Richard Davey
42f19f4978
Phaser.Canvas.setImageRenderingCrisp now sets image-rendering: pixelated, perfect for pixel art and which is now supported in Chrome 38.
2014-09-03 22:16:03 +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
1f84024a3e
Cache.getImage now returns null if no image was found.
2014-09-03 11:11:48 +01:00
photonstorm
8bc5ba8d7d
Tween.generateData would skip the end values in the data array. They are now included as the object in the final array element.
2014-09-02 15:45:52 +01:00
photonstorm
865c6878bf
P2.World.getSprings used to return an empty array, but now returns all the Springs in the world ( #1134 )
2014-09-02 15:06:43 +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
Richard Davey
152335ff46
docs update.
2014-09-01 21:33:29 +01:00
Carlos Martinez
a869939bc3
Merge branch 'master' of https://github.com/photonstorm/phaser into dev
2014-09-01 14:20:15 +01:00
photonstorm
070e33f1e7
ArcadePhysics.overlap has been updated so that the Body.overlapX/Y properties are set to the amount the two bodies overlapped by. Previously they were zero and only populated during the separation phase, but now the data is available for just overlap checks as well. You can then use these values in your ovrelap callback as required - note that they are changed for every check, so a Sprite overlap tested against 10 other sprites will have the overlapX/Y values updated 10 times in a single collision pass, so you can only safely use the values in the callback ( #641 )
2014-09-01 03:54:55 +01:00
photonstorm
7fc37751b2
ScaleManager.orientationSprite has been removed because it never displayed correctly anyway (it would be distorted by the game scale), it will be bought back in a future version by way of a custom orientation state.
2014-09-01 03:30:02 +01:00
photonstorm
8fec5169f0
Added Sound._muteVolume which stops Firefox and IE9 crashing if you try to unmute a sound that hasn't yet been muted, which can also happen as a result of a game visibility change (thanks @osmanzeki #1108 #1123 )
2014-09-01 03:13:05 +01:00
photonstorm
80d1df4705
ScaleManager.setMinMax(minWidth, minHeight, maxWidth, maxHeight) is a handy function to allow you to set all the min/max dimensions in one call.
2014-09-01 03:07:17 +01:00
photonstorm
fe9dbd15e5
The World bounds can now be set to any size, including smaller than the game dimensions. Before it was locked to a minimum size of the game canvas, but it can now be anything.
2014-09-01 02:41:07 +01:00
photonstorm
1a60d641b1
Canvas.removeFromDOM(canvas) will remove a canvas element from the DOM.
...
Game.destroy now removes the games canvas element from the DOM.
2014-09-01 02:38:21 +01:00
photonstorm
97d771c4e8
ScaleManager has a new scaleMode called RESIZE
which will tell Phaser to track the size of the parent container (either a dom element or the browser window if none given) and set the canvas size to match it. If the parent changes size the canvas will resize as well, keeping a 1:1 pixel ratio. There is also a new ScaleManager.setResizeCallback method which will let you define your own function to handle resize events from the game, such as re-positioning sprites for a fluid responsive layout ( #642 )
...
The width and height given to the Phaser.Game constructor can now be numbers or strings in which case the value is treated as a percentage. For example a value of "100%" for the width and height will tell Phaser to size the game to match the parent container dimensions exactly (or the browser window if no parent is given). Equally a size of "50%" would tell it to be half the size of the parent. The values are retained even through resize events, allowing it to maintain a percentage size based on the parent even as it updates.
2014-09-01 01:52:04 +01:00
photonstorm
5fb8c7eb85
ScaleManager window.resize handler would constantly dispatch enterPortrait and enterLandscape events on window resizing, regardless if it actually entered that orientation or not.
...
Stage.offset has been moved to ScaleManager.offset
Stage.bounds has been removed, you can access it via Stage.getBounds.
Stage.checkOffsetInterval has been moved to ScaleManager.trackParentInterval
ScaleManager.hasResized signal has been removed. Use ScaleManager.setResizeCallback instead.
2014-09-01 01:02:48 +01:00
photonstorm
e3f11d5aba
change log update.
2014-08-31 00:21:47 +01:00
photonstorm
92386221e4
Tile.setCollision now adjusts the tiles interesting faces list as well, this allows you to create one-way jump tiles without using custom callbacks on a specific tile basis (thanks @RafaelOliveira #886 )
2014-08-29 18:03:32 +01:00
photonstorm
5546e5903c
Tiled polylines are now imported into the map objects property as well as map collision ( #1117 )
2014-08-29 16:56:30 +01:00
photonstorm
0284d0b98c
If Time.elapsed was > Time.timeCap it would reset the elapsed value to be 1 / 60. It's now set to Time.timeCap and Time.timeCap defaults to 1 / 60 * 1000
as it's a ms value (thanks @casensiom #899 )
2014-08-29 16:37:57 +01:00
photonstorm
10e7d8ff7e
TilemapParser.getEmptyData now correct adds an empty bodies array into layers. This fixes an issue where p2 couldn't convert a csv map into collision tiles (thanks @sru #845 )
2014-08-29 16:30:29 +01:00
photonstorm
719b81c6e3
GamepadButton.justPressed and justReleased now correctly report if the button has just been pressed or released (thanks @padpadpad #1019 )
2014-08-29 16:08:38 +01:00
photonstorm
7b9c1a561e
GamePad and SinglePad onAxisCallback parameters have changed. You are now sent: this (a reference to the SinglePad that caused the callback), the axis index and the axis value in that order.
...
GamePad axis detection now works again properly in Firefox (#1035 )
2014-08-29 15:55:05 +01:00
photonstorm
32119e9892
Animation.onUpdate is a new event that is dispatched each time the animation frame changes. Due to its intensive nature it is disabled by default. Enable it with Animation.enableUpdate = true
( #902 )
2014-08-29 14:30:44 +01:00
photonstorm
9055fc7e01
The Pointer move callbacks are now sent an extra parameter: fromClick
allowing your callbacks to distinguish between the Pointer just moving, or moving as a result of being pressed down (thanks @iforce2d #1055 )
2014-08-29 14:19:47 +01:00
photonstorm
26a55bd202
SoundManager.destroy is a new method that will destroy all current sounds and reset any callbacks.
...
StateManager.clearCurrentState now handles the process of clearing down the current state and is now called if the Game is destroyed.
Game.destroy now clears the current state, activating its shutdown callback if it had one. It also now destroys the SoundManager, stopping any currently running sounds (#1092 )
2014-08-29 11:37:47 +01:00
photonstorm
69b9e5eb7c
Arcade.overlap and collide are now more consistent about allowing a Group vs. Group or Group vs. Array of Groups set (thanks @pyromanfo #877 #1147 )
2014-08-29 01:28:43 +01:00
photonstorm
52ea95d9ce
Sound.restart used to cause the Sound to double-up if it was already playing when called. Now correctly stops the sound before restarting it (thanks @wombatbuddy #1136 )
2014-08-29 01:06:29 +01:00
photonstorm
dd9e7e6297
Pointer.dirty is a new boolean that is set by the InputHandler. It tells the Pointer to re-check all interactive objects it may be over on the next update, regardless if it has moved position or not. This helps solve issues where you may have a Button that on click generates a pop-up window that now obscures the Button (thanks @jflowers45 #882 )
2014-08-29 00:47:49 +01:00
photonstorm
6fbaa36ddd
P2.PointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
...
P2.InversePointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
P2.PointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
P2.InversePointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
2014-08-28 17:04:58 +01:00
photonstorm
34426e7560
Loader.useXDomainRequest boolean automatically set to true
if the browser is specifically detected as IE9, but you can still override this. IE10 will use xhr.
2014-08-28 05:24:57 +01:00
photonstorm
9de1d494df
Phaser 2.1.0 build files for testing.
...
Ninja Physics is no longer included in the build files by default. Not enough people were using it, and not enough contributions were coming in to help polish it up, so we've saved the space and removed it. It's still available in the grunt build files if you require it, but we're deprecating it from the core library at this time. It will make a return in Phaser3 when we move to a modular class system.
2014-08-28 04:53:05 +01:00
photonstorm
4cdffb6b6f
Change log update.
2014-08-28 04:38:26 +01:00
photonstorm
2d4d1a050d
Tilemap.hasTile now checks the Tile.index value and will return false if the index is -1 (i.e. a non-active tile) (thanks @elgansayer #859 )
2014-08-28 04:30:13 +01:00
photonstorm
a7d9b2c8c5
The P2.World.postBroadphaseHandler now checks if the returned pairs array is empty or not before processing it (thanks @wayfu #934 )
2014-08-28 04:24:08 +01:00
photonstorm
0c88ba041a
If you used a single Game configuration object and didn't specify the enableDebug property it would crash on Debug.preUpdate (thanks @luizbills #1053 )
2014-08-28 04:19:10 +01:00
photonstorm
83619ba81e
InputHandler docs updated to avoid Pointer data-type confusion ( #1097 )
2014-08-28 04:07:24 +01:00
photonstorm
6216cf578c
BitmapFonts are now correctly added to the Cache._bitmapFont array and returned via Cache.getBitmapFont (thanks @prudolfs #1076 )
2014-08-28 03:52:26 +01:00
photonstorm
0f207c47a7
Calling P2.Body.destroy or ArcadePhysics.Body.destroy wouldn't null the parent sprite body, causing it to error in the next update (thanks @jonathanhooker #1077 )
2014-08-28 03:44:02 +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
6e2cd37776
ScaleManager.destroy now removes the window and document event listeners, which are no longer created anonymously (thanks @eguneys #1092 )
...
Input.Gamepad.destroy now destroys all connected SinglePads and clears event listeners.
SinglePad.destroy now clears all associated GamepadButton objects and signals.
2014-08-28 03:31:47 +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
photonstorm
42c810b43f
Fixed the resolution uniform type in the SampleFilter (thanks @VictoryRice #1137 )
2014-08-28 02:20:49 +01:00
photonstorm
d7f8950758
Debug.cameraInfo no longer crashes if the camera bounds are nulled (thanks @wayfu #1143 )
...
Camera.setBoundsToWorld no longer crashes if the camera bounds are nulled (thanks @wayfu #1143 )
2014-08-28 02:13:51 +01:00
photonstorm
01db9257e0
Change log updates.
2014-08-28 02:06:48 +01:00
photonstorm
31f450dd42
Docs updates, preparing for Rope merge.
2014-08-28 01:59:10 +01:00
photonstorm
c76aa785f9
Documentation updates.
2014-08-28 01:57:38 +01:00
photonstorm
7772590b18
Docs update.
2014-08-28 01:44:48 +01:00
photonstorm
ccc8369f43
InputHandler.checkBoundsRect was incorrectly assigning a property in Sprites fixed to the camera being dragged left (thanks @CraigBeswetherick #1093 )
2014-08-28 01:29:23 +01:00
photonstorm
7bfa6fa9f2
Loader.useXDomainRequest boolean added. If true
(the default is false
) it will use XDomainRequest when loading JSON files instead of xhr. In rare IE edge-cases this may be required. You'll know if you need it ( #1131 #1116 )
2014-08-28 01:23:45 +01:00
photonstorm
c87aa5103d
Fixed the RevoluteConstraint worldPivot and moved it to the end of the signature to minimise code changes.
2014-08-28 01:14:59 +01:00
photonstorm
aeb82dbee9
World.createRotationalSpring will now let you create rotational springs.
2014-08-28 00:58:50 +01:00
photonstorm
6acc8bf9f2
World.enableBodySleeping has been removed and replaced with World.sleepMode.
2014-08-28 00:45:57 +01:00
photonstorm
98ccae56de
P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called type
we have left the motionState
getter/setter in for now.
2014-08-28 00:39:47 +01:00
photonstorm
4935a4e4af
RevoluteConstraint fixed for new version of p2.
2014-08-28 00:24:56 +01:00
photonstorm
b25bdf3523
Fixed the DistanceConstraint parameters.
2014-08-28 00:15:28 +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
A.S. Lomoff
134068bada
return back misstyping
2014-08-27 17:35:26 +03:00
A.S. Lomoff
61e58f4e9a
fix TypeScript site URL
2014-08-27 17:34:31 +03:00
photonstorm
f887ee0df8
TypeScript definition updates to help fix for the noimplicitany
option (thanks @Waog #1088 )
2014-08-06 16:24:33 +01:00
Alvin
31c1423947
Merge pull request #1057 from steelywing/patch-2
...
add README.md index
2014-08-06 15:39:14 +02:00
photonstorm
36ecd81f29
Arcade Physics Body.skipQuadTree is a new boolean that if set to true
when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large.
...
Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.
2014-08-04 13:04:11 +01:00
photonstorm
06cb37247a
Updated readme.
2014-08-04 12:24:34 +01:00
photonstorm
aabdf6f97a
Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0.
2014-08-01 17:46:51 +01:00
photonstorm
9bbc8ecce3
Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060 )
2014-07-31 13:39:26 +01:00
Wing
eb4d635046
add README.md index
2014-07-22 14:13:32 +08:00
photonstorm
122640e01b
Phaser.Loader was incorrectly getting the responseText from _xhr instead of _ajax on IE9 xDomainRequests (thanks @lardratboy #1050 )
2014-07-21 11:12:58 +01:00
photonstorm
8e7e6f05e1
Adding .0 :)
2014-07-18 13:12:08 +01:00
photonstorm
113b69a5d1
Preparing for 2.1 development work.
2014-07-18 13:09:21 +01:00
photonstorm
ee49575714
Preparing for master.
2014-07-18 12:35:16 +01:00
photonstorm
24527eac3e
Group.checkAll allows you to check if the same property exists across all children of the Group and is set to the given value (thanks @codevinsky #1013 )
...
Group.checkProperty allows you to check if the property exists on the given child of the Group and is set to the value specified (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky #1013 )
Phaser.Utils.getProperty will get an Objects property regardless of depth (thanks @codevinsky #1013 )
2014-07-18 11:52:39 +01:00
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
49bb45c42e
Tilemap.swap now accurately swaps from A to B and from B to A (thanks @noidexe #1034 )
2014-07-18 00:29:24 +01:00
photonstorm
82ef6d4aeb
If you add a Tween to the TweenManager and then immediately stop it, it will still exist in the TweenManager (thanks @gilangcp #1032 )
2014-07-16 19:50:58 +01:00
photonstorm
90eec97707
Animation.updateFrameData allows you to load a new FrameData object into an existing animation, even if currently running (based on #1029 )
...
AnimationManager.loadFrameData will now update all existing Animations to use the newly loaded FrameData (based on #1029 )
2014-07-16 00:55:12 +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
d72e199291
Physics.bounds now correctly matches World.bounds on system start (thanks @Dumtard #1028 )
2014-07-16 00:14:47 +01:00
photonstorm
afeeeecbe0
Keyboard.processKeyPress now checks if the Keyboard Input handler is disabled or not before processing the key callbacks.
2014-07-16 00:12:59 +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
photonstorm
538425193a
World.wrap when using the bounds of the object wouldn't adjust the bounds correctly, meaning wrapping outside the camera failed (thanks @jackrugile #1020 )
2014-07-15 14:22:24 +01:00
photonstorm
f78a527ad5
Prevented objects with pixel perfect checks from over-riding other higher priority ID items ( #983 )
...
Rebuilt the way items are polled for Pointer events (drag, click, move). Now faster and more efficient, especially when some items in the stack require pixel perfect checks.
2014-07-15 11:20:57 +01:00
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
5bc482685b
Renaming the release :) #1004
2014-07-14 12:08:46 +01:00
photonstorm
bc9e5804b2
Updated docs.
2014-07-11 18:02:47 +01:00
photonstorm
0353ee12be
Reverting to a 2.0.7 release to fix the issues with Image / RetroText / Buttons.
2014-07-11 16:30:25 +01:00
photonstorm
74679922d1
Debug.preUpdate was still being called in the Game Loop even if enableDebug was set to false (thanks @qdrj, #995 )
2014-07-11 11:52:48 +01:00
photonstorm
d7bed24a27
Preparing for 2.1.0 build.
2014-07-10 23:14:29 +01:00
photonstorm
8421cfc400
Final readme updates.
2014-07-10 20:39:17 +01:00
photonstorm
d0727b9c04
ReadMe update.
2014-07-10 20:39:13 +01:00
photonstorm
d11d8051b1
You can now prevent the Debug class from being created or booted by using the Game configuration setting: enableDebug
. By default it is true
, set to false
to prevent the class from being created. Please note you are responsible for checking if this class exists before calling it, but you can do that via if (game.debug) { ... }
(request #984 )
2014-07-10 10:46:18 +01:00
photonstorm
a182598c65
Using a Game configuration object you can now specify the value of the preserveDrawingBuffer
flag for the WebGL renderer. By default this is disabled for performance reasons. But if you need to be able to take screen shots of your WebGL games using toDataUrl on the game canvas then you'll need to set this to true
( #987 )
2014-07-10 10:46:18 +01:00
photonstorm
494c33a9f4
Rectangle.randomX will return a random value located within the horizontal bounds of the Rectangle.
...
Rectangle.randomY will return a random value located within the vertical bounds of the Rectangle.
2014-07-09 11:34:18 +01:00
photonstorm
003403c832
Color.getWebRGB will now accept either an Object or numeric color value.
2014-07-09 11:15:24 +01:00
photonstorm
ca8c6e16e9
README updates.
2014-07-08 12:59:36 +01:00
photonstorm
0b2bea3564
Removed hasOwnProperty check from Tween.from because it breaks on extended or inherited Game Objects.
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
photonstorm
77d5be1d8e
When adding a new Animation to a Sprite it would incorrectly reset the current Sprite frame to the first frame of the animation sequence, it is now left un-touched until you call play
on the animation.
2014-07-08 12:59:35 +01:00
photonstorm
14109aeeb1
Animation.next will advance to the next frame in the animation, even if it's not currently playing. You can optionally define the number of frames to advance, but the default is 1. This is also aliased from the AnimationManager, so you can do Sprite.animations.next()
.
...
Animation.previous will rewind to the previous frame in the animation, even if it's not currently playing. You can optionally define the number of frames to rewind, but the default is 1. This is also aliased from the AnimationManager, so you can do `Sprite.animations.previous()`.
2014-07-03 16:23:36 +01:00
photonstorm
7c624f409f
Updated console.log and README.
2014-07-03 10:50:26 +01:00
photonstorm
177d51f238
Signal.removeAll now has a new context
parameter. If specified only listeners matching the given context are removed (thanks @lucbloom for the idea, #880 )
2014-07-03 02:22:11 +01:00
photonstorm
92dbabb2df
Camera.updateTarget has had a make-over and now is a lot smoother under certain conditions (thanks @tjkopena, fix #966 )
2014-07-03 02:09:53 +01:00
photonstorm
8c41f6cc10
Game.onBlur and Game.onFocus events are now dispatched regardless if Stage.disableVisibilityChange is true or false, so you can respond to these events without your game automatically pausing or resuming ( #911 )
2014-07-02 14:57:28 +01:00
photonstorm
2916f0413f
Group.bringToTop (and consequently Sprite.bringToTop) no longer removes the child from the InputManager if enabled (thanks @BinaryMoon, fix #928 )
...
Group.sendToBack (and consequently Sprite.sendToBack) no longer removes the child from the InputManager if enabled.
Group.add has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.addAt has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onAddedToGroup` event.
Group.remove has a new optional boolean parameter: `silent`. If set to `true` the child will not dispatch its `onRemovedFromGroup` event.
Group.removeBetween has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Group.removeAll has a new optional boolean parameter: `silent`. If set to `true` the children will not dispatch their `onRemovedFromGroup` events.
Internal child movements in Group (such as bringToTop) now uses the new `silent` parameter to avoid the child emitting incorrect Group addition and deletion events.
2014-07-02 14:04:14 +01:00
photonstorm
2cef655ed6
Calling Tween.stop from inside a Tween update callback would still cause the tween onComplete event to fire (thanks @eguneys, #924 )
2014-07-02 05:47:38 +01:00
photonstorm
5ee9245acf
Rectangle.right when set would set the new width to be Rectangle.x + the value given. However the value given should be a new Right coordinate, so the width calculation has been adjusted to compensate (thanks @cryptonomicon, #849 )
2014-07-02 05:37:12 +01:00
photonstorm
58fc73348c
The StateManager has a preRenderCallback option, which checks for a preRender function existing on the State, but it was never called. Have decided to add this in, so the core Game loop now calls state.preRender right before the renderer runs (thanks @AnderbergE #869 )
2014-07-02 05:32:40 +01:00
photonstorm
757136bf4f
Device.mobileSafari was no longer detecting Mobile Safari, now fixed (thanks @Zammy, #927 )
2014-07-01 19:19:49 +01:00
photonstorm
79bd7c400b
Key.duration wasn't set to zero after a Key.reset (thanks @DrHackenstein, #932 )
2014-07-01 16:57:55 +01:00
photonstorm
faa9af5539
readme updates
2014-07-01 16:19:20 +01:00
photonstorm
d2fc42520b
stopFullScreen has been changed to run against document instead of the canvas since the cancelFullScreen method is created on the document (thanks @j0hnskot, #863 )
2014-07-01 15:46:32 +01:00
photonstorm
8b9aec320b
Readme updates.
2014-07-01 15:46:32 +01:00
photonstorm
8c11ec1037
Updated readme.
2014-07-01 15:08:12 +01:00
photonstorm
181fd1ae56
Merged Pixi 1.5.4 with Phaser - all of the lovely new Pixi features are in, like complex Graphics objects and masking.
2014-07-01 15:03:46 +01:00
photonstorm
3d80568e4c
Loader.isLoading is set to false if the filelist size is zero.
2014-06-30 09:24:25 +01:00
photonstorm
692ca928f0
Updated docs.
2014-06-29 21:19:37 +01:00
photonstorm
3ebb13c4b0
PR updates
2014-06-24 00:10:54 +01:00
photonstorm
907ba55478
Huge number of gamepad updates to get it working properly on Chrome again. Firefox debugging tomorrow.
2014-06-11 04:25:30 +01:00
photonstorm
0587d944b3
Added PlayStation 3 controller button mappings to Phaser.Gamepad (thanks @wayfu #887 )
2014-06-11 00:25:58 +01:00
photonstorm
50e47d89ee
ArcadePhysics.Body.setSize if you set offset x/y values previously and then passed zero values they would be ignored (thanks @casensiom fix #889 )
2014-06-11 00:21:04 +01:00
photonstorm
e923e230e0
TilemapLayers can now be used with an unbounded camera (a camera that can move beyond the world boundaries). Currently, when an unbounded camera moves outside of the world, tilemaps start acting weird because they only render themselves strictly within the world limits. With this change, the tilemap will continue scrolling and show empty space beyond its edge (thanks @jotson #851 )
...
TilemapLayer.wrap property - if true the map is rendered as if it is on the surface of a toroid (donut) instead of a plane. This allows for games that seamlessly scroll from one edge to the opposite edge of the world without noticing the transition. Note that the World size must match the Map size (thanks @jotson #851 )
2014-06-11 00:15:02 +01:00
photonstorm
78c4e62cfe
BitmapData.getPixel fix for pixels with zero red value (thanks @lstor fix #894 )
...
If you call ArcadePhysics.collide on a Sprite vs. a Tilemap and provide a custom processCallback, the result was being ignored and the sprite was being separated regardless (thanks @aivins fix #891 #890 )
2014-06-11 00:02:06 +01:00
photonstorm
b979243a8d
Removed the cacheKey parameters from the AnimationParser methods as they're no longer used.
2014-06-10 23:50:12 +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
photonstorm
6d10be6baa
When creating a Sprite or Image using a texture atlas it would set the frame twice, once in loadTexture and once when the initial frame is set. This has been reduced down to just a single setting now.
2014-06-10 11:21:07 +01:00
photonstorm
ee5f6457c8
Swapped to using escaped Unicode characters for the console output.
2014-06-09 16:15:41 +01:00
photonstorm
9aa10f7521
Sound.pause will no longer fire a Sound.onStop signal, and the pause values are set before the onPause signal is dispatched (thanks @AnderbergE, fix #868 )
2014-06-05 02:55:20 +01:00
photonstorm
369e2cc2d0
Sound.destroy(true) would call remove on the SoundManager, which in turn would throw a TypeError as it tried to remove the sound events twice (thanks @AnderbergE, fix #874 )
2014-06-05 02:50:53 +01:00
photonstorm
1c9e23f535
Emitter.start has a new parameter: forceQuantity which will force the quantity of a flow of particles to be the given value (request #853 )
...
Emitter.explode is a new short-cut for exploding a fixed quantity of particles at once.
Emitter.flow is a new short-cut for creating a flow of particles based on the given frequency.
2014-06-02 01:15:58 +01:00
photonstorm
12252944fa
Time.add allows you to add an existing Phaser.Timer to the timer pool (request #864 )
2014-06-02 00:54:42 +01:00
photonstorm
917c7491cd
Canvas.create has deprecated the noCocoon parameter as it's no longer required. The parameter is still in the signature, but no longer used in the method.
2014-05-30 02:03:07 +01:00
photonstorm
6e8694d5f7
A Canvas style set from a game config object used an incorrect property (thanks @TatumCreative, fix #861 )
2014-05-30 02:01:33 +01:00
photonstorm
edc1507b4e
Resolved issue where Cocoon won't render a scene in Canvas mode if there is only one Sprite/Image on it.
2014-05-29 23:52:13 +01:00
photonstorm
eee1183a6a
Forces use of a Canvas Renderer under CocoonJS automatically.
...
The SoundManager no longer requires a touch to unlock it, defaults to unlocked.
2014-05-29 23:17:18 +01:00
photonstorm
0c675f741f
Wrapped all events that CocoonJS doesn't support in conditional checks to avoid Cocoon Warnings.
2014-05-29 22:25:40 +01:00
photonstorm
5a42a41608
Updated the JSON format.
2014-05-29 17:25:20 +01:00
photonstorm
5b5bdc80d9
Loader.pack will allow you to load in a new Phaser Asset Pack JSON file. An Asset Pack is a specially structured file that allows you to define all assets for your game in an external file. The file can be split into sections, allowing you to control loading a specific set of files from it. An example JSON file can be found in the resources
folder and examples of use in the Phaser Examples repository.
...
Loader.totalQueuedPacks returns the number of Asset Packs in the queue.
Loader.totalLoadedPacks returns the number of Asset Packs already loaded.
2014-05-29 17:05:13 +01:00
photonstorm
066ab633a6
Loader.tilemap has renamed the mapURL
parameter to url
and mapData
to data
to keep it consistent with the other Loader methods.
...
Loader.physics has renamed the `dataURL` parameter to `url` and `jsonData` to `data` to keep it consistent with the other Loader methods.
2014-05-29 04:44:23 +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
2219e6f1c9
Timer.ms would report the game time ms value if the Timer hadn't yet been started, instead of 0.
...
Timer.seconds would report the game time value if the Timer hadn't yet been started, instead of 0.
2014-05-28 23:27:26 +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
890d90af4d
Keyboard.addCallbacks now has a new parameter for keypress event capture.
...
Keyboard.pressEvent stores the most recent DOM keypress event.
Keyboard.processKeyDown now runs the callback after all the objects have been created and/or updated.
Keyboard.processKeyUp now runs the callback after all the objects have been created and/or updated.
Phaser.Keyboard.lastChar will return the string value of the last key pressed.
Phaser.Keyboard.lastKey will return the most recently pressed Key object.
2014-05-27 04:26:37 +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
f007a77f3d
Fixed Gamepad issue that incorrectly checked non-webkit prefix gamepads.
2014-05-26 22:02:53 +01:00
photonstorm
86c228d380
Group.destroy now removes any set filters (thanks @Jmaharman fix #844 )
2014-05-26 20:13:00 +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
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
2a73652ed8
Preparing for 2.0.6 "Jornhill" development.
2014-05-20 10:56:45 +01:00
photonstorm
560a44f06e
README fixes for 2.0.5 release.
2014-05-20 10:37:51 +01:00
photonstorm
43e079a53a
Readme update.
2014-05-20 10:31:55 +01:00
photonstorm
8f07796af3
2.0.5 readme updates.
2014-05-20 10:03:02 +01:00
photonstorm
7b876d5fc4
ScaleManager.bounds is a Rectangle object that holds the exact size of the game canvas, taking DOM offset and game scale into account.
...
Pointer.withinGame is now accurate based on game scale and updated as the Pointer moves.
Stage.bounds is now updated if the game canvas offset changes position. Note that it gives the un-scaled game dimensions.
2014-05-19 18:49:59 +01:00
photonstorm
c9656e48de
Group.hasProperty fixed to not use hasOwnProperty, but a series of in
checks (thanks @mgiuffrida for the idea, #829 )
2014-05-19 13:11:58 +01:00
photonstorm
1a7305b0ad
New movement data added for a Pointer Locked mouse (Pointer.movementX/Y) (thanks @woutercommandeur, #831 )
2014-05-19 11:51:25 +01:00
photonstorm
da75a22e82
Cache.checkKey added - allows you to pass in a Cache type and a key and return a boolean.
...
Cache.checkCanvasKey(key) - Check if a Canvas key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTextureKey(key) - Check if a Texture key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkSoundKey(key) - Check if a Sound key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTextKey(key) - Check if a Text key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkPhysicsKey(key) - Check if a Physics key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkTilemapKey(key) - Check if a Tilemap key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBinaryKey(key) - Check if a Binary key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBitmapDataKey(key) - Check if a BitmapData key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkBitmapFontKey(key) - Check if a BitmapFont key exists in the cache (thanks to @delta11 for the proposal)
Cache.checkJSONKey(key) - Check if a JSON key exists in the cache (thanks to @delta11 for the proposal)
2014-05-19 11:34:14 +01:00
photonstorm
cfadaf3e70
Tilemap.layer is a getter/setter to the current layer object (which can be changed with Tilemap.setLayer)
2014-05-15 22:30:32 +01:00
photonstorm
1d13855abb
Tilemap.searchTileIndex allows you to search for the first tile matching the given index, with optional skip and reverse parameters.
2014-05-15 19:56:56 +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
Richard Davey
21011c3d03
mouseout handler
2014-05-14 22:56:42 +01:00
photonstorm
5d8a11ae29
Input.addMoveCallback allows you to bind as many callbacks as you like to the DOM move events (Input.setMoveCallback is now flagged as deprecated)
...
Input.deleteMoveCallback will remove a previously set movement event callback.
2014-05-14 03:01:24 +01:00
photonstorm
b90bcc442c
If an object was drag enabled with bringToTop, the onDragStop event wouldn't fire until the mouse was next moved (thanks @alpera, fix #813 )
2014-05-14 02:42:55 +01:00
photonstorm
cc9a234c8c
Color.getRGB would return incorrect color components if a color value without alpha was given, now works with both 0xRRGGBB and 0xAARRGGBB.
...
Color.getWebRGB now works regardless if you give an 0xRRGGBB or 0xAARRGGBB color value.
2014-05-14 02:09:44 +01:00
photonstorm
798d7a4fd1
Stage.backgroundColor now properly accepts hex #RRGGBB and color values 0xRRGGBB again ( fix #785 )
2014-05-14 01:59:21 +01:00
photonstorm
0bfa249ed5
Key.justPressed and justReleased incorrectly set the delay value to 2500ms. Now defaults to 50ms (thanks @draklaw, fix #797 )
2014-05-14 00:24:09 +01:00
photonstorm
8d8c3cb595
The Tiled JSON parser will now include Tiled polygons, ellipse and rectangle geometry objects in the resulting map data (thanks @tigermonkey, #791 )
2014-05-14 00:10:08 +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
6f1ba28b73
README updates.
2014-05-13 23:43:44 +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
photonstorm
0d2fa2733a
Timer class updated so that code-resumed pauses don't mess up the internal _pausedTotal value (thanks @joelrobichaud, fix #814 )
...
Timer class when paused by code after a game-level pause wouldn't set the codepaused flag (thanks @joelrobichaud, fix #814 )
2014-05-09 16:41:48 +01:00
photonstorm
86f6b114e8
Sound.stop on Samsung S4 would randomly throw a DOM error. Wrapped the audio stop in a try/catch (thanks FSDaniel)
2014-05-09 16:39:45 +01:00
photonstorm
c32706f98c
Phaser.Utils.transposeArray will transpose the given array and return it.
...
Phaser.Utils.rotateArray will rotate the given array by 90 or 180 degrees in either direction and return it.
2014-05-08 02:17:37 +01:00
photonstorm
5eb7ae2cb0
Plugins moved to their own new repo.
2014-05-08 01:57:21 +01:00
photonstorm
410bc389ed
Tidying up ready to move the plugins to their own repo.
2014-05-08 01:57:21 +01:00
photonstorm
041bbd430c
Tilemap.getTile has a new nonNull parameter. If true it won't return null
for empty tiles, but will return the actual Tile in that location.
2014-05-07 01:30:48 +01:00
photonstorm
6070bc63bc
Sound.play now returns the Sound object (thanks @AnderbergE, fix #802 )
2014-05-07 00:12:41 +01:00
photonstorm
91f8f96a76
TilemapWalker allows you to set a location marker into a tilemap. You can then move around with commands such as moveForward, turnLeft, etc.
...
New consts: Phaser.Tilemap.NORTH, SOUTH, EAST and WEST to use with the TileMapWalker Plugin.
2014-05-07 00:10:48 +01:00
photonstorm
2b40c8a7c7
Pointer.type and Pointer.exists properties added.
...
QuadTree.retrieve can now accept either a Sprite with a physics body or a Phaser.Rectangle as its parameter.
ArcadePhysics.getObjectsUnderPointer will return all children from a Group that overlap with the given Pointer.
2014-05-06 02:45:10 +01:00
photonstorm
ad7e2aff1f
Input.getPointerFromId will return a pointer with a matching pointerId value, if any. pointerId is a value set by the browser in the DOM event.
2014-05-02 12:21:57 +01:00
photonstorm
842abb82d3
Pointer.pointerId added which is set by the DOM event (if present in the browser). Note that browsers can and do recycle pointer IDs.
2014-05-02 12:14:05 +01:00
photonstorm
f38ccf9afe
Phaser.Tween.from allows you to set tween properties that will end up where the current object is (thanks @codevinsky, #792 )
2014-05-01 23:51:21 +01:00
photonstorm
4466b3cd5d
Input.getPointerFromIdentifier docs update to reflect where the identifier comes from. Pointer properties now set to give it fixed defaults (thanks @JirkaDellOro, #793 )
2014-05-01 23:35:40 +01:00
photonstorm
3f51721131
Readme updates.
2014-05-01 11:45:40 +01:00
photonstorm
a01b8f2387
Doc updates.
2014-05-01 02:42:06 +01:00
photonstorm
a7fe3a5346
Line.pointOnLine corrected algorithm (thanks @woutercommandeur, fix #784 )
2014-04-30 11:57:52 +01:00
photonstorm
046707bc92
Merge branch 'origin/master'
2014-04-29 22:58:44 +01:00
photonstorm
dad90a6bdd
readme update.
2014-04-29 22:36:46 +01:00
photonstorm
55dc748953
Tilemap.getTile and getTileXY used to return null
in 2.0.3 but returned a Tile object in 2.0.4 (with an index of -1), they now return null
again.
2014-04-29 21:28:14 +01:00
photonstorm
fa613c5fe1
ScaleManager seeds _check private var with null to avoid later comparison check (thanks @jflowers45, fix #782 )
...
P2.Body.applyForce should have used pxmi instead of pxm (thanks @Trufi, fix #776 )
P2 fixed creation of RevoluteConstraint by passing maxForce in the options (thanks @woutercommandeur, fix #783 )
2014-04-29 19:34:38 +01:00
photonstorm
eb86f612b3
Prep for 2.0.5 development.
2014-04-29 16:25:10 +01:00
photonstorm
75a848f0ef
Loader now uses XDomainRequest in IE9 to load JSON data to help with CORS issues.
2014-04-29 14:41:26 +01:00