photonstorm
5221bfd5da
You can now pass in your own Canvas element to Phaser and it will use that instead of creating one itself. To do so you must pass a Game Configuration object to Phaser when you instantiate it, and set the canvas
property of the config object to be the DOM element you wish to use, i.e.: { canvas: document.getElementById('yourCanvas') }
(thanks @Friksel #2311 )
2016-04-14 11:57:10 +01:00
photonstorm
48ff74b718
Text update.
2016-04-14 11:48:08 +01:00
photonstorm
150e443875
Docs update to include browserify info #2424
2016-04-13 16:05:03 +01:00
photonstorm
1f8e352b7c
Docs update.
2016-04-13 15:44:21 +01:00
photonstorm
a6528aa9fc
Docs fix.
2016-04-13 15:44:21 +01:00
Richard Davey
9c972d241e
Merge pull request #2429 from lewispollard/dev
...
Alter BitmapText to use toString on text parameter in constructor
2016-04-13 15:40:15 +01:00
Lewis Pollard
719b4bb7f6
Alter BitmapText to use toString on text parameter in constructor
...
The BitmapText property accessor for the text property uses toString on the value passed in, meaning Numbers can be passed in as the text value with no problem. However, passing a Number into the constructor results in the following exception as it isn't implicitly converted to a string in a similar manner.
phaser.js:71890 TypeError: text.substr is not a function
at Phaser.BitmapText.updateText (http://localhost/phaser/build/phaser.js:56283:21 )
at new Phaser.BitmapText (http://localhost/phaser/build/phaser.js:56034:10 )
at Phaser.GameObjectFactory.bitmapText (http://localhost/phaser/build/phaser.js:46318:26 )
at Object.Boot.create (http://localhost/phaser/:46:34 )
at Phaser.StateManager.loadComplete (http://localhost/phaser/build/phaser.js:29240:35 )
at Phaser.Loader.finishedLoading (http://localhost/phaser/build/phaser.js:71446:25 )
at Phaser.Loader.processLoadQueue (http://localhost/phaser/build/phaser.js:71403:18 )
at Phaser.Loader.asyncComplete (http://localhost/phaser/build/phaser.js:71476:14 )
at Phaser.Loader.xmlLoadComplete (http://localhost/phaser/build/phaser.js:72413:14 )
at .<anonymous> (http://localhost/phaser/build/phaser.js:72236:34 )
This simply mimics the logic in the property accessor by running toString on the text value and using an empty string if null to allow Numbers to be passed into the constructor.
2016-04-13 15:24:29 +01:00
Richard Davey
358cc6b8d0
Merge pull request #2428 from EJanuszewski/radToDeg-typo
...
Fix typo in Math radToDeg description
2016-04-13 14:18:18 +01:00
photonstorm
d04a6ec402
Docs update.
2016-04-12 02:21:02 +01:00
Richard Davey
cd4b8c0d6a
Merge pull request #2427 from jamesgroat/patch-1
...
Add resolution to interface IGameConfig
2016-04-11 23:03:54 +01:00
jamesgroat
51db815d3a
Add resolution to interface IGameConfig
2016-04-11 14:03:26 -07:00
photonstorm
f4277efc20
Alternative snooker-ball like collision test.
2016-04-11 16:43:17 +01:00
photonstorm
a193ad557e
Fixed jsdocs #2418
2016-04-11 08:55:24 +01:00
photonstorm
7102a34706
Camera.flash is a new function that makes the camera 'flash' over the top of your game. It works by filling the game with the solid fill color specified, and then fading it away to alpha 0 over the duration given. This is great for things like hit effects. You can listen for the Camera.onflashComplete Signal.
...
Camera.fade is a new function that makes the camera fade to the color given, over the course of the duration specified. This is great for things like transitioning from one State to another. You can listen for the Camera.onFadeComplete Signal.
Camera.resetFX resets any active FX, such as a fade or flash and immediately clears it. Useful to calling after a fade in order to remove the fade from the Stage.
Phaser.Camera.ENABLE_FX is a const that controls if the Camera FX are available or not. It's `true` by default, but if you set it to `false` before boot then it won't create the Graphics object required to process the effects.
2016-04-09 04:05:07 +01:00
photonstorm
2ea94c83e6
Camera.shake is a new function that creates a camera shake effect. You can specify the intensity, duration and direction of the effect. You can also set if it should shake the camera out of bounds or not.
2016-04-09 02:57:16 +01:00
photonstorm
0b0a5d44cc
Camera shake working and documented.
2016-04-09 02:49:18 +01:00
photonstorm
a916812db1
Camera shake support.
2016-04-09 02:01:45 +01:00
photonstorm
460c444acf
Camera lerp TS defs update.
2016-04-09 01:35:58 +01:00
photonstorm
9e803fff7c
Small fix.
2016-04-09 01:10:31 +01:00
photonstorm
dba84d5931
Camera has a new property: lerp
. This is a Point object, that allows you to control the amount of horizontal and vertical smoothing to be applied to the camera when it tracks a Sprite. It works both with and without deadzones, and is turned off by default. Set it to low values such as 0.1 for really smooth motion tracking (thanks to @WombatTurkey for the idea of adding this)
2016-04-09 01:07:19 +01:00
photonstorm
b9fab96471
Improved docs.
2016-04-09 00:25:56 +01:00
photonstorm
3c4e63fda5
World.separateCircle is working with circle vs. circle bodies.
2016-04-08 03:37:49 +01:00
photonstorm
d009b8d769
Circle vs. Circle rebound code started.
2016-04-07 19:32:27 +01:00
photonstorm
cc5361dd6d
World.separate has been optimized to cut down on the number of calls to intersect
from 3 calls per Game Object collision check, to 2. So if you were colliding 50 sprites it will reduce the call count from 150 to 100 per frame. It also reduces the calls made to seperateX
and seperateY
by the same factor.
...
Two immovable bodies would never set their overlap data, even if an overlap only check was being made. As this is useful data to have this has been changed. Two immovable bodies will still never separate from each other, but they _will_ have their `overlapX` and `overlapY` properties calculated now.
2016-04-07 18:04:45 +01:00
photonstorm
50e126f59e
* Body has two new properties: left
and top
. These are the same as Body.x
and Body.y
but allow you to pass the Body to geometry level functions such as Circle.contains.
...
* Body.setCircle allows you to define a Body as using a circle to collide with instead of a rectangle. You can set the radius of the collision circle and an offset.
* Body.render now renders both circle and rectangle body shapes to the Debug canvas.
* World.intersects has been updated to support both circle and rectangle body shapes, and supports quick-paths for circle vs. circle and rect vs. rect checks.
* World.circleBodyIntersects is a new method that checks for intersection between a Body that has been defined as a circle, and a normal rectangle based Body. This is used internally by World.intersects, but exposed for direct calls as well.
2016-04-07 17:01:16 +01:00
photonstorm
b162ca4d51
Improved Math.clamp and docs.
2016-04-07 16:14:44 +01:00
photonstorm
952b5c04ea
The start of Arcade Physics circle bodies.
2016-04-07 14:32:53 +01:00
photonstorm
b9f62e77e6
You can now pass a TilemapLayer as a Texture to a TileSprite. A limitation of this is that if you pass it to a TileSprite it will make a fill pattern from the TilemapLayer at that instant it's passed, and it won't keep track of the layer in future should it update (thanks @jdnichollsc #1989 )
2016-04-07 03:45:21 +01:00
photonstorm
e4a505d4b6
Lots of new Signals documentation.
2016-04-07 02:44:29 +01:00
photonstorm
e5ceb7e9bc
P2.World.setBounds has been re-written completely. If the World is resized it no longer removes the P2 body instances and re-creates them. Instead it checks to see which walls are required and then just moves the position of the shapes instead, or updates them, or creates or destroys them as required. This is far more efficnent, especially in a game which see's a lot of world bounds changes (i.e. resizes responsively in browser)
2016-04-07 01:56:42 +01:00
photonstorm
5c261821fe
P2.World.updateBoundsCollisionGroup didn't set the _boundsOwnGroup
private var, meaning the World.setBounds
method wasn't able to restore previously set collision masks automatically (thanks @jmp909 #2183 )
2016-04-07 01:25:52 +01:00
photonstorm
4d5a037ae5
P2.World.updateBoundsCollisionGroup wouldn't use the boundsCollisionGroup
mask if you passed true
as the argument, only if it was left undefined.
2016-04-07 01:18:19 +01:00
photonstorm
58af40ca92
Added a bit more info to the SoundManager docs re: #2373
2016-04-07 01:07:19 +01:00
photonstorm
787111c12c
A Game Object with fixedToCamera = true
that was then set for Input, and enabled for dragging from its center (input.enableDrag(true)
) would throw an error upon being dragged (thanks @solusipse #2367 )
2016-04-07 00:44:53 +01:00
photonstorm
fc7b5c79e3
Graphics objects can now have a Physics Body directly attached to them, where-as before it would throw an error due to a lack of anchor property (thanks @NLilley #2400 )
2016-04-07 00:14:41 +01:00
photonstorm
0945083a4b
Removed further mentions of RenderTexture re: TileSprite.
2016-04-06 23:58:34 +01:00
photonstorm
b3757ed862
jsdocs update #2384
2016-04-06 02:33:29 +01:00
photonstorm
896b32a28c
SoundManager.muteOnPause is a new boolean that allows you to control if the Sound system gets muted automatically when a Phaser game pauses, such as when it loses focus. You may need to set this to false
if you wish to control the audio system from outside of your Phaser game, i.e. from DOM buttons or similar ( #2382 )
2016-04-06 02:09:22 +01:00
photonstorm
61bc4a8dca
Sound.play when using an AudioTag would ignore the muted state of the SoundManager and play regardless. It now checks the SoundManager.mute state on play, and sets the volume accorindingly (thanks @brianbunch #2139 )
2016-04-06 01:41:54 +01:00
photonstorm
03ea59940c
Docs update.
2016-04-06 01:29:16 +01:00
Richard Davey
8e74f4d06e
Merge pull request #2187 from BdR76/patch-1
...
Bugfix, reuse emitter when parameter explode=false
2016-04-06 01:28:49 +01:00
Richard Davey
2f0231b3cd
Merge pull request #2415 from jakewilson/dev
...
Fixed and added warnings.
2016-04-06 01:21:09 +01:00
photonstorm
988290631f
When setting a global volume for the SoundManager it would previously incorrectly calculate the volumes of AudioTag based Sound objects that were not played at volume 1. The new approach uses Sound.updateGlobalVolume which adjusts the Sound volume to be a percentage of the global volume. So if the global volume is 0.5 and the Sound volume is 0.5, the Sound will play with an actual volume of 0.25 (thanks @VitaZheltyakov #2325 )
2016-04-06 01:19:32 +01:00
Richard Davey
71056ccb69
Merge pull request #2371 from stoneman1/dev
...
Fixed video for future
2016-04-06 01:08:22 +01:00
photonstorm
4d69b13977
Passing a BitmapData to a TileSprite as a texture would fail if the BitmapData had not been previously added to the cache. It now uses the new frameData property (thanks @mzamateo @lucap86 #2380 )
2016-04-06 00:44:55 +01:00
photonstorm
c33b53fa95
BitmapData has a new property frameData
which is a Phaser.FrameData container instance. It contains a single Frame by default, matching the dimensions of the entire BitmapData, but can be populated with additional frames should you wish to create animations from dynamic BitmapData textures.
2016-04-06 00:43:21 +01:00
photonstorm
18c0b150b5
FrameData.destroy will nullify the local arrays used to contain Frame instances.
2016-04-06 00:43:09 +01:00
photonstorm
0c2ac47981
Camera.position would return the view rectangles centerX/Y coordinates, instead of view.x/y (which is what Camera.x/y returns), so it has been updated to return view.x/y instead (thanks @kamparR #2120 )
2016-04-06 00:18:01 +01:00
photonstorm
ecbff44354
Group.getByName searches the Group for the first instance of a child with the name
property matching the given argument. Should more than one child have the same name only the first instance is returned.
2016-04-05 23:59:05 +01:00
photonstorm
65f8f111c8
Game.forceSingleUpdate is now true
by default.
2016-04-05 23:40:15 +01:00