick way to draw a Rectangle to a BitmapData.
2014-05-09 16:39:45 +01:00
Richard Davey
aac4ff2226
Merge pull request #808 from muclemente/dev
...
Added undefined check processPixelRGB
2014-05-07 23:48:28 +01:00
Richard Davey
570e8acabb
Joystick updates.
2014-05-07 18:10:13 +01:00
Murilo Clemente
c882ebef2f
Added undefined check processPixelRGB
...
Phaser.BitmapData#processPixelRGB:
I was getting an undefined error when phaser tried to call setPixel32
using “result.r”.
With this additional undefined check the problem stopped and I’m able
to run this method with all my needed images.
2014-05-06 22:43:35 -03:00
jdowell
f10c772ff3
Graphics.drawTriangles && Polygon.area
...
Demo:
http://phaser-triangles.herokuapp.com
2014-05-02 12:30:49 -05:00
photonstorm
fd9d454bc6
Documentation updates.
2014-05-01 02:38:12 +01:00
photonstorm
9fd4ac5950
Fixed and tested on IE9.
2014-04-29 15:38:33 +01:00
photonstorm
1d37cde66f
Updated p2 to latest build and patched for Float32Array + UMD issues.
2014-04-29 02:34:16 +01:00
photonstorm
e85bbf8bc5
Text.updateText now sets the lineCap to round
to avoid occassional font glitching issues in Chrome.
2014-04-28 15:17:47 +01:00
photonstorm
f12168a888
Fixed jshint error.
2014-04-28 13:48:23 +01:00
photonstorm
95fe57e4fe
BitmapData.extract working :)
2014-04-28 05:33:52 +01:00
photonstorm
de9fc08e7d
Color.updateColor - updates an existing color object to update the rgba property.
...
Color.HSVColorWheel will return an array with 360 color objects for each segment of an HSV color wheel, you can optionally set the saturation and value amounts.
Color.HSLColorWheel will return an array with 360 color objects for each segment of an HSL color wheel, you can optionally set the saturation and lightness amounts.
2014-04-28 04:19:26 +01:00
photonstorm
54b71ddc23
Phaser.ArrayList is a new iterative object, similar in principal to a linked list but operating on a single array without modifying the object structure.
...
Input and Pointer now use the new ArrayList instead of a LinkedList, which resolve list item removable during callback issues.
Input.reset no longer resets every interactive item it knows of, because they are removed during the destroy phase and can now persist between States if needed.
2014-04-25 15:11:54 +01:00
photonstorm
45aa486e27
Found better way of specifying region.
2014-04-25 04:13:59 +01:00
photonstorm
11ca2deaf6
Finally - fully working setHSL and shiftHSL.
2014-04-25 02:45:35 +01:00
photonstorm
6fb4ad06d7
Added in various new methods such as hslToRgb.
2014-04-25 02:45:35 +01:00
photonstorm
387ff4f0fa
BitmapData.processPixelRGB lets you perform a custom callback on every pixel in the BitmapData.
2014-04-24 05:20:45 +01:00
photonstorm
c88fa2bd91
Loads of BitmapData updates. More details soon.
2014-04-24 03:49:49 +01:00
photonstorm
0f1e0a3d4e
Updated the Device little / big endianess check.
2014-04-23 23:35:36 +01:00
photonstorm
0b1fb5a637
Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746 )
...
InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
2014-04-22 01:43:22 +01:00
photonstorm
a582f21a02
Fixed jsdoc and started extractAlpha
2014-04-20 21:17:01 +01:00
photonstorm
eb23903174
Corrected initial particle scale.
2014-04-11 03:26:14 +01:00
photonstorm
78aa24f04b
Emitter.setScale now allows you to scale the x and y axis of the particles independently.
2014-04-10 05:18:06 +01:00
photonstorm
8c434a83ab
Fixed issue with Particles not being updated by the Emitter and rebuilt the dist files.
2014-04-10 04:19:43 +01:00
photonstorm
8bb22551aa
Added jsdocs to Particle and Emitter. Fixed p2 UMD.
2014-04-10 01:48:55 +01:00
photonstorm
95b0532f59
Emitter.setScale has a new 'rate' parameter which allows particles to change in scale over time, using any Easing value or timescale.
...
Emitter.setAlpha has a new 'rate' parameter which allows particles to change alpha over time, using any Easing value or timescale.
Emitter.bringToTop and Emitter.sendToBack are booleans that let you optionally set the display order of the Particle when emitted.
2014-04-10 01:36:05 +01:00
photonstorm
50981fd729
Emitter now has minParticleAlpha and maxParticleAlpha values for setting a random alpha on emitted particles.
...
Emitter.particleAnchor allows you to control the anchor of emitted Particles. Defaults to 0.5 (same as before) but now under your control.
Emitter now emits Phaser.Particle objects instead of Phaser.Sprites, which can be extended as required.
Emitter has had various local properties removed that were already declared in Phaser.Group which it extends.
2014-04-09 14:29:23 +01:00
photonstorm
01eec6cef5
Keyboard.stop nulls the function references after removing the event listeners (thanks @bmceldowney, #691 )
2014-04-07 12:29:26 +01:00
nickryall
76736a666e
Rounded lineJoins for text stroke
2014-04-01 09:03:14 +13:00
nickryall
5f7d38e9fd
Rounded lineJoins for text stroke
2014-04-01 09:00:35 +13:00
nickryall
772d9ca9f2
Renable input on Phaser.Image fix
2014-04-01 08:54:08 +13:00
nickryall
8400df1b33
Renable input on Phaser.Image fix
2014-03-31 21:29:35 +13:00
photonstorm
5b73bb21bb
Sprite would glitch if it had an ArcadePhysics Body that was re-positioned out of loop.
...
Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler.
Newly generated docs
2014-03-28 01:42:49 +00:00
Richard Davey
06c953a293
Merge pull request #647 from xtian/grunt-jshint
...
Run jshint as part of build process and fix jshint errors
2014-03-26 15:46:35 +00:00
photonstorm
fc0e239719
ArcadePhysics.Body preUpdate has been modified to stop Sprites with non-1 scaling from gaining delta and moving off the screen ( fix #644 ).
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Lots of ArcadePhysics.World methods have been marked as private where they shouldn't be called directly (separateX, etc)
2014-03-26 10:48:30 +00:00
Christian Wesselhoeft
bdbf2783ad
Fix jshint issues in src/gameobjects
2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
61f18b675c
Trim trailing whitespace.
2014-03-25 14:56:04 -07:00
photonstorm
21c0be4d02
BitmapDatas when used as Game Object textures in WebGL now update themselves properly.
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Timer.ms now correctly reports the ms time even if the Timer has been paused (thanks Nambew, fix #624 )
2014-03-21 18:37:54 +00:00
photonstorm
0fa54b0b24
TileSprites now emit outOfBounds and enterBounds events accordingly.
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TileSprites working with physics bodies again.
2014-03-21 18:04:24 +00:00
photonstorm
634b1d1093
Emitter.friction property removed and replaced with Emitter.particleDrag, which is now correctly applied.
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ArcadePhysics.Body.reset incorrectly set the Body.rotation to Sprite.rotation instead of angle.
Emitter.emitParticle resets the rotation on the particle to zero before emitting it.
Lots of fixes to the TypeScript definitions file (thanks as always to clark-stevenson for his tireless work on these)
Emitters now bring the particle they are about to emit to the top of the Group before doing so. Avoids particles hidden behind others.
ArcadePhysics.Body.setSize corrected to take the parameters as positive, not negative values.
ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608 )
Emitter.particleClass can now be set to any object that extends Phaser.Sprite, which will be emitted instead of a regular Sprite.
2014-03-20 03:48:54 +00:00
photonstorm
684ee9c064
ArcadePhysics.Body has a deltaMax object, which allows you to cap the delta applied to the position to +- this value.
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ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608 )
2014-03-20 00:20:02 +00:00
photonstorm
96365a3a1f
The StateManager is now responsible for clearing down input, timers, tweens, physics, camera and the World display list.
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Removed the use of Int16Array from all Game Objects, swapped for standard Array. Phaser now runs on Android 2.x again (fix #590 )
2014-03-19 12:05:19 +00:00
photonstorm
84df7bf320
Sprite.events.onEnterBounds added. This is dispatched if the Sprite leaves the bounds but then returns. The opposite of onOutOfBounds.
2014-03-19 04:17:37 +00:00
photonstorm
11fdd62436
World.destroy incorrectly clashed with the Group.destroy method it over-rode, renamed to World.shutdown and updated StateManager accordingly.
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World.shutdown now removes all children iteratively, calling destroy on each one, ultimately performing a soft reset of the World.
Objects with a scale.x or y of 0 are no longer considered valid for input (fix #602 )
InputHandler will set the browser pointer back to default if destroyed while over (fix #602 )
Group.destroy has a new parameter: `soft`. A soft destruction won't remove the Group from its parent or null game references. Default is `false`.
InputHandler.validForInput is a new method that checks if the handler and its owner should be considered for Pointer input handling or not.
Group.replace will now return the old child, the one that was replaced in the Group.
2014-03-19 00:54:49 +00:00
photonstorm
4a407f12a1
Button.onInputUpHandler wouldn't set an upFrame for a frame ID of zero, made the check more strict.
2014-03-17 23:57:27 +00:00
photonstorm
e955145707
Added p2 kill and reset test + nearing completion on tilemap collision.
2014-03-13 21:14:18 +00:00
photonstorm
c8e63582a4
Lots of small tweaks to pass jshint.
2014-03-13 16:49:52 +00:00
photonstorm
dc434dd1ff
Render Debug moved into Arcade class.
2014-03-13 15:41:56 +00:00
photonstorm
39add47ac3
enableBody added to Group constructor. Also: game.add.physicsGroup(Phaser.Physics.ARCADE) is a thing :)
2014-03-13 11:45:55 +00:00