Commit graph

514 commits

Author SHA1 Message Date
photonstorm
69525799d7 New build files for testing. 2014-06-11 12:46:49 +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
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
6cf0f7073e Fixed point.normalise | normalize #872 2014-06-05 02:34:49 +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
clark-stevenson
04d9e2e815 Update phaser.d.ts
Fixes #858
2014-05-29 17:50:10 +01:00
photonstorm
3c61e1d24f Build files with Asset Pack support added. 2014-05-29 17:37:28 +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
clark-stevenson
cb3dedd485 Update phaser.d.ts
Updated from last week

Also I think #843 is solved and supports this for example. I do not really see a problem with Casting as I do it fairly frequently. 

`var filter: Phaser.Filter.Marble = new Phaser.Filter.Marble(this.game, 800, 600, 4, 1);`
`var filter: Phaser.Filter.Marble = <Phaser.Filter.Marble>this.game.add.filter("Marble", 800, 600, 4, 1);`
`var filter: Phaser.Filter = this.game.add.filter("Marble", 800, 600, 4, 1);` <-- looses intellisense
2014-05-27 23:47:29 +01:00
clark-stevenson
4a377767f9 Update phaser.d.ts
Handful of changes from Last week of Dev and fixed optional loader script callbacks/context.
2014-05-25 12:15:43 +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
b8a2b9347f 2.0.5 dist files. 2014-05-20 10:03:01 +01:00
photonstorm
a8256f4ef7 defs typo fix 2014-05-20 00:08:39 +01:00
clark-stevenson
4e2e6f9128 Update phaser.d.ts 2014-05-19 22:33:36 +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
Will Huxtable
6291f6de2c getText returns a string, not an Object. 2014-05-19 18:01:37 +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
clark-stevenson
566b870785 Update phaser.d.ts
Updates from past week
2014-05-14 15:54:40 +01:00
clark-stevenson
30b2b40810 Update IPixiRenderer Interface
Thanks @natelong

Solves
http://www.html5gamedevs.com/topic/1638-changing-game-size-to-fit-page/?p=36922
2014-05-08 13:36:51 +01:00
Maxime Fabre
8d88e08115 Fix type of Tilemap.foreach callback 2014-05-08 01:57:19 +02:00
clark-stevenson
266417e735 Update phaser.d.ts
Past week of updates on dev. 
Note also includes #799
2014-05-04 16:36:58 +01:00
Richard Davey
afc4f1793d Merge pull request #787 from luispedrofonseca/master
Updated TypeScript definitions
2014-05-01 12:30:13 +01:00
Luis Fonseca
d49a8f1159 Update TypeScript definitions
Made the "index" parameter optional to reflect the JS version.
2014-04-30 15:00:53 +01:00
photonstorm
4af89dbd15 2.0.5-dev build release. 2014-04-29 23:00:28 +01:00
photonstorm
e0083dcb26 Phaser 2.0.4 zero hour update. 2014-04-29 22:40:18 +01:00
photonstorm
26b2aa42ab Patching back into 2.0.4 master release a couple of important updates.
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.
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)
Merge pull request #783 from woutercommandeur/dev

fix creation of RevoluteConstraint by passing maxForce in the options
2014-04-29 22:35:30 +01:00
photonstorm
486153d3e0 Patching back into 2.0.4 master release a couple of important updates. 2014-04-29 22:00:16 +01:00
photonstorm
1c92caad42 2.0.4 release build 2014-04-29 15:39:53 +01:00
Franky Lau
4a31db6a64 Update phaser.d.ts
Fix imcompatible override Phaser.Point.clone
2014-04-28 22:12:25 +08:00
clark-stevenson
53da55d6a8 Fixed Emitter.makeParticles optional parameters 2014-04-28 14:23:44 +01:00
photonstorm
bcd64fd44b More Timer tests. 2014-04-26 16:16:18 +01:00
clark-stevenson
8b01abfbec BitmapData + Color updates mostly. 2014-04-26 01:34:19 +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
0f1e0a3d4e Updated the Device little / big endianess check. 2014-04-23 23:35:36 +01:00
photonstorm
b6cc150a15 Game.scratch is a single handy BitmapData instance that can be used as a visual scratch-pad, for off-screen bitmap manipulation (and is used as such by BitmapData itself).
Updated TS defs.
2014-04-23 22:14:47 +01:00
clark-stevenson
4e2afcc270 Update phaser.d.ts
Fixed typo. I must have been having fun without knowing it.
2014-04-23 10:47:00 +01:00
clark-stevenson
b00e60a996 Update phaser.d.ts
Couple of updates for last week of dev.
2014-04-23 08:26:26 +01:00
photonstorm
4ec5665148 Fixed #750 - Invalid typescript mapping for TileSprite.autoScroll function in TS defs.
Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
Body.loadData flagged as deprecated.
2014-04-22 23:31:07 +01:00
photonstorm
e4887c8177 If Tween.yoyo was true but repeat was 0 then it wouldn't yoyo. Now if yoyo is set, but not repeat, the repeat count gets set to 1 (thanks @hilts-vaughan, fix #744) 2014-04-22 02:12:21 +01:00
Dmytrii Shchadei
d8e158ba87 fix wrong definition for Phaser.Point.rotate 2014-04-20 22:42:37 +02:00
qdrj
c8f1a15be2 Fix phaser.d.ts
Add missing semicolons from d.ts file. Now it's working with WebStorm 8.
2014-04-19 12:11:26 +04:00
qdrj
52a2c2612b Revert "Add missing semicolons. Now working with WebStorm 8."
This reverts commit 01b7a5957a.
2014-04-19 12:05:43 +04:00
qdrj
01b7a5957a Add missing semicolons. Now working with WebStorm 8. 2014-04-19 11:53:42 +04:00
photonstorm
90b9fafa29 New build files for the weekend :) 2014-04-17 14:59:04 +01:00
clark-stevenson
0063c85c86 Update phaser.d.ts
Recent additions.
2014-04-15 20:11:24 +01:00
photonstorm
1326e40598 Build files + docs update. 2014-04-15 15:39:23 +01:00
photonstorm
5f455791d4 TypeScript defs update (thanks @cheshirepuss42, ping to @clark-stevenson to ensure merge with his master version :) 2014-04-15 03:24:54 +01:00
clark-stevenson
af42813a36 Update phaser.d.ts
#715

Added OnFileStart signal to loader
2014-04-14 11:44:32 +01:00
clark-stevenson
4167e9ab00 Update phaser.d.ts
#95b0532
#770ced8
#780fb48
#a01cc2e
#b7b1e74  <-- Not sure how to handle src/utils/Utils.js Array.prototype.forEach
2014-04-13 19:43:13 +01:00
photonstorm
4cea8d7bcc Preparing for final 2.0.3 release. Updated docs, readme and build files. 2014-04-11 13:09:28 +01:00
photonstorm
a2b2d558a5 jsdoc and jshint fixes. 2014-04-11 03:02:19 +01:00
photonstorm
fab18dd80d Modified Phaser.Animation.generateFrameNames to make it a static function (fix #701) 2014-04-10 04:31:27 +01:00
Richard Davey
d05ac487c6 Merge pull request #698 from clark-stevenson/patch-1
generateFrameNames returns string[]
2014-04-10 04:28:54 +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
2f46a9c274 Removed un-used builds. 2014-04-10 01:54:52 +01:00
photonstorm
523a3c5632 Tidied up the Grunt tasks a little to name them more accurately.
Renamed phaser-no-physics to phaser-arcade-physics, which is far more accurate.
2014-04-10 01:54:30 +01:00
clark-stevenson
5137834886 generateFrameNames returns string[]
#697
2014-04-09 21:05:07 +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
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
451f68be96 Updated p2 to 6abc900ff9 (which has probably broken stuff, but we'll test it tomorrow). 2014-04-08 03:30:45 +01:00
clark-stevenson
d319cd8cb3 Update phaser.d.ts
Updated for last week of dev.
2014-04-03 20:13:35 +01:00
photonstorm
4d06298e64 Fixed silly SoundManager bug :) 2014-04-01 19:51:48 +01:00
photonstorm
f4dc686028 New build files for testing. 2014-04-01 16:13:00 +01:00
photonstorm
fca1bd97fd New build to test state change in. Also various Gruntfile fixes that arose from the tasks split. 2014-04-01 03:02:36 +01:00
clark-stevenson
6041c137af Small additions from the past week. 2014-03-28 16:58:23 +00:00
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
photonstorm
953ae83350 Updated TS defs (fix #650) 2014-03-26 13:24:11 +00:00
photonstorm
75cc6a7365 Added World.setBounds to the TypeScript defs (fix #649) 2014-03-26 11:00:15 +00:00
keyle
163d8fa964 Fixed typo in typescript defs 2014-03-26 19:05:36 +10:00
photonstorm
344ab46d78 Line.fromSprite now sets "fromCenter" to false by default as Sprite.center is deprecated in 2.x. Documentation and Examples updated to reflect this. 2014-03-25 12:44:20 +00:00
photonstorm
87a0fb86b8 All Timer events are now increased by the game time on start. 2014-03-24 12:15:14 +00:00
photonstorm
622957c9b0 Timer objects incorrectly set the first tick value on events if you added the events prior to starting them. 2014-03-24 02:25:35 +00:00
photonstorm
26a89f0b84 New build files with tilemap callback fixes in. 2014-03-24 01:39:09 +00:00
photonstorm
49bcd2edd2 Tilemap fixes. 2014-03-24 00:30:05 +00:00
clark-stevenson
daaa99216f Few updates 2014-03-21 23:59:44 +00:00
clark-stevenson
1f37a4e1f5 Update phaser.d.ts
Final one, I went through the source code this time so I know its 99% matching your latest commit brining it upto par with 2 completely.

Congratulations on reaching 2! Phaser is amazing, and without the well documented code, I would be stumped.
2014-03-20 11:07:37 +00:00
photonstorm
634b1d1093 Emitter.friction property removed and replaced with Emitter.particleDrag, which is now correctly applied.
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
Richard Davey
c3778be394 Merge pull request #607 from clark-stevenson/patch-1
Update phaser.d.ts
2014-03-20 00:21:05 +00:00
photonstorm
684ee9c064 ArcadePhysics.Body has a deltaMax object, which allows you to cap the delta applied to the position to +- this value.
ArcadePhysics.Body now checks the Sprite scale automatically and adjusts the body size accordingly (fix #608)
2014-03-20 00:20:02 +00:00
clark-stevenson
7ab37a82f4 Update phaser.d.ts
SAT removed
Physics modules should all be updated correctly #599 
Misc updates from the last week of dev. 

So the TS is upto date and it should be easy to maintain with the latest changes. 

The only thing that bothers me is the historic references to <2.0 and the pre-pixi "any". That kind of thing will be my next update.

My final questions though are these!

1) displayObject: any  can this now be considered PIXI.DisplayObject or should I keep "any"?

2) When an argument can either be a string or a number. Are you stuck with "any" or is there a concept I am missing in TypeScript? It is the same with stuff like "p2.Constraint". In this situation, is it wise to create an IConstraint which all constraints implement, rather than having "any" or is that just even more confusing?

I would like my next pass through to be as acceptable as possible.
2014-03-19 15:09:44 +00:00
photonstorm
22b472ba4d Removed rogue console.log 2014-03-19 13:23:46 +00:00
photonstorm
2d08fab48e When creating a Sprite (via Group.create or directly) with exists = false and a P2 body, the body is not added to the world.
Every Input class now checks to see if it has already been started. If so it doesn't add the listeners again unless they have been nulled.
2014-03-19 13:22:04 +00:00
photonstorm
4bfbd4dc96 2.0.1-19 build files. 2014-03-19 12:12:59 +00:00
photonstorm
5d40365b87 InputHandler.dragFromCenter will now work regardless of the anchor point of the Sprite. 2014-03-19 05:21:26 +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
2cc1a45f9a Fixed SpriteBounds camera placement in Debug (again).
Removed un-needed cache vars from ArcadePhysics.World.
Tidied up ArcadePhysics.Body and fixed rotation parameters.
Every single Arcade Physics Example now runs perfectly under this release.
2014-03-19 03:55:44 +00:00
photonstorm
9490041c79 ArcadePhysics.separate doesn't pass over to seperateX/Y if overlapOnly is true (fix #604)
ArcadePhysics.collideSpriteVsSprite checks if both objects have bodies before processing.
2014-03-19 02:05:29 +00:00
photonstorm
df4debf2a6 Build update for testing. 2014-03-19 00:57:10 +00:00
photonstorm
8010d245f1 Fixed Grunt script that stopped the P2 constraint classes from building properly. 2014-03-18 18:36:46 +00:00
photonstorm
eec9f70c1c Math.removeRandom allows you to remove (and return) a random object from an array.
Updated TypeScript defs to fix getRandom (fix #583)
2014-03-18 16:51:58 +00:00
photonstorm
a7ff5f884c Added basic Webcam plugin.
Added Device.getUserMedia detection.
Updated config.php so you can toggle physics engines on/off via flags.
Updated Gruntfile.js so it builds a Phaser + Pixi but no Physics libs.
2014-03-18 15:14:28 +00:00
photonstorm
89cdaef84d New build files. 2014-03-18 00:01:39 +00:00
photonstorm
f32dce8cdd New build files. 2014-03-17 21:18:02 +00:00
clark-stevenson
868f128978 Basic p2 added
Will maybe be sketchy (a few Any's - p2.Shape or p2.Constraint etc). Also I may have messed up a couple of types (Phaser.Physics.p2.Body vs p2.Body).

Also fixed #585
2014-03-17 12:35:14 +00:00
clark-stevenson
1152fe6ee2 Ninja Physics Added 2014-03-16 15:21:22 +00:00
photonstorm
44a5741148 Fixed games. Updated Body.moves handling. 2014-03-14 04:49:55 +00:00
alvinsight
726c42310a Yeaah, 242 examples working, only 7 missing 2014-03-13 17:32:55 +00:00
alvinsight
8a4d5ab8fd Updated all the examples that were using the old physicsEnabled 2014-03-13 17:32:54 +00:00
photonstorm
c2d38fe16b jshint passed all the p2 physics and fixed Debug.spriteBounds. 2014-03-13 16:16:14 +00:00
alvinsight
c9f89f5a3b New examples for ninja physics, bitmap text, and documented the map function 2014-03-13 13:25:39 +00:00
photonstorm
87684bb15f Revolute Constraint done. 2014-03-13 12:14:14 +00:00
photonstorm
6b55fea953 Distance and Gear constraints done. 2014-03-13 11:13:22 +00:00
qdrj
33215dce6c fixed lots of "nummber" typos 2014-03-12 14:48:49 +04:00
qdrj
0c3ad8acf4 tiny fix 2014-03-12 13:49:18 +04:00
qdrj
709c4a8111 fix Phaser.Utils.Debug definitions 2014-03-12 13:10:42 +04:00
photonstorm
83e197772d Moved Time update back into core loop. 2014-03-11 20:30:26 +00:00
photonstorm
6ef9e30753 Added z property to remaining game objects and updated TypeScript defs. 2014-03-10 23:16:49 +00:00
clark-stevenson
c2a71cc01c Reviewed for 10/03/2014
This includes the latest changes made to Phaser.d.ts today.  (Body)

I am pretty lost in the whole Physics Body definitions stuff so generally only do limited edits there.
2014-03-10 16:58:12 +00:00
photonstorm
13ff8985e1 Merged @georgiee p2 BodyDebug and reformatted for jshint pass. Looks awesome :) #536 2014-03-10 15:25:43 +00:00
photonstorm
982823d875 Updated TypeScript defs which now compiles against 1.2 (but still missing quite a few areas).
New build files that match them.
2014-03-10 11:08:07 +00:00
photonstorm
8fff38618d Tidied up the Examples, fixed Arcade Physics Body, added Body enable support to Group and fixed QuadTree. 2014-03-10 03:06:28 +00:00
photonstorm
45ab4673cc ScaleManager.fullScreenTarget allows you to change the DOM element that the fullscreen API is called on (feature request #526) 2014-03-10 01:13:01 +00:00
photonstorm
ab6a9aab41 Fresh builds for the weekend. 2014-03-07 15:17:13 +00:00
photonstorm
4db1fc0079 Restored Phaser.QuadTree - should get all remaining Arcade Physics examples working again. 2014-03-07 15:14:53 +00:00
Richard Davey
a6b05f4d02 Merge pull request #519 from clark-stevenson/patch-1
Phaser.Image extends PIXI.Sprite
2014-03-06 16:57:38 +00:00
photonstorm
d75f6e163f Updated tilemap type to string (fixes #516) 2014-03-06 16:53:52 +00:00
clark-stevenson
83091b7647 Phaser.Image extends PIXI.Sprite 2014-03-06 11:44:26 +00:00
photonstorm
3e93f24583 New split physics system is implemented. Still tidying-up, but ArcadePhysics, P2 and Ninja Physics are in and configured. Lots more examples required, and tilemap collision mostly broken in Arcade at the moment. Time to implement in Ninja. 2014-03-06 06:29:19 +00:00
photonstorm
22b1ce9b9d Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games. 2014-03-05 02:36:08 +00:00
Richard Davey
b5df53b4f6 Merge pull request #507 from clark-stevenson/patch-1
PIXI + Phaser Definitions
2014-03-04 02:05:45 +00:00
photonstorm
a30c2c87a9 New build files. 2014-03-04 01:29:04 +00:00
clark-stevenson
700d8d5258 PIXI + Phaser Definitions
Thanks to @natelong for Maintaining the original PIXI definitions.

Updated to 1.5.2 PIXI. 

Needs testing. May be missing updates from the dev branch of Phaser 1.2 that occurred in the last few days.  

Warning! I made Phaser.point extend PIXI.Point. It was the only way I could get this to work. 

If class property position is PIXI.Point
And you try to overlay position with Phaser.Point

I get "X cannot extend Y type mismatch" for a whole bunch of classes. Only when I extend PIXI.Point does the errors dissapear. 

Also was not sure to include PIXI in this file or a separate one.
2014-03-03 23:46:24 +00:00
photonstorm
7183322259 Renamed Phaser.BitmapFont to Phaser.RetroFont because I believe it will cause confusion otherwise. Also tidied up the asset fonts folder. 2014-03-03 17:05:28 +00:00
photonstorm
76040d303e Added in the Gestures support contribution for testing. 2014-03-03 01:42:11 +00:00
photonstorm
664d5b3e2c Fixed issue where Image, Sprite, etc wouldn't call preUpdate or postUpdate of its children.
Fixed issue where renderOrderID wasn't being assigned correctly, causing the Input Handler to be unable to select the "top" item on a display list (would all default to zero)
Fixed issue where Stage would assign renderOrderIDs in reverse, should be in sequence.
Fixed issue where objects where checking World for the currentRenderOrderID by mistake instead of Stage.
Basically, input handling works a lot better now for Groups and nested objects :)
2014-02-28 19:45:15 +00:00
photonstorm
8dcfef8db0 Updated to latest Pixi build (can do away with our own local patch now).
Group.sendToBottom(child) is the handy opposite of Group.bringToTop()
Group.moveUp(child) will move a child up the display list, swapping with the child above it.
Group.moveDown(child) will move a child down the display list, swapping with the child below it.
2014-02-28 18:55:07 +00:00
photonstorm
8662cd2fd4 Brand new Grunt task - creates each core library as its own file and a combined phaser.js.
New build script now cleanly splits Phaser, Pixi and p2 so they are each UMD wrapped and each available in the global scope (now more requireJS friendly!).
phaser-no-libs.js allows you to use your own version of p2.js or pixi.js with Phaser. Warning: This is totally unsupported. If you hit bugs, you fix them yourself.
Fixed silly instanceof bug in game objects (sorry guys).
2014-02-28 09:30:53 +00:00
photonstorm
09d4a35b7f Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it. 2014-02-28 03:55:06 +00:00
photonstorm
53c10ca31f The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now.
The grunt task now has a new `noUmd` option which builds Phaser without the UMD wrapper.
2014-02-27 17:00:14 +00:00
photonstorm
4a97861ff8 Updated p2 2014-02-26 06:27:44 +00:00
photonstorm
1aea08d0f7 AnimationParser.spriteSheet wasn't taking the margin or spacing into account when calculating the numbers of sprites per row/column, nor was it allowing for extra power-of-two padding at the end (fix #482, thanks yig)
AnimationManager.add documentation said that 'frames' could be null, but the code couldn't handle this so it defaults to an empty array if none given (thanks yig)
Also updated TypeScript definitions and StateManager.add docs.
2014-02-26 01:32:38 +00:00
photonstorm
d958b34f43 New build. 2014-02-25 23:20:06 +00:00
photonstorm
13c99f3491 Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale.
If your game references the old Phaser.StageScaleMode consts like SHOW_ALL you need to update them to Phaser.ScaleManager, i.e. Phaser.ScaleManager.SHOW_ALL.
All of the Project Templates have been updated to reflect the above change.
2014-02-25 14:46:48 +00:00
photonstorm
fdde4cb7e6 Sorry, removing console.logs :) 2014-02-25 11:58:17 +00:00
photonstorm
b4dbaf9950 StateManager.start can now have as many parameters as you like. The order is: start(key, clearWorld, clearCache, ...) - they are passed to State.init() (NOT create!) 2014-02-25 11:56:57 +00:00
photonstorm
07af06fc4e Fixing up documentation, missing functions, examples and alpha masks. 2014-02-21 14:50:18 +00:00
photonstorm
dd8a393bc9 Updated version of p2 2014-02-21 12:40:49 +00:00
photonstorm
7394403bb6 Fresh build. Updated docs and re-built phaser.js. 2014-02-19 05:28:19 +00:00
photonstorm
7373db6e8c Upgraded p2 to latest build. 2014-02-19 03:58:24 +00:00
photonstorm
14646e811c QuadTree deprecated and moved to plugins. Body.collideWorldBounds added back and working. CollisionGroups pretty much finished. 2014-02-19 02:12:27 +00:00
photonstorm
5968dd053b CollisionGroup and collision masks working. Need to refine a little, but all the essentials are there. 2014-02-19 01:51:14 +00:00
photonstorm
15be3f86f3 Added ContactMaterial support. 2014-02-18 15:28:42 +00:00
photonstorm
3d0b5bde75 Updated World vastly. No longer extends p2.World due to a few vars we can't alias cleanly, adds in lots of new helper methods.
Ready for Materials and Constraints.
InversePointProxy is for aliasing a p2 typed array when the values need reversing before applying (gravity for example).
2014-02-18 15:16:26 +00:00
photonstorm
5d5c64d22f Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00
photonstorm
cad14848e8 Removed input handler from Graphics as it's just meant to be used as a texture really, if you need input events you can apply Graphics to a Sprite.
You can now create a Physics Body directly via game.physics.createBody(), and Body has been updated so it's no longer always bound to a Sprite.
Debug.renderPhysicsBody now works with Rectangles, Lines and multiple Convex shapes.
Starting to get the Tiled polyline parsing working nicely. Not too far off a complete tilemap collision.
2014-02-17 17:54:10 +00:00
photonstorm
78bf874888 Fresh build. Added pre/post update hooks to Graphics. 2014-02-17 11:27:31 +00:00