Commit graph

125 commits

Author SHA1 Message Date
photonstorm
f0b7670506 Fixed an issue where audio files with query strings after them would fail the canPlayAudio checks (thanks Vithar) 2014-10-17 18:50:12 +01:00
photonstorm
9140163c85 Fixed a reference error to the Loader.baseURL in Cache._resolveUrl method (thanks @neurofuzzy #1235) 2014-10-15 21:36:44 +01:00
Richard Davey
e6754b0a87 Merge pull request #1221 from englercj/url-cache-map
Add ability to get a cached resource by url
2014-10-09 14:10:54 +01:00
Chad Engler
c21c0d5515 add url properties to destroy 2014-10-05 08:18:52 -07:00
Chad Engler
d9f477a086 add ability to get a cached resource by url 2014-10-04 20:48:21 -07:00
spayton
eeeb6c3733 This stops Phaser progressing with file loads when an audio file file
failed in IE.

The problem was that it was calling fileComplete everytime instead of
setting it as a callback.
2014-10-02 16:48:12 +01:00
photonstorm
d65c526184 Cache.addBitmapData has a new parameter: frameData allowing you to pass a Phaser.FrameData object along with the BitmapData.
Cache.getFrameData has a new parameter: `map` which allows you to specify which cache to get the FrameData from, i.e. `Phaser.Cache.IMAGE` or `Phaser.Cache.BITMAPDATA`.
Sprite.loadTexture if given a BitmapData as the texture will now query the cache to see if it has any associated FrameData, and if so it will load that into the AnimationManager.
2014-10-01 03:10:13 +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
5980a3bdc6 Loader can now natively load XML files via load.xml. Once the XML file has loaded it is parsed via either DOMParser or ActiveXObject and then added to the Cache, where it can be retrieved via cache.getXML(key).
Cache now has support for XML files stored in their own container. You can add them with `cache.addXML` (typically this is done from the Loader automatically for you) and get them with `cache.getXML(key)`. There is also `cache.checkXMLKey(key)`, `cache.checkKeys` and `cache.removeXML(key)`.
2014-09-19 13:45:04 +01:00
photonstorm
20551f9129 Lots of jsdocs fixes ready for the new doc generator. 2014-09-16 17:35:08 +01:00
Richard Davey
cf363a56f1 Cache.removeImage has a new parameter: removeFromPixi which is true by default. It will remove the image from the Pixi BaseTextureCache as well as from the Phaser Cache. Set to false if you don't want the Pixi cache touched. 2014-09-16 12:20:03 +01:00
photonstorm
57295d7ac8 jsdoc fixes. 2014-09-15 13:51:17 +01:00
photonstorm
5e6c40e392 Fixed the jsdocs and crop method used on preloader sprites. 2014-09-09 12:48:38 +01:00
photonstorm
1f84024a3e Cache.getImage now returns null if no image was found. 2014-09-03 11:11:48 +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
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
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
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
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
Luc Bloom
0fc30e839e Removed some more checks 2014-07-22 10:42:47 +02:00
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
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
mjeffery
fcc23ef5d2 fixed onPackComplete Signal 2014-07-13 15:38:13 -04:00
photonstorm
22462566b4 Restored old Image object. 2014-07-11 18:02:40 +01:00
photonstorm
2293b64c94 Removing debug / console.log output. 2014-07-09 05:49:13 +01:00
photonstorm
dd88f2a6e2 Fixed BitmapText parser. 2014-07-09 05:39:49 +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
3d80568e4c Loader.isLoading is set to false if the filelist size is zero. 2014-06-30 09:24:25 +01:00
Richard Davey
56d1cef1c8 Merge pull request #941 from kay-is/master
Changed a @method string
2014-06-24 22:39:55 +01:00
Kay Plößer
4b7698d3e1 Changed a @method string so the documentation method name matches the code method name. 2014-06-24 14:16:38 +02:00
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
c0b3bd224e Removed the Pixi texture cache calls. 2014-06-06 04:12:51 +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
4004cc92e3 First working pass at the Asset Pack Loader update. 2014-05-29 15:57:47 +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
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
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
410bc389ed Tidying up ready to move the plugins to their own repo. 2014-05-08 01:57:21 +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
photonstorm
348e3c14bd LoaderParser.bitmapFont updated so xml parsing works properly on IE9 (thanks @georgiee) 2014-04-28 13:35:30 +01:00
photonstorm
f33ba5dcc7 Timer has removed all use of local temporary vars in the core update loop.
Timer.clearPendingEvents will purge any events marked for deletion, this is run automatically at the start of the update loop.
The main Timer loop could incorrectly remove TimeEvent if a new one was added specifically during an event callback (thanks @garyyeap, fix #710)
2014-04-14 11:51:50 +01:00
jdowell
c9a67936d8 Added OnFileStart signal to loader
We've had a number of people in the channel ask for the ability to know when a file has started loading and to get the file names of said files.

Added the OnFileStart signal to do just that.
2014-04-11 13:17:26 -05:00
photonstorm
8fc2a465cd New Phaser package, small docs updates and preparing P2.World for new bounds code and v0.5.0 migration. 2014-04-08 03:31:13 +01:00
photonstorm
b6ad11701e Various jshint fixes. 2014-04-01 01:30:20 +01:00
Georgios Kaleadis
0d77b36fc4 fixed p2 physics loading format and added the ability to extract a single fixture 2014-03-31 11:19:08 +03:00
Georgios Kaleadis
0a456d81c1 remove physics loader flags in p2 world, fix naming in loader 2014-03-31 10:46:17 +03:00
Christian Wesselhoeft
3b4c034452 Constrain Windows Scripting Host env to Loader.js 2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
2ea76d1216 Fix jshint issues in src/loader 2014-03-25 14:56:05 -07:00