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