Commit graph

1127 commits

Author SHA1 Message Date
photonstorm
6b8622a336 Timer.update was calling the TimerEvent callback even if TimerEvent.pendingDelete was already set to true, causing timer events to stack-up in cases where a new TimerEvent was generated in the callback (thanks @clowerweb #838) 2015-02-11 14:43:23 +00:00
photonstorm
74bee324a5 Sound.fadeIn now supports fading from a marker, as well as the entire audio clip, so now works with audio sprites (thanks @vorrin #1413) 2015-02-11 13:52:16 +00:00
photonstorm
dfee82834d Sound.loop even when set for WebAudio wouldn't use the AudioContext loop property because Sound.start was being invoked with an offset and duration. Now if loop is true and no marker is being used it will use the native Web Audio loop support (#1431)
SoundManager.setDecodedCallback lets you specify a list of Sound files, or keys, and a callback. Once all of the Sound files have finished decoding the callback will be invoked. The amount of time spent decoding depends on the codec used and file size. If all of the files given have already decoded the callback is triggered immediately.

Sound.loopFull is a new method that will start playback of the Sound and set it to loop in its entirety.
2015-02-11 05:17:53 +00:00
photonstorm
18ff04810f ArcadePhysics.distanceToPointer now calculates the distance in world space values.
ArcadePhysics.moveToPointer no longer goes crazy if the maxTime parameter is given and the Sprite is positioned in a larger game world (thanks @AnderbergE #1472)
2015-02-10 22:16:35 +00:00
photonstorm
7a066a3a8c World.setBounds will now adjust the World.x/y values to match those given (#1555) 2015-02-10 21:40:53 +00:00
photonstorm
cc7096b045 jsdoc fix #1543 2015-02-10 21:22:36 +00:00
photonstorm
0054dc996b The Loader now directly calls StateManager.loadComplete rather than the StateManager listening for the loadComplete event, because Loader.reset unbinds this event (and it's easy to accidentally remove it too)
Loader.onLoadComplete is dispatched *before* the Loader is reset. If you have a `create` method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually.
2015-02-10 17:04:04 +00:00
photonstorm
dfc8ff32d2 You can now tint animated Sprites in Canvas mode. Or change the texture atlas frame of a tinted Sprite or Image. Please note that this is pretty expensive (depending in the browser), as the tint is re-applied every time the *frame changes*. The Pixi tint cache has also been removed to allow for subtle tint color shifts and to avoid blowing up memory. So use this feature sparingly! But at least it does now work (#1070) 2015-02-10 14:53:55 +00:00
photonstorm
823997744b Docs update. 2015-02-10 14:53:55 +00:00
photonstorm
816a80f39a If Body.customSeparateX or customSeparateY is true then the Body will no longer be automatically separated from a **Tilemap** collision or exchange any velocity. The amount of pixels that the Body has intersected the tile is available in Body.overlapX and overlapY, so you can use these values to perform your own separation in your collision callback (#992) 2015-02-10 12:58:12 +00:00
photonstorm
4489a12fd8 Sprite.loadTexture and Image.loadTexture now no longer call updateTexture if the texture given is a RenderTexture. This fixes issues with RetroFonts in IE11 WebGL as well as other RenderTexture related IE11 problems (#1310 #1381 #1523) 2015-02-10 12:27:55 +00:00
photonstorm
c154b8c785 Loader.resetLocked is a boolean that allows you to control what happens when the loader is reset, *which happens automatically on a State change*. If you set resetLocked to true it allows you to populate the loader queue in one State, then swap to another State without having the queue erased, and start the load going from there. After the load has completed you could then disable the lock again as needed.
Loader.reset has a new optional 2nd parameter `clearEvents` which if set to `true` (the default is false) will reset all event listeners bound to the Loader.
2015-02-10 11:58:17 +00:00
photonstorm
ec732e497f Docs update. 2015-02-09 22:19:05 +00:00
photonstorm
3fc8fbadca Docs update. 2015-02-09 20:10:51 +00:00
photonstorm
2b2ee27912 If for whatever reason you wish to hide the Phaser banner in the console.log you can set window.PhaserGlobal.hideBanner to true and it will skip the output. Honestly I'd rather if you didn't, but the option is now there. 2015-02-09 20:10:51 +00:00
photonstorm
35a04b2f1e TilemapParser now supports Tiled 0.11 version maps which includes the rotation property on all Object types.
Tilemap.createFromObjects now checks for a `rotation` property on the Object and if present will set it as the Sprite.angle (#1433)
2015-02-08 23:25:41 +00:00
photonstorm
e85be1f1d8 BitmapText.font wouldn't update an internal Pixi property (fontName) causing the text to fail to change font (thanks @starnut #1602) 2015-02-08 22:07:36 +00:00
photonstorm
46e5cfc639 Readme update. 2015-02-08 21:57:09 +00:00
photonstorm
9cdcdc7bc5 Device.touch checks if window.navigator.maxTouchPoints is >= 1 rather than > 1, which now allows touch events to work properly in Chrome mobile emulation. 2015-02-05 06:12:20 +00:00
photonstorm
d710caed9e Body.reset now resets the Body.speed value to zero. 2015-02-05 05:12:31 +00:00
photonstorm
8dec37107e MSPointer.capture allows you to optionally event.preventDefault the pointer events (was previously always on)
MSPointer.event now stores the most recent pointer event.
MSPointer.pointerDownCallback, pointerMoveCallback and pointerUpCallback all allow you to set your own event based callbacks.
2015-02-05 05:12:00 +00:00
photonstorm
336fdfa672 TileSprites weren't destroying WebGL textures, leading to eventual out of memory errors (thanks @chacal #1563) 2015-02-03 21:32:39 +00:00
photonstorm
3eba508382 Sprite.events.onDragStart has 2 new parameters x and y which is the position of the Sprite before the drag was started. The full list of parameters is: (sprite, pointer, x, y). This allows you to retain the position of the Sprite prior to dragging should dragFromCenter have been enabled (thanks @vulvulune #1583) 2015-02-03 21:32:39 +00:00
photonstorm
2ba6e0528e TilemapLayer.getTiles now returns a copy of the Tiles found by the method, rather than references to the original Tile objects, so you're free to modify them without corrupting the source (thanks @Leekao #1585) 2015-02-03 21:32:39 +00:00
photonstorm
ea4c9771a0 Updated docstrap-master toc.js to fix nav scrolling (thanks @abderrahmane-tj @vulvulune #1589) 2015-02-03 20:28:18 +00:00
photonstorm
7003b65df6 Added missing properties to the InputHandler prototype, reducing hidden class modifications. 2015-02-03 20:28:18 +00:00
photonstorm
260490fe06 Fixed issue in PIXI.canUseNewCanvasBlendModes which would create false positives in browsers that supported multiply in Canvas path/fill ops, but not for drawImage (Samsung S5 for example). Now uses more accurate magenta / yellow mix test. 2015-02-03 16:16:25 +00:00
photonstorm
d37ffe6a8f Sound.fadeTween is now used for Sound.fadeIn and Sound.fadeOut audio tweens.
Sound.stop and Sound.destroy now halt a fade tween if in effect.
2015-01-28 17:18:32 +00:00
photonstorm
6d967b6545 Error in diffX and diffY calculation in Tilemap.paste (thanks @amelia410 #1446) 2015-01-20 10:49:15 +00:00
photonstorm
a67d2df6f0 BitmapData.text will render the given string to the BitmapData, with optional font, color and shadow settings. 2015-01-18 12:24:00 +00:00
photonstorm
587c3e5f6a Arcade.Body.friction allows you to have more fine-grained control over the amount of velocity passed between bodies on collision. 2015-01-18 12:24:00 +00:00
photonstorm
0f42b530eb Physics.Arcade.isPaused allows you to toggle Arcade Physics processing on and off. If true the Body.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies. 2015-01-10 00:30:02 +00:00
photonstorm
8973423e98 Sprite.frame and AnimationManager.frame wouldn't return the correct index if a sprite sheet was being used unless it had first been set via the setter. 2015-01-08 01:28:38 +00:00
photonstorm
65f8820514 SoundManager.unlock checks for audio start support and falls back to noteOn if not found. 2015-01-06 13:50:15 +00:00
photonstorm
413a59c516 Preparing for 2.3.0 development. 2015-01-06 07:24:28 +00:00
photonstorm
1c05e42f6b Docs and Change Log update. 2015-01-06 06:56:59 +00:00
photonstorm
74951a41b4 Update for 2.2.2. 2015-01-06 06:20:46 +00:00
photonstorm
e015fec9a6 README updates. 2015-01-06 05:47:51 +00:00
photonstorm
6dedd89e36 Final screen shots. 2015-01-06 05:21:30 +00:00
photonstorm
2b7bb330ed Slimmer shots. 2015-01-06 04:30:39 +00:00
photonstorm
8c5b8c7204 Shot alignment. 2015-01-06 04:26:25 +00:00
photonstorm
a57d2e5cb2 Added game screen shots. 2015-01-06 04:19:19 +00:00
photonstorm
8620f20dec New div tests. 2015-01-06 02:26:03 +00:00
photonstorm
2b1dcb4a66 Can't ditch borders, so let's try with align=right. 2015-01-06 02:16:01 +00:00
photonstorm
2da6b9faa6 Table text alignment part 2. How 1990 :) 2015-01-06 02:13:33 +00:00
photonstorm
f390b88d86 Table text alignment. How 1990 :) 2015-01-06 02:01:15 +00:00
photonstorm
b7ddb09eec README update test. 2015-01-06 01:55:27 +00:00
Richard Davey
8ad56c99e2 README update. 2015-01-05 23:31:36 +00:00
Richard Davey
479b3f0583 README update. 2015-01-05 21:53:50 +00:00
photonstorm
0adf0f3672 Readme update. 2015-01-05 21:26:59 +00:00
photonstorm
3e062826f9 Readme update. 2015-01-05 16:30:22 +00:00
photonstorm
741131312a BitmapData.drawGroup draws the immediate children of a Phaser.Group to a BitmapData. Children are only drawn if they have their exists property set to true. The children will be drawn at their x and y world space coordinates. When drawing it will take into account the child's rotation, scale and alpha values. No iteration takes place. Groups nested inside other Groups will not be iterated through.
BitmapData.copy `tx` parameter if `null` and `source` is a Display Object, it will default to `source.x`.

BitmapData.copy `ty` parameter if `null` and `source` is a Display Object, it will default to `source.y`.
2015-01-05 14:28:16 +00:00
photonstorm
689501c15c Phaser.Point.angleSq removed. It didn't work so any code relying on it would be broken, and it's unclear what it was meant for (thanks @nextht #1396) 2015-01-05 13:00:07 +00:00
photonstorm
fc63d0a33a Ellipse.right and Ellipse.bottom setters fixed (thanks @nextht #1397)
Fixed double Ellipse.getBounds definition (thanks @nextht #1397)
2015-01-05 12:36:35 +00:00
photonstorm
4bc8fb3c8f Docs update #1489 2015-01-05 11:57:46 +00:00
photonstorm
35c68d4c9e Tidied up Emitter.update. 2015-01-05 11:43:24 +00:00
photonstorm
9f6b7b49e5 Particles.Arcade.Emitter.makeParticles now checks the given quantity value against Emitter.maxParticles. If quantity is more than maxParticles then the maxParticles value is used instead. 2015-01-05 11:22:07 +00:00
Richard Davey
a2c4cafa70 Update readme. 2015-01-04 12:38:52 +00:00
photonstorm
af15b9b4e7 Line.reflect will calculate the reflected, or outgoing angle of the line and a given line if they intersect. This can be used for Body vs. Line collision responses and rebounds.
Line.normalX and Line.normalY contain the x and y components of the left-hand normal of the line.
Line.fromAngle will sets this line to start at the given `x` and `y` coordinates and for the segment to extend at `angle` for the given `length`.
2015-01-04 05:11:19 +00:00
Richard Davey
1ceec8ec27 Added Code of Conduct. 2015-01-03 01:31:42 +00:00
Richard Davey
d3f913f415 Docs update. 2015-01-03 00:31:48 +00:00
Richard Davey
b3f322469b Added Events.onEnterBounds to the destroy method (thanks @legendary-mich #1497) 2015-01-02 21:53:20 +00:00
photonstorm
15d5b54c26 Removed redundant updateTransform call. 2015-01-02 04:15:27 +00:00
photonstorm
c1eb456ed2 Mouse.mouseMoveCallback is flagged as deprecated. 2015-01-02 04:14:44 +00:00
photonstorm
b22233a0bc docs update and sound marker check. 2015-01-02 04:14:44 +00:00
Richard Davey
da27373c90 Device.webAudio check inversed to avoid throwing a warning in Chrome. 2015-01-01 21:38:02 +00:00
photonstorm
a6c6bf8e06 Time.reset would incorrectly reset the _started property, now maps it to Time.time (thanks @XekeDeath #1467) 2014-12-18 08:07:38 +00:00
photonstorm
013abfe956 Added Pixi 2.2.0 details to README. 2014-12-17 13:53:05 +00:00
photonstorm
c6c5856dec Phaser.Graphics.drawCircle now overrides PIXI.drawCircle which means the docs are now correct re: diameter not radius (thanks @ethankaminski #1454) 2014-12-17 13:44:12 +00:00
photonstorm
f23c0aa24b Removed redundant tolerance parameter from Rectangle.intersects (thanks @toolness #1463) 2014-12-17 13:25:21 +00:00
photonstorm
269af69da5 Added extra checks to Sound.play to stop it throwing DOM Exception Error 11 if the sound.readyState wasn't set or the sound was invalid. Also wrapped stop() call in a try catch`. 2014-12-17 13:07:19 +00:00
photonstorm
5029427e14 Tween.stop fired a different set of onComplete parameters to Tween.update. Both now dispatch onComplete(target, tween) as the parameters in that order (thanks @P0rnflake #1450) 2014-12-15 09:42:18 +00:00
photonstorm
3c564a33b6 The P2 World constructor wouldn't let you use your own config unless you specified both the gravity *and* broadphase. Now allows one or both (thanks @englercj #1412) 2014-12-11 22:04:45 +00:00
photonstorm
93e0d2f3b1 Docs update. 2014-12-11 22:00:06 +00:00
photonstorm
0cd0a5bd9b Phaser 2.2.3 Build Files for testing. 2014-12-11 09:26:14 +00:00
photonstorm
8d9e1196c0 readme update. 2014-12-09 15:27:26 +00:00
photonstorm
38a224df3e Tween.delay, Tween.repeat and Tween.yoyo will no longer throw an error if called before a TweenData object has been created (via Tween.to or Tween.from) (thanks @SomMeri #1419) 2014-12-07 11:31:48 +00:00
photonstorm
e7f3b9188e Preparing for Phaser 2.2.2 development. 2014-12-04 11:49:53 +00:00
photonstorm
d206e3c2d5 Docs update. 2014-12-04 11:28:02 +00:00
photonstorm
847cde81a9 Custom Particle classes that used a BitmapData wouldn't work (thanks @hardalias #1402) 2014-12-03 20:59:44 +00:00
photonstorm
3371f9ff1e Added Game.debug reset method for when the debug manager is disabled (thanks @DanielSitarz #1407) 2014-12-03 20:56:39 +00:00
photonstorm
1227232fd6 Updated readme. 2014-12-03 20:54:25 +00:00
photonstorm
e271c63ca6 Preparing for Phaser 2.2.1. 2014-12-03 13:41:48 +00:00
photonstorm
95ffa83e34 Phaser 2.2.0 Docs. 2014-12-03 10:39:20 +00:00
photonstorm
35e2893db4 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. 2014-12-02 09:03:55 +00:00
photonstorm
def662f28f Text.setShadow has had the default color value changed from rgba(0,0,0,0) to rgba(0,0,0,1) so it appears as a black shadow by default - before the alpha channel made it invisible. 2014-12-02 09:03:55 +00:00
photonstorm
5b6e41b112 Readme updated. 2014-12-02 09:03:55 +00:00
photonstorm
30d2d1973a readme update. 2014-11-27 21:33:21 +00:00
photonstorm
fb733ddcca onPreRenderCallback wasn't being cleared on a State swap. 2014-11-26 13:12:51 +00:00
photonstorm
667d477a16 P2.BodyDebug always lagged behind the position of the Body it was tracking by one frame, which became visible at high speeds. It now syncs its position in the Body.postUpdate which prevents this from happening (thanks @valueerror) 2014-11-25 22:21:11 +00:00
photonstorm
e86f00eb55 Text.lineSpacing works correctly again. Before no space was added between the lines (thanks @intimidate #1367 and @brejep #1366) 2014-11-25 17:06:17 +00:00
photonstorm
72eaee3139 Adjusted Sprite.preUpdate to remove the lifespan calculation. 2014-11-25 14:18:18 +00:00
photonstorm
7aaa63e7a5 When you change State the P2 Physics world is no longer fully cleared. All of the bodies, springs, fixtures, materials and constraints are removed - but config settings such as gravity, restitution, the contact solver, etc are all retained. The P2.World object is only created the very first time you call Physics.startSystem. Every subsequent call hits P2.World.reset instead (#1292) 2014-11-25 12:09:03 +00:00
photonstorm
54e79f5b25 Grunt and docs updates. 2014-11-25 00:24:29 +00:00
photonstorm
4ecd7f99a8 Docs update. 2014-11-24 11:12:09 +00:00
photonstorm
1928427bcb Phaser TypeScript defs fixes. 2014-11-23 11:32:13 +00:00
photonstorm
874f60c1bc Removed CocoonJS hack - woohoo! 2014-11-21 10:40:18 +00:00
photonstorm
7e4a494f13 Keyboard.justPressed has bee renamed to Keyboard.downDuration which is a much clearer name for what the method actually does.
Keyboard.justReleased has bee renamed to Keyboard.upDuration which is a much clearer name for what the method actually does.
Keyboard.downDuration, Keyboard.upDuration and Keyboard.isDown now all return `null` if the Key wasn't found in the local keys array.
2014-11-20 20:55:51 +00:00
photonstorm
88ea3412dc Fixes issue where Tween.from didn't set the target properties until after the delay was up. 2014-11-20 20:42:10 +00:00
photonstorm
2589000435 Tweens have been completely rewritten. They're now much more flexible and efficient than before:
When specifying the ease in `Tween.to` or `Tween.from` you can now use a string instead of the Function. This makes your code less verbose. For example instead of `Phaser.Easing.Sinusoidal.Out` and you can now just use the string "Sine".The string names match those used by TweenMax and includes: "Linear", "Quad", "Cubic", "Quart", "Quint", "Sine", "Expo", "Circ", "Elastic", "Back", "Bounce", "Power0", "Power1", "Power2", "Power3" and "Power4". You can append ".easeIn", ".easeOut" and "easeInOut" variants. All are supported for each ease types.
Tweens now create a TweenData object. The Tween object itself acts like more of a timeline, managing multiple TweenData objects. You can now call `Tween.to` and each call will create a new child tween that is added to the timeline, which are played through in sequence.
Tweens are now bound to the new Time.desiredFps value and update based on the new Game core loop, rather than being bound to time calculations. This means that tweens are now running with the same update logic as physics and the core loop.
Tween.timeScale allows you to scale the duration of a tween (and any child tweens it may have). A value of 1.0 means it should play at the desiredFps rate. A value of 0.5 will run at half the frame rate, 2 at double and so on. You can even tween the timeScale value for interesting effects!
Tween.reverse allows you to instantly reverse an active tween. If the Tween has children then it will smoothly reverse through all child tweens as well.
Tween.repeatAll allows you to control how many times all child tweens will repeat before firing the Tween.onComplete event. You can set the value to -1 to repeat forever.
Tween.loop now controls the looping of all child tweens.
Tween.onRepeat is a new signal that is dispatched whenever a Tween repeats. If a Tween has many child tweens its dispatched once the sequence has repeated.
Tween.onChildComplete is a new signal that is dispatched whenever any child tweens have completed. If a Tween consists of 4 sections you will get 3 onChildComplete events followed by 1 onComplete event as the final tween finishes.
Chained tweens are now more intelligently handled. Because you can easily create child tweens (by simply calling Tween.to multiple times) chained tweens are now used to kick-off longer sequences. You can pass as many Tween objects to `Tween.chain` as you like as they'll all be played in sequence. As one Tween completes it passes on to the next until the entire chain is finished.
Tween.stop has a new `complete` parameter that if set will still fire the onComplete event and start the next chained tween, if there is one.
Tween.delay, Tween.repeat, Tween.yoyo, Tween.easing and Tween.interpolation all have a new `index` parameter. This allows you to target specific child tweens, or if set to -1 it will update all children at once.
Tween.totalDuration reports the total duration of all child tweens in ms.
There are new easing aliases:
* Phaser.Easing.Power0 = Phaser.Easing.Linear.None
* Phaser.Easing.Power1 = Phaser.Easing.Quadratic.Out
* Phaser.Easing.Power2 = Phaser.Easing.Cubic.Out
* Phaser.Easing.Power3 = Phaser.Easing.Quartic.Out
* Phaser.Easing.Power4 = Phaser.Easing.Quintic.Out
2014-11-20 06:06:26 +00:00
photonstorm
aa72cf63c1 Emitter.setScale fixed minX minY order presedence (thanks spayton) 2014-11-18 15:38:08 +00:00
photonstorm
07d43934c6 Docs update. 2014-11-18 12:43:26 +00:00
photonstorm
21479acd8e Sprite.autoCull now properly works if the camera moves around the world.
Sprite.inCamera uses a much faster check if auto culling or world bounds checks are enabled and properly adjusts for camera position.
2014-11-18 12:29:55 +00:00
photonstorm
5cd4225412 If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again (#1233) 2014-11-16 21:05:31 +00:00
photonstorm
b635ca511e docs update 2014-11-16 19:13:53 +00:00
photonstorm
02665076e6 Docs updates. 2014-11-15 19:50:03 +00:00
photonstorm
d8d2ebdb31 Phaser 2.2.0 - Release Candidate 6. 2014-11-14 08:16:55 +00:00
photonstorm
527934d909 Key.justPressed has bee renamed to Key.downDuration which is a much clearer name for what the method actually does. See Key.justDown for a nice clean alternative.
Key.justReleased has bee renamed to Key.upDuration which is a much clearer name for what the method actually does. See Key.justUp for a nice clean alternative.
Key.justDown allows you to test if a Key has just been pressed down or not. You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again. This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
Key.justUp allows you to test if a Key has just been released or not. You can only call justUp once per key press. It will only return `true` once, until the Key is pressed down and released again. This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
2014-11-13 13:01:58 +00:00
photonstorm
b855df2656 Docs update. 2014-11-13 12:39:32 +00:00
photonstorm
e7356fc575 Pixi 2.1.1 merge. 2014-11-12 22:38:51 +00:00
photonstorm
515dff3b04 docs updated 2014-11-12 22:28:49 +00:00
photonstorm
1352b526c7 Merged final Pixi v2.1.0 release. 2014-11-11 23:24:50 +00:00
photonstorm
da031d8bbb Phaser games should now work again from the CocoonJS Launcher. 2014-11-11 14:31:20 +00:00
photonstorm
042ceeb59d Docs update. 2014-11-11 05:56:38 +00:00
photonstorm
bf70df2658 Game.forceSingleUpdate will force just a single logic update, regardless of the delta timer values. You can use this in extremely heavy CPU situations where you know you're about to flood the CPU but don't want Phaser to get stuck in a spiral. 2014-11-11 05:51:56 +00:00
photonstorm
a2b7d339a2 Tilemap.createFromTiles will convert all tiles matching the given tile index (or an array of indexes) into Sprites. You can optionally then replace these tiles if you wish. This is perfect for games when you want to turn specific tiles into Sprites for extra control. The Sprites have an optional properties object which they can be populated with. 2014-11-11 01:05:59 +00:00
photonstorm
8bf93fb658 ArcadePhysics.skipQuadTree is now set to true by default. A QuadTree is a wonderful thing if the objects in your game are well spaced out. But in tightly packed games, especially those with tilemaps or single-screen games, they are a considerable performance drain and eat up CPU. We've taken the decision to disable the Arcade Physics QuadTree by default. It's all still in there and can be re-enabled via game.physics.arcade.skipQuadTree = false, but please only do so if you're sure your game benefits from this. 2014-11-11 01:05:58 +00:00
photonstorm
547e7a4d1d docs update 2014-11-09 23:15:30 +00:00
photonstorm
0a86a7ef51 Time.now can no longer be relied upon to contain a timestamp value. If the browser supports requestAnimationFrame then Time.now will contain the high resolution timer value that rAf generates. Otherwise it will contain the value of Date.now. If you require the actual time value (in milliseconds) then please use Time.time instead. Note that all Phaser sub-systems that used to rely on Time.now have been updated, so if you have any code that extends these please be sure to check it. 2014-11-08 20:01:10 +00:00
photonstorm
71507c5487 Moving to 2.2.0 release version. 2014-11-08 19:25:47 +00:00
photonstorm
a0cc4c3777 A large refactor to how the internal game timers and physics calculations has been made. We've now swapped to using a fixed time step internally across Phaser, instead of the variable one we had before that caused glitchse on low-fps systems. Thanks to pjbaron for his help with all of these related changes.
We have separated the logic and render updates to permit slow motion and time slicing effects. We've fixed time calling to fix physics problems caused by variable time updates (i.e. collisions sometimes missing, objects tunneling, etc)

Once per frame calling for rendering and tweening to keep things as smooth as possible

Calculates a `suggestedFps` value (in multiples of 5 fps) based on a 2 second average of actual elapsed time values in the `Time.update` method.  This is recalculated every 2 seconds so it could be used on a level-by-level basis if a game varies dramatically. I.e. if the fps rate consistently drops, you can adjust your game effects accordingly.

Game loop now tries to "catch up" frames if it is falling behind by iterating the logic update. This will help if the logic is occasionally causing things to run too slow, or if the renderer occasionally pushes the combined frame time over the FPS time. It's not a band-aid for a game that floods a low powered device however, so you still need to code accordingly. But it should help capture issues such as gc spikes or temporarily overloaded CPUs.

It now detects 'spiralling' which happens if a lot of frames are pushed out in succession meaning the CPU can never "catch up". It skips frames instead of trying to catch them up in this case. Note: the time value passed to the logic update functions is always constant regardless of these shenanigans.

Signals to the game program if there is a problem which might be fixed by lowering the desiredFps

Time.desiredFps is the new desired frame rate for your game.

Time.suggestedFps is the suggested frame rate for the game based on system load.

Time.slowMotion allows you to push the game into a slow motion mode. The default value is 1.0. 2.0 would be half speed, and so on.

Time.timeCap is no longer used and now deprecated. All timing is now handled by the fixed time-step code we've introduced.
2014-11-08 18:54:54 +00:00
photonstorm
55953078d0 FrameData.clone fixed when cloning data using frame names rather than indexes (thanks pjbaron) 2014-11-08 17:08:29 +00:00
photonstorm
0f3849491d P2.BodyDebug circles were drawing at half widths (thanks @enriqueto #1288) 2014-11-08 14:09:26 +00:00
photonstorm
19d8773ca6 readme updates. 2014-11-08 13:42:23 +00:00
photonstorm
2777c2a463 ScaleManager.elementBounds is a cross-browser element.getBoundingClientRect method with optional cushion.
ScaleManager.calibrate is a private method that calibrates element coordinates for viewport checks.
ScaleManager.aspect gets the viewport aspect ratio (or the aspect ratio of an object or element)
ScaleManager.inViewport tests if the given DOM element is within the viewport, with an optional cushion parameter that allows you to specify a distance.
ScaleManager.scaleSprite takes a Sprite or Image object and scales it to fit the given dimensions. Scaling happens proportionally without distortion to the sprites texture. The letterBox parameter controls if scaling will produce a letter-box effect or zoom the sprite until it fills the given values.
ScaleManager.viewportWidth returns the viewport width in pixels.
ScaleManager.viewportHeight returns the viewport height in pixels.
ScaleManager.documentWidth returns the document width in pixels.
ScaleManager.documentHeight returns the document height in pixels.
2014-11-08 13:31:35 +00:00
photonstorm
7e404604d3 docs update. 2014-11-04 23:57:21 +00:00
photonstorm
be8499fa49 Moved ts defs to new home. 2014-11-02 23:00:15 +00:00
photonstorm
807e443a31 The Input class has been given a minor refactor to tidy things up. Specifically:
* pointerN are aliases to backed pointers[N-1] array. This simplifies (and increases the efficiency of) looping through all the pointers when applicable; also eliminates pointer-existance checks Removes various hard-coded limits (added MAX_POINTERS); changed maxPointers default
    * Removed some special-casing from cases where it did not matter
    * Removed === false/true, == usage for consistency, changed missing value check to typeof, etc.
    * Updated documentation for specificty; added @public\@protected
    * @deprecated currentPointers due to odd set pattern; totalCurrentPointers is more appropriate.
(thanks @pnstickne #1283)
2014-11-02 12:26:46 +00:00
photonstorm
97edb7b830 Pointer.addClickTrampoline now adds in support for click trampolines. These raise pointer events into click events, which are required internally for a few edge cases like IE11 full screen mode support, but are also useful if you know you specifically need a DOM click event from a pointer (thanks @pnstickne #1282) 2014-11-02 12:18:23 +00:00
photonstorm
8b2628d99c All of the Input classes now use the more consistent enabled property instead of disabled. I.e. you can now check if (input.mouse.enabled) rather than if (!input.mouse.disabled). The disabled property has been moved to a getter for backwards compatibility but is deprecated and will be removed in a future version (thanks @pnstickne #1257) 2014-11-02 12:14:47 +00:00
photonstorm
e853cb14bb readme update 2014-11-02 11:04:03 +00:00
photonstorm
59b25ab6bb Animation.setFrame used the wrong frames array if useLocalFrameIndex was false and a numeric frame ID was given (thanks @Skeptron #1284) 2014-11-02 11:04:03 +00:00
photonstorm
e57c700816 The Gamepad.addCallbacks context parameter was never actually remembered, causing the callbacks to run in the wrong context (thanks @englercj #1285) 2014-11-02 11:04:02 +00:00
photonstorm
ce32d492af Phaser.Polygon has been refactored to address some Pixi v2 migration issues (thanks @pnstickne for the original implementation #1267)
Polygon.area is now only calculated when the Polygon points list is modified, rather than on every call.

Phaser.Polygon can now accept the points list in a variety of formats: Arrays of Points, numbers, objects with public x/y properties or any combination of, or as a parameter list (thanks @pnstickne for the original implementation #1267)

Polygon.contains now correctly calculates the result  (thanks @pnstickne @BurnedToast #1267)
2014-10-29 07:46:56 +00:00
photonstorm
dc20ab6020 Text.updateText was incorrectly increasing the size of the texture each time it was called (thanks @spayton #1261) 2014-10-29 07:46:56 +00:00
photonstorm
d1b79f90a5 Polygon.contains was toggling the return value on each valid hit (thanks @Singularetantum #1265 #1266) 2014-10-29 07:46:56 +00:00
photonstorm
1df98d82e3 You can now call Tween.to again on a Tween that has already completed. This will re-use the same tween, on the original object, without having to recreate the Tween again. This allows a single tween instance to be re-used multiple times, providing they are linked to the same object (thanks InsaneHero) 2014-10-28 01:49:20 +00:00
photonstorm
dfa442db93 Particle.Emitter will now automatically set particle.body.skipQuadTree to true to help with collision speeds within Arcade Physics.
Particle.Emitter.explode (or `Emitter.start` with the `explode` parameter set to `true`) will immediately emit the required quantity of particles and not delay until the next frame to do so. This means you can re-use a single emitter across multiple places in your game that require explode-style emissions, just by adjusting the `emitter.x` and `emitter.y` properties before calling explode (thanks Insanehero)
2014-10-27 23:29:43 +00:00
photonstorm
a471cfc235 Game.destroy now destroys either the WebGLRenderer or CanvasRenderer, whichever Pixi was using. 2014-10-27 22:09:39 +00:00
photonstorm
da87c75e00 Loader.useXDomainRequest used to be enabled automatically for IE9 but is now always set to false. Please enable it only if you know your server set-up / CDN requires it, as some most certainly do, but we're finding them to be less and less used these days, so we feel it's safe to now disable this by default (#1248)
Loader.json was using the wrong context in IE9 with XDomainRequest calls (thanks @pnstickne #1258)
2014-10-27 12:31:55 +00:00
photonstorm
0f3cda0aed Cache.getRenderTexture will retrieve a RenderTexture that is stored in the Phaser Cache. This method replaces Cache.getTexture which is now deprecated.
Cache.autoResolveURL is a new boolean (default `false`) that automatically builds a cached map of all loaded assets vs. their absolute URLs, for use with Cache.getURL and Cache.checkURL. Note that in 2.1.3 and earlier this was enabled by default, but has since been moved behind this property which needs to be set to `true` *before* you load any assets to enable.

Cache._resolveUrl has been renamed to Cache._resolveURL internally and gained a new parameter. This method is a private internal one.

Cache.getUrl is deprecated. The same method is now available as Cache.getURL.

XML files weren't being added to the URL map.

Cache._resolveURL was causing a Sound double-load in Firefox and causing errors (thanks @domonyiv #1253)
2014-10-27 11:46:24 +00:00
photonstorm
12c2f83bfc Repackaging for 2.1.4 release. 2014-10-27 10:59:37 +00:00
Richard Davey
35c42e3073 Tilemaps in WebGL wouldn't update after the first frame due to a subtle change in how Pixi uploads new textures to the GPU. 2014-10-25 10:09:04 +01:00
photonstorm
18f6b320ab Preparing for Phaser v2.2.0 2014-10-23 13:52:39 +01:00
photonstorm
fbe68e330d Phaser 2.1.3 build. 2014-10-22 21:42:12 +01:00
photonstorm
9b16b11c88 Small Roadmap update. 2014-10-21 22:45:36 +01:00
photonstorm
01a068f53c Rectangle.scale allows you to scale the width and height of a Rectangle. 2014-10-21 00:25:54 +01:00
photonstorm
9d58297eb9 Button.setSounds now works if given an AudioSprite as the sound source. 2014-10-20 23:17:05 +01:00
photonstorm
1a357e18c8 Rectangle contains updates. 2014-10-20 14:28:09 +01:00
photonstorm
b580746cb8 Input.hitTest now accurately detects hits on the extreme edges of a display object (thanks InsaneHero) 2014-10-20 14:28:09 +01:00
photonstorm
d70406588c Filter.update now caches the previous pointer position to avoid flooding the uniform. Also the mouse uniform is now a value between 0 and 1 depending on the position within the game view. 2014-10-17 19:29:50 +01:00
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
52f1663642 Fixed the Filter mouse uniform value population. 2014-10-17 16:52:28 +01:00
photonstorm
4f1ba99120 BitmapData.getFirstPixel will scan the BitmapData and return the color and location of the first non-transparent pixel encountered. You can specify one of 4 scan directions: top to bottom, bottom to top, left to right and right to left.
BitmapData.getBounds will return a `Rectangle` object that encompasses the full extent of the non-transparent pixels in the BitmapData. This can be useful if you wish to trim away transparent pixels from the sides of a BitmapData down to size before saving.
2014-10-17 16:51:50 +01:00
photonstorm
fbfb107146 JSDoc fixes in the Rope class (thanks @Rovanion) 2014-10-15 22:05:38 +01:00
photonstorm
2657de0daa Sound.fadeTo allows you to fade the Sound to the given volume over the duration specified (thanks @nickryall #1225) 2014-10-15 21:48:00 +01:00
photonstorm
db68dd2780 docs update. 2014-10-15 21:39:33 +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
photonstorm
4ac162216a readme updates. 2014-10-14 01:10:26 +01:00
photonstorm
3997a7c372 Time.prevTime is a new property that contains the raw value of the game timer from the previous update.
Timer.timeCap has been changed from `1000` to `1 / 60 * 1000` to bring it in line with Time.timeCap.
2014-10-13 16:18:42 +01:00
photonstorm
5d84f38f6e Device.canPlayAudio now supports the opus files directly, as well as opus encoded audio stored in ogg containers (#1232) 2014-10-13 13:52:41 +01:00
photonstorm
ac27f12c95 Fixes for Pixi update WebGL UV calls. 2014-10-11 04:18:42 +01:00
photonstorm
163a6c46f3 Updated to Pixi 2.0.0-dev. 2014-10-10 20:36:04 +01:00
photonstorm
022d7094d5 jsdoc fixes and frameRate change. 2014-10-10 14:49:01 +01:00
photonstorm
bee0e73748 Preparing for 2.1.3 dev. 2014-10-09 16:32:31 +01:00
photonstorm
9f24c08216 Updated readme and docs. 2014-10-09 16:12:53 +01:00
photonstorm
506a091257 Sound.allowMultiple allows you to have multiple instances of a single Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels. But it allows for one Sound object to play overlapping times, useful for gun effects and similar (#1220) 2014-10-09 14:44:25 +01:00
photonstorm
a2a60f207f Updated readme and TS defs. 2014-10-09 14:16:24 +01:00
photonstorm
94b6c01f31 readme updates. 2014-10-09 14:16:23 +01:00
photonstorm
b00866cee9 AnimationManager.name will now return the name property of the currently playing animation, if any. 2014-10-09 14:06:13 +01:00
Richard Davey
5dbe6b6017 The Uint32Array check used in Utils was incorrectly replacing Uint32Array on Safari, causing errors like BitmapData.getPixel32 to fail and other related issues (fixes #1043 and #1197) 2014-10-05 12:35:40 +01:00
photonstorm
ab78710daa BitmapData.textureLine takes a Phaser.Line object and an image in the image cache. It then accurately draws the image as a repeating texture for the full length of the line. 2014-10-03 02:21:09 +01:00
photonstorm
173786c60d Color.createColor now populates the color property of the returned object with the results of Phaser.Color.getColor.
Color.createColor now has a `color32` property with the results of `Phaser.Color.getColor32`.
Color.hexToColor has been optimised to inline the regex and has moved the createColor call so it now populates the color object fully, not just setting the r,g,b properties.
2014-10-01 16:51:34 +01:00
photonstorm
2794d94b08 Color.createColor now populates the color objects color and color32 properties with the results of Phaser.Color.getColor and getColor32 respectively. 2014-10-01 15:19:57 +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
photonstorm
26f9e05dca BitmapData.shadow(color, blur, x, y) provides a quick way to set all the relevant shadow settings, which are then be used in future draw calls. 2014-09-30 22:50:08 +01:00
photonstorm
ef85b8415d If you pass a tinted Sprite to BitmapData.draw or BitmapData.copy it will now draw the tinted version of the Sprite to the BitmapData and not the original texture. 2014-09-30 21:07:57 +01:00
photonstorm
c195998a1e Color.webToColor restored. Converts a CSS rgba color into a native color value. 2014-09-30 01:44:33 +01:00
photonstorm
ecfed2b311 AnimationParser is now using value instead of nodeValue when parsing atlas XML files, avoiding Chrome deprecation warnings (thanks @valtterip #1189) 2014-09-29 22:52:09 +01:00
photonstorm
ccc4e42e03 A Timer with a delay value that was a float and not an integer would not loop correctly. Timer delay values are now passed through Math.round to avoid this (thanks @osmanzeki #1196) 2014-09-29 22:15:41 +01:00
Richard Davey
acba9c4e14 Updated TypeScript defs. 2014-09-29 12:14:02 +01:00
photonstorm
415c7fe578 Added the sourceRect and maskRect parameters back into BitmapData.alphaMask as they were accidentally removed in 2.1 (thanks seejay92) 2014-09-25 15:30:03 +01:00
photonstorm
7f196a01e7 Text.addColor allows you to set specific colors within the Text. It works by taking a color value, which is a typical HTML string such as #ff0000 or rgb(255,0,0) and a position. The position value is the index of the character in the Text string to start applying this color to. Once set the color remains in use until either another color or the end of the string is encountered. For example if the Text was Photon Storm and you did Text.addColor('#ffff00', 6) it would color in the word Storm in yellow.
Text.clearColors resets any previously set colors from `Text.addColor`.
2014-09-24 17:10:02 +01:00
photonstorm
9e29a58d89 Sound.fadeOut(duration) will fade the Sound to a volume of zero over the duration given. At the end of the fade the Sound will be stopped and Sound.onFadeComplete dispatched.
Sound.fadeIn(duration, loop) will start the Sound playing, or restart it if already playing, set its volume to zero and then increase the volume over the duration given until it reaches 1. At the end of the fade the Sound.onFadeComplete event is dispatched.
2014-09-24 06:51:39 +01:00
photonstorm
dd74e3b0b4 Changing any of the Text properties such as font, lineSpacing and fontSize on a Text object that wasn't already on the display list would cause an updateTransform error. Parent is now checked first in all setters. 2014-09-24 01:10:36 +01:00
Richard Davey
abe6f5ace2 Point.parse updated to allow either/or x/y setting and default values.
Point.parse will return a new Point object based on the x and y properties of the object given to Point.parse (thanks @codevinsky #1198)
2014-09-23 22:23:01 +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
Richard Davey
0c4d4cd7e1 readme update. 2014-09-19 15:22:33 +01:00
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
597b828d7a StateManager.boot would call start on a State twice if it was added to the game and started before the DOM load had completed. This didn't cause an error but was duplicating function calls needlessly. 2014-09-18 05:14:44 +01:00
photonstorm
d68ed61999 If you called StateManager.start from within a states init method which also had a preload method it would fail to start the next State. 2014-09-18 05:11:58 +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
fc6b7dd36c StateManager.unlink will null all State-level Phaser properties, such as game, add, etc. Useful if you never need to return to the State again. 2014-09-15 13:19:01 +01:00
photonstorm
60acef2f97 If Game Objects change their frame, such as with an animated Sprite, and the change goes from a previously trimmed frame to a non-trimmed (full size) one, then the previous trim values were still left active, causing it to glitch (thanks stupot) 2014-09-11 20:56:01 +01:00
photonstorm
e5cac96302 Preparing for 2.1.2 2014-09-11 12:02:20 +01:00
photonstorm
5b922be56e Version 2.1.1. of Phaser is an emergency point release. It addresses a potential race condition that could happen in States that tried to change state from the create method but had an empty preloader or pre-cached assets. 2014-09-11 10:38:40 +01:00
photonstorm
a1a0861070 readme update + screen shot 2014-09-11 10:38:38 +01:00
photonstorm
b801630d78 Preparing for 2.1.1 development. 2014-09-09 16:50:23 +01:00
photonstorm
33d9b19e29 The Debug canvas is now cleared on State swap. 2014-09-09 15:28:58 +01:00
photonstorm
133ffd5fd1 2.1.0 docs updates. 2014-09-09 14:47:30 +01:00