photonstorm
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f40cfbe2ae
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2015 - 2016.
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2016-04-04 22:16:16 +01:00 |
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photonstorm
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ad6f0557f7
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Preparing for 2.4.7 development.
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2016-02-18 15:06:43 +00:00 |
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photonstorm
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47123c192d
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2.4.6 Build files + docs + TS Docs.
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2016-02-18 14:41:53 +00:00 |
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Richard Davey
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8aefd0fe9b
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Preparing for 2.4.6 development.
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2016-02-17 16:28:27 +00:00 |
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photonstorm
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34c484367c
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Phaser 2.4.5 Build files.
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2016-02-17 13:27:09 +00:00 |
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photonstorm
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6ad22bc098
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Phaser 2.4.5-RC2 with fresh docs and build files.
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2016-02-12 16:00:36 +00:00 |
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Richard Davey
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799efa3079
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You can use the new const Phaser.PENDING_ATLAS as the texture key for any sprite. Doing this then sets the key to be the frame argument (the frame is set to zero). This allows you to create sprites using load.image during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data.
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2015-10-31 01:04:14 +00:00 |
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photonstorm
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8a4a1528e4
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Preparing for 2.4.5 dev.
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2015-10-15 12:22:01 +01:00 |
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photonstorm
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99751a5e8e
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BaseTexture.skipRender is a new boolean that can be set to skip the rendering phase in the WebGL Sprite Batch. You may want to do this if you have a parent Sprite with no visible texture (i.e. uses the internal __default texture) that has children that you do want to render, without causing a batch flush in the process.
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2015-10-15 11:39:59 +01:00 |
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photonstorm
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d1233ad229
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Phaser 2.4.4 RC1.
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2015-10-13 14:10:55 +01:00 |
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photonstorm
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482d3c9882
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Preparing for 2.4.4 dev.
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2015-08-24 16:01:58 +01:00 |
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photonstorm
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bf862964d2
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Phaser 2.4.3 Release.
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2015-08-24 13:55:00 +01:00 |
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photonstorm
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a5a503b02c
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Phaser 2.4.3-RC1 build files.
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2015-08-21 16:25:41 +01:00 |
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photonstorm
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6139071ebc
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Preparing for 2.4.3 dev.
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2015-07-29 15:14:40 +01:00 |
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photonstorm
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4b22f48c75
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2.4.2 release.
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2015-07-29 15:01:04 +01:00 |
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photonstorm
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74a8ba0080
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Preparing for 2.4.2 dev.
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2015-07-24 14:04:30 +01:00 |
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Richard Davey
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1e6f83dbd3
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Preparing for 2.4.1 development.
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2015-07-22 17:26:12 +01:00 |
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photonstorm
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858ad51610
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Phaser 2.4 release.
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2015-07-22 15:31:30 +01:00 |
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Richard Davey
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fc1e0de790
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Merge pull request #1923 from mkristo/pixi-patch
Make PIXI available for Phaser when using require
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2015-07-21 16:14:09 +01:00 |
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photonstorm
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ee59425be3
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RC3
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2015-07-21 15:19:26 +01:00 |
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photonstorm
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7144b10ad5
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TileSprites fixed for WebGL.
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2015-07-21 13:24:12 +01:00 |
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Markus Kristo
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17c0768521
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Add PIXI to the Phaser namespace
Hackish solution to make it possible to access PIXI directly from a game.
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2015-07-21 11:00:30 +02:00 |
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photonstorm
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b6ad27ed24
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Phaser 2.4 RC2.
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2015-07-17 17:51:05 +01:00 |
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photonstorm
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90d08fbf24
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Updated jsdocs and added align parameter to method call.
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2015-06-03 05:28:24 +01:00 |
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photonstorm
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420272d589
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Added Phaser.VIDEO object type const.
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2015-05-03 13:53:02 +01:00 |
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photonstorm
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eca360301c
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Bumping up the release to 2.4.0 due to the API changes in the State Manager.
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2015-04-15 01:37:41 +01:00 |
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photonstorm
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8f06991527
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Added support for the [Creature Automated Animation Tool](http://www.kestrelmoon.com/creature/). You can now create a Phaser.Creature object which uses json data and a texture atlas for the animations. Creature is a powerful animation tool, similar to Spriter or Spine. It is currently limited to WebGL games only, but the new libs should prove a solid starting point for anyone wanting to incorporate Creature animations into their games.
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2015-04-13 23:16:29 +01:00 |
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photonstorm
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413c81e034
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Preparing for 2.3.1 development.
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2015-03-26 04:01:37 +00:00 |
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photonstorm
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8233b0a079
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Phaser 2.3.0.
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2015-03-26 02:37:31 +00:00 |
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photonstorm
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eb235197e9
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Phaser 2.3 Release Candidate 3.
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2015-03-25 16:17:53 +00:00 |
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photonstorm
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83adc51698
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Fixed the FixedToCamera :)
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2015-03-24 21:35:09 +00:00 |
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photonstorm
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c4b83a1394
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Phaser 2.3 Release Candidate 1.
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2015-03-24 16:05:52 +00:00 |
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photonstorm
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a69e53f901
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Copyright date change.
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2015-02-25 03:36:23 +00:00 |
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photonstorm
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8b2f5fc98b
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Added the missing Geom types.
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2015-02-17 16:39:49 +00:00 |
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photonstorm
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075347c1e8
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jsdocs tidying.
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2015-02-17 15:47:50 +00:00 |
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photonstorm
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413a59c516
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Preparing for 2.3.0 development.
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2015-01-06 07:24:28 +00:00 |
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photonstorm
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74951a41b4
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Update for 2.2.2.
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2015-01-06 06:20:46 +00:00 |
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photonstorm
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e7f3b9188e
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Preparing for Phaser 2.2.2 development.
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2014-12-04 11:49:53 +00:00 |
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photonstorm
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a3533b9b75
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Phaser 2.2.1.
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2014-12-04 11:31:41 +00:00 |
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photonstorm
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e271c63ca6
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Preparing for Phaser 2.2.1.
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2014-12-03 13:41:48 +00:00 |
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photonstorm
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1d6fd31bd7
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Phaser 2.2.0.
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2014-12-03 09:34:51 +00:00 |
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photonstorm
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35e2893db4
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Game.lockRender is a new property. If false Phaser will automatically render the display list every update. If true the render loop will be skipped. You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application. Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully.
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2014-12-02 09:03:55 +00:00 |
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photonstorm
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2488359277
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RC12 Prep.
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2014-11-26 13:13:50 +00:00 |
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photonstorm
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0e73a6428a
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RC11.
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2014-11-25 00:24:28 +00:00 |
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photonstorm
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a952cd398d
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Final new tween system is in place (just generateData left to do).
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2014-11-20 05:26:50 +00:00 |
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photonstorm
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8e109b072a
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Updated RC version.
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2014-11-18 12:36:35 +00:00 |
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photonstorm
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a8574b42ef
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Phaser 2.2 Release Candidate 8
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2014-11-17 13:08:53 +00:00 |
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photonstorm
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02665076e6
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Docs updates.
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2014-11-15 19:50:03 +00:00 |
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photonstorm
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d8d2ebdb31
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Phaser 2.2.0 - Release Candidate 6.
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2014-11-14 08:16:55 +00:00 |
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photonstorm
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b287b9dbab
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Added missing docs.
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2014-11-13 00:27:26 +00:00 |
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