Commit graph

798 commits

Author SHA1 Message Date
photonstorm
7cd89eedd6 jshint fixes. 2015-05-06 08:13:55 +01:00
photonstorm
7f89a3de60 Fixed video event. 2015-05-06 07:57:52 +01:00
photonstorm
d14d9f4f64 Added onAccess and onError signals and tidied up the stream handling. 2015-05-06 07:25:34 +01:00
photonstorm
a24a22742a Enabled Stream stopping. 2015-05-06 06:11:09 +01:00
photonstorm
37304c7cc7 Added Video.createVideoStream support. 2015-05-06 06:06:02 +01:00
photonstorm
535b56bc4a Got changeSource working properly on iOS and tidied up lots of docs. 2015-05-06 01:12:02 +01:00
photonstorm
927c14536d Destroy will remove the listener from Video.onChangeSource. 2015-05-06 00:42:01 +01:00
photonstorm
bf25e67f5a LoadTexture.resizeFrame lets you resize the Frame dimensions that the Game Object uses for rendering. You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData it can be useful to adjust the dimensions directly in this way. 2015-05-06 00:41:40 +01:00
photonstorm
9a563f20b9 Updated video locked status. 2015-05-05 17:03:39 +01:00
photonstorm
0cde8f874d Mobile touch lock support done. 2015-05-05 16:25:51 +01:00
photonstorm
cc1c90d782 Removed videoSprite placeholder. 2015-05-05 14:01:47 +01:00
photonstorm
2e2d1c6bc2 Lots of updates to the Phaser.Video object. 2015-05-05 14:00:59 +01:00
photonstorm
f33082caf2 Support for Video texture updates. 2015-05-05 14:00:18 +01:00
photonstorm
90a7a3e15c Create video + added Video to config. 2015-05-04 03:00:45 +01:00
photonstorm
8a9e0c266a Added currentTime and duration getters. 2015-05-04 03:00:22 +01:00
photonstorm
c1ab5a3345 The first pass at the new Phaser.Video object. 2015-05-03 13:53:03 +01:00
photonstorm
f092101531 Added in support for Phaser.Video to LoadTexture component. 2015-05-03 13:53:03 +01:00
photonstorm
3578cd097c jsdocs fix. 2015-05-03 13:53:02 +01:00
photonstorm
8290e8c371 Text.setShadow has two new optional parameters: shadowStroke and shadowFill. These allow you to set if the drop shadow is applied to the Text stroke, the Text fill or both of them (thanks @qdrj #1766)
Text.shadowStroke and Text.shadowFill allow you to toggle if the drop shadow is applied to the Text stroke or fill independently.
2015-04-27 16:22:36 +01:00
photonstorm
cc46212d5b Refreshes a tiling texture on change of frame. 2015-04-21 15:55:58 +01:00
photonstorm
12f8454d62 close #1755 2015-04-19 01:35:15 +01:00
photonstorm
3a61fa35f0 RenderTexture.render now takes a Matrix as its second parameter, not a Point object. This brings it in line with Pixi and allows you to perform much more complex transformations on the object being rendered. If you need to replicate the old behavior please use RenderTexture.renderXY(sprite, point.x, point.y) instead.
RenderTexture.render and `renderXY` would ignore the Sprites rotation or scale. The full Sprite transform is now used correctly when the Sprite is drawn to the texture. If you wish to replicate the old behavior please use `RenderTexture.renderRawXY` instead.

RenderTexture.matrix has been removed as it's no longer used.

Fixed bug in Pixi where RenderTexture.render would ignore the given matrix.

Fixed a bug in Pixi where drawing a Sprite to a RenderTexture would reset the Sprites transform to an identity Matrix.
2015-04-17 03:22:07 +01:00
photonstorm
b0e1b8facb jsdoc fixes. 2015-04-15 01:36:25 +01:00
photonstorm
8f06991527 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. 2015-04-13 23:16:29 +01:00
photonstorm
0aaa77a84d Strict check. 2015-04-13 11:58:45 +01:00
photonstorm
0ccb3515d5 Removed dirty flag. 2015-04-13 11:58:44 +01:00
photonstorm
36c064511c Added guards around context.getImageData calls in BitmapData, Text and Canvas Tinting classes to avoid crashing restricted browsers like Epic Browser. Please understand that several Phaser features won't work correctly with this browser (thanks @Erik3000 #1714) 2015-04-02 14:47:44 +01:00
photonstorm
645723f939 Sprite was missing the Health and InCamera components. 2015-03-30 13:51:47 +01:00
photonstorm
5fb1130175 The LoadTexture component has had a redundant dirty call removed from it.
TileSprites were missing a `physicsType` property, causing them to not collide with anything (thanks @numbofathma #1702)
2015-03-28 00:56:02 +00:00
photonstorm
57474c0d44 Trying out removal of dirty flag. 2015-03-27 10:47:45 +00:00
photonstorm
83adc51698 Fixed the FixedToCamera :) 2015-03-24 21:35:09 +00:00
photonstorm
12fc424305 Huge amount of jsdoc updates. 2015-03-23 23:46:09 +00:00
photonstorm
08c9513f98 Improving the Component documentation. 2015-03-23 19:56:23 +00:00
photonstorm
85c8f60d7c Removed 'global' component arrays. 2015-03-23 19:19:07 +00:00
photonstorm
b7b622a556 Text style has a new optional property: backgroundColor which is a Canvas fill style that is set behind all Text in the Text object. It allows you to set a background color without having to use an additional Graphics object.
Text.lineSpacing can now accept negative values without cutting the bottom of the Text object off. The value can never be less than the height of a single line of text.

Text.lineSpacing is no longer applied to the first line of Text, which prevents text from being cut off further down the Text object.
2015-03-23 16:12:23 +00:00
photonstorm
1486e166bd Added physicsType property. 2015-03-23 15:04:27 +00:00
photonstorm
55048a4b25 BitmapText objects now have an anchor property. This works in a similar way to Sprite.anchor except that it offsets the position of each letter of the BitmapText by the given amount, based on the overall BitmapText width - whereas Sprite.anchor offsets the position the texture is drawn at. 2015-03-23 15:03:53 +00:00
photonstorm
cb9ef4f12e Text.padding specifies a padding value which is added to the line width and height when calculating the Text size. ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions (#1561 #1518) 2015-03-19 01:54:14 +00:00
breakosaur
bb600b4319 Fixed a few documentation typos. 2015-03-18 21:07:36 +00:00
photonstorm
165e5935c2 JSDoc fixes. 2015-03-18 19:14:58 +00:00
photonstorm
6cf982a4a0 Fixed to Destroy component if still in render loop. 2015-03-11 01:44:46 +00:00
photonstorm
0516167c3d Finally tracked down the rogue bug causing Graphics objects to not work with various components (fix #1654) 2015-03-10 14:23:49 +00:00
photonstorm
ed3afed2ff Fixed spelling mistake. 2015-03-05 14:00:57 +00:00
Richard Davey
7eb73e99a8 Merge pull request #1648 from pnstickne/wip-components-docs
Component documentation
2015-03-01 10:46:55 +00:00
Paul
4de95c09b5 Component documentation
- Required changes for documentation to show up correctly
  - Uses multiple @extends, which currently [mostly] works in jsdoc
    and like closure compiler
2015-02-28 23:00:17 -08:00
Paul
ee34327c93 Components: bug fixes
- Use property check ('in') to avoid property access

- Promoted 'body' property for physics
2015-02-28 17:49:45 -08:00
Paul
0e5272b217 Merge remote-tracking branch 'upstream/dev' into wip-components-toproto
Conflicts:
	src/gameobjects/Image.js
	src/gameobjects/Rope.js
	src/gameobjects/Sprite.js
	src/gameobjects/Text.js
	src/gameobjects/TileSprite.js
	src/gameobjects/components/Core.js
2015-02-28 15:51:47 -08:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
ae7a1fda05 Optimised preUpdate callbacks. 2015-02-25 02:49:50 +00:00
photonstorm
72530d963b Default exists should be true! 2015-02-25 02:49:19 +00:00
photonstorm
c799dfe7da Fixed physics postUpdate issue causing particles and all kinds of things to go awry. 2015-02-25 02:18:05 +00:00
photonstorm
ec19abb91c Component preUpdate changes. 2015-02-25 00:59:27 +00:00
photonstorm
c9939f8691 Tilemap fix #1635 2015-02-24 22:57:59 +00:00
Paul
4f747a1c00 Components - moving install to prototype
- This ensures the components are regsitered once per type
  instead of once per instance (which is duplicate work)
2015-02-22 20:44:11 -08:00
photonstorm
8b7085e20a RenderTexture guards. 2015-02-22 19:30:43 +00:00
photonstorm
3d0bc682f0 Moved Events. 2015-02-19 05:00:55 +00:00
photonstorm
88f10f7f89 Updated fixedToCamera docs to reflect non-nesting (#1596) 2015-02-18 22:58:48 +00:00
photonstorm
58d37b51fe Fixed canvas destroy if undefined. 2015-02-18 14:54:11 +00:00
photonstorm
f59d7e3430 Working through Graphics class updates. 2015-02-17 16:40:41 +00:00
photonstorm
77a3bfea23 loadTexture guard. 2015-02-17 15:48:54 +00:00
photonstorm
5b0c751647 Animation component guard. 2015-02-17 15:48:43 +00:00
photonstorm
167bbde8d4 Game Objects all now using the new Components mixins. 2015-02-17 06:00:41 +00:00
photonstorm
166c0363fc jshint fixes 2015-02-17 05:59:54 +00:00
photonstorm
bf4c1d0620 Split out all the common GameObject features into components. 2015-02-17 05:15:04 +00:00
photonstorm
8483eac6aa Removing all use of _cache from all Game Objects. 2015-02-16 17:22:51 +00:00
photonstorm
8c23bca62d Sprite.left, Sprite.right, Sprite.top, Sprite.bottom are new properties that contain the totals of the Sprite position and dimensions, adjusted for the anchor.
Sprite.offsetX and Sprite.offsetY contain the offsets from the Sprite.x/y coordinates to the top-left of the Sprite, taking anchor into consideration.
2015-02-16 15:47:55 +00:00
photonstorm
c243222889 Docs update #1231 2015-02-11 16:41:56 +00:00
Richard Davey
b560af992f Merge pull request #1375 from pnstickne/wip-text-consistency
Text - font components can be specified as part of "style"
2015-02-11 15:06:48 +00:00
photonstorm
cc7096b045 jsdoc fix #1543 2015-02-10 21:22:36 +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
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
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
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
Richard Davey
21823f65e3 Merge pull request #1576 from vulvulune/jsdoc
Correct comments
2015-02-03 20:47:32 +00:00
photonstorm
d6ea8fb956 jsdoc updates (spelling mistakes, code formatting, etc) 2015-01-28 17:18:33 +00:00
vulvulune
8ef32f044c Correct comments
Correct comments:
-Phaser.Camera: checkWorldBounds =>checkBounds
-Phaser.RetroFont: Set correct @name for name and smoothed
-Phaser.DOM: inViewport => inLayoutViewport
2015-01-27 13:46:18 +01:00
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
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
Richard Davey
b3f322469b Added Events.onEnterBounds to the destroy method (thanks @legendary-mich #1497) 2015-01-02 21:53:20 +00:00
Paul
a070e8db8f Fix for Event changes
This replaces 'eval' with closures (that should have probably
been used to begin with) to avoid warnings generated by some tools.

This change does not affect the approach used.

- Ref. #1494
2015-01-01 13:50:07 -08:00
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
028943baad Moved the updateTransform to a Game level update on Stage and replaced the Pixi version.
Added a boolean check, so it can be either updated from updateLogic or render without duplicating the process.
#1424
2014-12-10 10:37:37 +00:00
photonstorm
4ad6df9a29 A test to try for #1424 2014-12-09 23:38:23 +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
Richard Davey
152b26a668 Merge pull request #1378 from pnstickne/wip-minor-updatelogic-fix
Minor logic fix for Sprite life update
2014-12-01 12:07:56 +00:00
Richard Davey
81f356c235 Merge pull request #1386 from pnstickne/wip-docs-1130
Assorted documentation/consistency updates
2014-12-01 12:07:10 +00:00
Paul
d15037e283 Event-Signal object count optimization
There are a bunch of signals added for Sprites; more when input is
enabled. However, very few of these signals are ever actually used. While
the previous performance update related to Signals addressed the size of
each Signal object, this update is to reduce the number of Signal objects
as used by the Events type.

As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals;
with this change there less than 70 signals created when running the same
demo. (Each Event creates at 8 signals by default, and there is an Event
for each of the 400 particles.) While this is an idealized scenario, a
huge amount (of albeit small) object reduction should be expected.

It does this by creating a signal proxy property getter and a signal
dispatch proxy. When the event property (eg. `onEvent`) is accessed a new
Signal object is created (and cached in `_onEvent`) as required. This
ensures that no user code has to perform an existance-check on the event
property first: it just continues to use the signal property as normal.

When the Phaser game code needs to dispatch the event it uses
`event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This
special auto-generated method automatically takes care of checking for if
the Signal has been created and only dispatches the event if this is the
case. (If the game code used the `onEvent` property itself the event
deferal approach would be defeated.)

This approach is designed to require minimal changes, not negatively
affect performance, and reduce the number of Signal objects and
corresponding Signal/Event resource usage.

The only known user-code change is that code can add to signal (eg.
onInput) events even when input is not enabled - this will allow some
previously invalid code run without throwing an exception.
2014-11-30 21:39:25 -08:00
Paul
dab8772de0 Documentation - consistency updates
- Updated `readOnly` doclet to `readonly`

- `array` refined to `type[]`, where such information was immediately
determinable.

- Updated {Any}/{*} to {any}; {...*} is standard exception

- Udated {Object} to {object}
2014-11-30 04:03:35 -08:00
photonstorm
cfbad72881 Documentation - general
Updated some documentation for formatting, consistency, and minor
corrections.
2014-11-30 04:02:45 -08:00
Paul
3299588326 Sprite - removed comment
The comment was no longer valid after the previos changes.
2014-11-29 14:12:14 -08:00
photonstorm
d5dfa464c0 Added alpha setting to getContext. 2014-11-29 19:40:50 +00:00
Paul
dfe7279090 Minor logic fix for Sprite life update
The substraction of `physicsElapsedMS` needs to be done for all individual
updates. (When current FPS ~ target FPS this is a 1-1 mapping, but catchup
updates can throw off the calculations.)

Also renamed `Game#updateNumber` (a poor initial name on my part) to
`currentUpdateID`. This matches the naming of
`Stage#currentRenderOrderID`.
2014-11-28 23:02:31 -08:00
Paul
83cbbf1d21 Text - font component cleanup
Some minor cleanup of font component handling and comments.

Also adds a warning if an "unparsable font" string is encountered. Might
save someone some trouble.
2014-11-28 03:50:52 -08:00
Paul
bf3d5aa22e Text - consistency updates
Added `cssFont`, `fontStyle`, and `fontVariant` properties for better
consistency and control.
2014-11-28 02:56:44 -08:00
Paul
8eb7594b29 Text - font size/weight can be specified as style
Fulfills: https://github.com/photonstorm/phaser/issues/1370

This allows `fontSize` and `fontWeight` to be specified as part of the
style as supplied to the Text constructor (and `setStyle` method). In
addition the `fontStyle` and `fontVariant` properties can also be set -
although these are not exposed later.

This also fixes edge cases that could be caused if `Text#fontSize` was
used without `Text#fontWeight`, where the applied style defaults would be
overwritten/reset.
2014-11-28 02:20:18 -08:00
Paul
5fbbeca7ab Text - documentation updates 2014-11-28 00:12:10 -08:00
photonstorm
471ad20b4a Added Time.physicsElapsedMS and used in Sprite lifespan and Tweens. 2014-11-26 13:13:25 +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
Tim van den Eijnden
990867547e fix issue with lineSpacing, no space was added between the lines. The complete text moved down instead 2014-11-25 16:45:29 +01:00
photonstorm
72eaee3139 Adjusted Sprite.preUpdate to remove the lifespan calculation. 2014-11-25 14:18:18 +00:00
photonstorm
1068563914 jsdoc fixes. 2014-11-25 14:15:55 +00:00
Paul
e2f65f58a8 Merge commit '0d9678e512f9037b686ca480907c90f82d5b631e' into wip-time-clarify 2014-11-25 00:35:31 -08:00
Paul
5f9025f800 Sprite/Time - lifespan based on physicsTime
- Lifespan is updated based on physics time which makes this consistent
  with fixed-step updates and tweens, etc.
2014-11-25 00:33:13 -08:00
photonstorm
0d9678e512 Promoted Game time loop count to protected public var. Checked in Sprite.lifespan decrement to avoid over-decreasing the lifespan (#1358) 2014-11-25 02:50:39 +00:00
photonstorm
c4b81ff6ea jsdoc fixes. 2014-11-25 00:24:28 +00:00
photonstorm
2d50334cd3 Updated lifeSpan to use elapsedMS instead. 2014-11-24 12:54:39 +00:00
photonstorm
06b2a2c6a0 Added Tween.generateData back in, now all the Particles and Tween examples work properly. 2014-11-24 12:34:42 +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
497b00d781 Tidying up a little. 2014-11-13 00:27:47 +00:00
photonstorm
d6297884e6 Added Sprite.setScaleMinMax for testing. 2014-11-08 13:31:35 +00:00
Paul
60268dd048 Changes to preserve original API
- Added @deprecated/@readonly to various some properties but public properties maintain the same semantics
- Also removed some "cleverness"
- Still same good fixes ..
2014-10-29 19:31:03 -07:00
Paul
5d04c62b33 Button - bug fixes, issue #1246
- Fix incorrect passing of "was clicked" to processInteractiveObjects
  - Button would not return to Over/Out state because of strict too check to catch `undefined`
  - Removed [undocumented] property usage from processInteractiveObjects and slight reformatting
  - Update Button state frames/sounds to remove duplication
  - Updated documentation in Button for consistency
2014-10-28 23:26:35 -07:00
spayton
a942a03631 Texture width is recalculated larger on subsequent call to updateText() when text has a stroke thickness > 1
In function override Phaser.Text.prototype.updateText(), don't include this.context.lineWidth in width calculation as it's already incorporated by this.style.strokeThickness.
2014-10-28 11:48:57 +00:00
photonstorm
26a1a080d2 Buttons are now waiting to be told when they're removed from the World. 2014-10-28 01:49:14 +00:00
photonstorm
d050b8471b Added onRemovedFromWorld signal. Not currently used anywhere, but will be. 2014-10-28 01:48:42 +00:00
photonstorm
d22f2bd89b Small fix for Text wordWrapping #1247 2014-10-23 16:03:29 +01:00
photonstorm
bebb83bad4 Removed methods that Pixi now offers directly. 2014-10-22 23:53:02 +01:00
photonstorm
b56c3bf54e jshint fixes 2014-10-22 22:49:20 +01:00
photonstorm
1bc1d2eb94 Fixed Text class for Pixi v2 changes. 2014-10-22 22:35:21 +01:00
photonstorm
73f210257a Removed duplicate Pixi classes and updated the build manifests to pull-in the correct Pixi Matrix class. 2014-10-22 21:20:38 +01:00
photonstorm
96fd0ade74 JSDoc fixes. 2014-10-21 22:43:42 +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
35d29170d0 Lots of small jsdoc fixes and DocGen updates. 2014-10-20 00:54:56 +01:00
photonstorm
c960ab5d44 Typo fix. 2014-10-17 17:07:43 +01:00
photonstorm
5e734a6bb6 Pixi v2 UV update fixes. 2014-10-17 16:52:47 +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
Richard Davey
837a035194 Merge pull request #1228 from Rovanion/dev
Corrected documentation for Phaser.Rope
2014-10-15 22:04:17 +01:00
Richard Davey
86cfc7111e Fixed UV updates for WebGL textures. 2014-10-15 11:36:35 +01:00
photonstorm
d206dd0dad Updates for Pixi v2 2014-10-13 12:20:25 +01:00
photonstorm
ac27f12c95 Fixes for Pixi update WebGL UV calls. 2014-10-11 04:18:42 +01:00
Rovanion Luckey
3ec5f2e0d3 Was able to figure out what the Array was made of through an example. 2014-10-10 17:16:53 +02:00
Rovanion Luckey
1cfbb31937 Figured out that it's supposed to be an array of some sort from the pixi source. 2014-10-10 17:16:53 +02:00
Rovanion Luckey
9023ec1609 Corrected the docs for Rope somewhat. 2014-10-10 17:16:53 +02:00
photonstorm
08c6106c35 Fixed issue with textureLine creating white blocks in iOS. 2014-10-09 02:30:31 +01:00
Richard Davey
e6812cffa6 Added BMD frame checks. 2014-10-05 12:35:40 +01:00
photonstorm
ff034b5077 Fixed textureLine and added repeat parameter. 2014-10-03 03:57:49 +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
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
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
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
Jeremy Dowell
7cce1366f2 jshint cleanup 2014-09-23 10:25:49 -05:00
Jeremy Dowell
dd0d1729ad Phaser.AudioSprite
AudioSprite implementation for phaser.

Loads audio sprites based on the file format created with: https://github.com/tonistiigi/audiosprite
2014-09-23 10:21:29 -05:00
photonstorm
d18f523d93 jsdoc fixes. 2014-09-18 16:58:25 +01:00
photonstorm
20551f9129 Lots of jsdocs fixes ready for the new doc generator. 2014-09-16 17:35:08 +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
052e5042ed jsdoc fix. 2014-09-08 22:34:53 +01:00
photonstorm
9fa3f8f2b1 alphaMask update. 2014-09-04 16:53:19 +01:00
photonstorm
3a69ed944d Fixed TypeScript defs for BitmapData. 2014-09-04 16:52:10 +01:00
photonstorm
9aaa8d80ca jsdocs, fixes to load, draw, copy and addToWorld. 2014-09-04 05:05:30 +01:00
photonstorm
7d9a4f4100 Phaser.Text wouldn't render the text to its local canvas if you passed the text on the constructor and didn't add it to the display list. If a string is given it now updates the local canvas on creation. 2014-09-04 02:18:12 +01:00
Richard Davey
fe0c03d5d7 Phaser.Text.destroy will now destroy the base texture by default (#1162) 2014-09-03 22:34:10 +01:00
Richard Davey
68368357ba jshint fix 2014-09-03 22:26:05 +01:00
photonstorm
804eea9ca3 Optimised BitmapData.copy and refactoring continues. 2014-09-03 20:56:31 +01:00
photonstorm
15e6edc56b BitmapData.copy no longer creates any temporary variables. It also accurately copies over Sprite/Image values before drawing them.
Creation now defaults to a texture size of 256x256.
2014-09-03 12:53:07 +01:00
photonstorm
f5ad22399f BitmapData.copy is now the new uber copy function. Helper methods coming. 2014-09-03 11:12:06 +01:00
photonstorm
3b28d568e9 Ironed out the issues in BitmapData.fastCopy. 2014-09-03 01:28:58 +01:00
Richard Davey
773be312ce BitmapData.fastCopy test. 2014-09-02 23:16:10 +01:00
photonstorm
de07f5b649 Testing out Frame and Animation clone features. 2014-09-02 21:03:16 +01:00
photonstorm
d26f937f1c RetroFont has a new property called frameData which contains the Frame objects for each of the letters in the font, which can be used by Sprites. 2014-09-02 00:41:53 +01:00
photonstorm
8f7141ca3f New blit op 2014-09-01 20:22:47 +01:00
photonstorm
9047e4d5ca Sorted out the issue with Images not working properly with texture atlases. 2014-08-29 15:55:23 +01:00
photonstorm
b4ba7958c6 Added missing copy parameter to Image.crop, fixing jshint in the process. 2014-08-28 23:26:27 +01:00
photonstorm
e3f73b87ba Fixed some jsdocs issues and added the Image.alive property. 2014-08-28 17:04:59 +01:00
photonstorm
05922d6fb0 Lots of fixes to the Image class to restore texture loading and fix cropping so it works exactly the same as the Sprite now. 2014-08-28 17:04:59 +01:00
photonstorm
ec687868de Input.setMoveCallback has been removed due to deprecation.
BitmapData.refreshBuffer has been removed and replaced with BitmapData.update.
BitmapData.drawSprite has been removed due to deprecation. Use BitmapData.draw instead.
Pointer.moveCallback has been removed due to deprecation.
SinglePad.addButton has been removed due to deprecation.
P2.Body.loadData has been removed due to deprecation.
P2.World.defaultFriction and defaultRestitution have been removed due to deprecation.
Canvas.create noCocoon parameter has been removed due to deprecation.
Color.getColorInfo, RGBtoHexstring, RGBtoWebstring and colorToHexstring has been removed due to deprecation.
2014-08-28 03:40:59 +01:00
photonstorm
fa45d7feff Events.onDestroy is a new signal that is dispatched whenever the parent is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084)
Group.onDestroy is a new signal that is dispatched whenever the Group is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084)
2014-08-28 02:56:06 +01:00
photonstorm
6b4510f693 TileSprite now has the alive property, which should help with some Group operations (thanks @jonkelling #1085) 2014-08-28 02:36:30 +01:00
Richard Davey
9941942941 Merge pull request #1030 from codevinsky/rope
Phaser.Rope
2014-08-28 01:56:02 +01:00
Richard Davey
7fe4abc5c4 Merge pull request #1059 from lucbloom/spritesheet-to-framecount
Sprite Sheet => frame count
2014-08-28 01:49:15 +01:00
photonstorm
33c52eaf09 BitmapData alpha option added.
Pointer return type added.
pixi manifest updated to remove need for geom classes.
2014-08-27 21:26:29 +01:00
Alvin
6da5831f73 Merge pull request #1099 from kay-is/master
Method documentation was missing parameters.
2014-08-08 09:56:39 +02:00
Kay Plößer
9ac06c44ba Method documentation was missing parameters. 2014-08-07 14:47:54 +02:00
photonstorm
9bbc8ecce3 Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060) 2014-07-31 13:39:26 +01:00
Luc Bloom
7f3b542fdd Removed the notion of Sprite Sheets vs single frame images
Instead of making a distinction between single frame images and Sprite
Sheets, I added a simple FrameData with one Frame to every image that
gets loaded. This way, a lot of the engine code can be simplified.

For instance, you can play animations on any Sprite without having to
check the “frame count” of its image anymore.

The engine doesn’t have to check for non-existing .frameData anymore.

An animation can keep on playing when an image happens to be set with 1
frame, continuing its animation when after that, another image is set
with multiple frames.

Think of it this way: an image with one frame is an animation of just
one frame.
2014-07-22 10:24:53 +02:00
jackrugile
05d856d4ea remove escaping backslashes from retro font text set documentation 2014-07-20 15:15:02 -06:00
photonstorm
883c11e377 BitmapData.resize fixed to update the crop property too, resolves issues with images getting cut off with BitmapData.load. 2014-07-18 03:33:17 +01:00
photonstorm
f6935c01f8 Sprite.loadTexture will store the smoothed property of the Sprite and re-apply it once the new texture is loaded. 2014-07-16 00:56:26 +01:00
photonstorm
aaf82f9d3a Sprite.loadTexture has a new optional stopAnimation boolean parameter which will halt the currently running animation (if any) after changing the texture (based on #1029). 2014-07-16 00:29:43 +01:00
photonstorm
d10dea27b0 Pixi updated worldTransform from an Array to an Object and Phaser Image, BitmapText, Text and Graphics were still using array access to populate the world property, giving it incorrect results (thanks @alvinsight) 2014-07-15 22:44:02 +01:00
jdowell
f969c15aea fixed: replaced 'snake' with key 2014-07-15 14:24:47 -05:00
jdowell
6432817c7f added: Rope debug, segments, updateAnimation 2014-07-15 14:01:15 -05:00
jdowell
5a35e1a61d Initial Rope Commit 2014-07-15 11:40:40 -05:00
Charles Black
6363b35e26 docs typo 2014-07-14 11:01:21 -04:00
photonstorm
2c421d27ce GameObjectFactory.spriteBatch now lets you specify null as a parameter for the parent and automatically adds the batch to game.world as a result. Also fixed jsdocs issues (@petarov #1000) 2014-07-14 12:56:05 +01:00
photonstorm
22462566b4 Restored old Image object. 2014-07-11 18:02:40 +01:00
photonstorm
26fb6cb866 Temporary fix for #997 2014-07-11 16:04:15 +01:00
Richard Davey
435fab5205 Merge pull request #990 from lucbloom/warn-texture-not-found
Warn about missing textures and show the key that the author was trying to use.
2014-07-10 19:16:07 +01:00
photonstorm
0d0a16ee2c loadTexture fix. 2014-07-10 19:13:17 +01:00
photonstorm
a3cf246aee Image.loadTexture fix and new dist files. 2014-07-10 19:03:17 +01:00
Luc Bloom
3f5bde89fc Warn about missing textures
And show the key that the author was trying to use. It can be very
helpful for debugging which image a sprite was trying to load exactly.
2014-07-10 18:49:16 +02:00
photonstorm
a7124cb44c Swapped back to camera.screenView as that's the correct check for inCamera. 2014-07-10 16:38:15 +01:00
photonstorm
0966971427 jshint fixes and tidying up for release 2014-07-10 16:21:50 +01:00
photonstorm
25e7e6ffc4 Pretty huge refactoring to cut down on duplicated code. 2014-07-10 16:07:02 +01:00
photonstorm
34efa223cb Small conditional check in case someone has removed the animations property. 2014-07-10 16:06:47 +01:00
photonstorm
6a0b8b5e73 Fixed and working Sprite.crop - removed lots of _cache vars no longer required and added two new private vars. 2014-07-10 14:47:12 +01:00
photonstorm
813de7c125 More crop work. 2014-07-10 10:46:19 +01:00
photonstorm
0ff2eb2fb9 jshint fixes 2014-07-09 11:36:45 +01:00
photonstorm
ffd51479e4 Crop test 2014-07-09 05:43:15 +01:00
photonstorm
4fc26e4a26 Updated to the latest version of Pixi. 2014-07-09 05:40:50 +01:00
photonstorm
3ff8b9f999 On-going crop tests. 2014-07-08 12:59:36 +01:00
photonstorm
2a106473b4 Added more detail to the Tween docs. 2014-07-08 12:59:36 +01:00
photonstorm
2d676b00b4 Working through crop issues. 2014-07-08 12:59:36 +01:00
Alvin
7031d9ccc1 Fixed typo 2014-07-07 18:19:02 +02:00
Alvin
f6f70d35a4 Added game.add.plugin, a shotcut for game.plugins.add 2014-07-07 18:18:00 +02:00
photonstorm
da822ab207 Fixing anchor issue :) 2014-07-03 17:21:06 +01:00
Phaiax
00bf349ff5 Body.enable only exists in Arcade physics, so move conditions concerning this into arcarde 2014-06-30 12:49:53 +02:00
photonstorm
3888653022 Added new loadTexture and setFrame calls. Will test crop support. 2014-06-11 14:38:14 +01:00
Richard Davey
bf48b1a6c3 Merge pull request #894 from lstor/dev
Fix getPixel for pixels with zero red value.
2014-06-10 23:52:26 +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
Lars Storjord
38e971c819 Fix getPixel for pixels with zero red value.
Remove an erroneous if that causes getPixel() to fail if the red value
of the pixel is zero.

Fixes #881.
2014-06-09 23:34:06 +02:00
photonstorm
b3baaba1a1 setFrame updates. 2014-06-09 15:23:18 +01:00
photonstorm
622978fa77 Finally managed to get crop x/y/width/height working across all texture types. Needs optimising for the trim rect, but works. 2014-06-06 04:12:16 +01:00
photonstorm
b63900f669 Testing frame crop support. 2014-06-05 02:33:29 +01:00
photonstorm
1e9d0b2438 Tidying up. 2014-05-30 05:33:30 +01:00
photonstorm
af1508de8f BitmapData.addToWorld will create a new Phaser.Image object, assign the BitmapData to be its texture, add it to the world then return it.
BitmapData.copyPixels now accepts a Sprite, Image, BitmapData, HTMLImage or string as its source.
2014-05-29 03:30:21 +01:00
photonstorm
30cf226fc2 Rebuild on offset change. 2014-05-28 01:08:28 +01:00
photonstorm
0c76e9aada Sprite animation data wasn't reset when going from a sprite sheet to a single frame in Sprite.loadTexture (thanks @lucbloom, fix #850) 2014-05-27 14:23:41 +01:00
photonstorm
5a0d5b4887 RetroFont now uses Phaser.scaleModes.NEAREST by default for its RenderTexture to preserve scaling. 2014-05-27 13:36:38 +01:00
photonstorm
cdde45a292 Phaser.RenderTexture incorrectly passed the scaleMode to Pixi.RenderTexture, causing the renderer to error. 2014-05-27 13:35:47 +01:00
photonstorm
9c35dfde0c ArcadePhysics.Body has a new boolean property enable. If false the body won't be checked for any collision or overlaps, or have its pre or post update methods called. Use this for easy toggling of physics bodies without having to destroy or re-create the Body object itself. 2014-05-27 11:22:58 +01:00
photonstorm
5b9bd96583 RetroFont.updateOffset allows you to modify the offsetX/Y values used by the font during rendering. 2014-05-27 05:23:34 +01:00
photonstorm
68f1bbd9a5 RetroFont charsPerRow paramters is now optional. If not given it will take the image width and divide it by the characterWidth value. 2014-05-27 04:26:23 +01:00
photonstorm
cd963242cd jshint fix + draw sprite fix 2014-05-26 20:15:11 +01:00
photonstorm
c5d9f12858 BitmapData.alphaMask has 2 new optional parameters: sourceRect and maskRect to give more fine-grained control over where the source and mask are drawn and their size
BitmapData.draw now has two optional parameters: width and height, to let you stretch the image being drawn if needed.
2014-05-24 03:58:00 +01:00
photonstorm
7846da7c90 BitmapData.alphaMask 'mask' parameter is now optional, if not given it will use itself as the mask.
BitmapData.alphaMask now calls BitmapData.update after running.
2014-05-24 03:17:58 +01:00
photonstorm
6e9c9c10b8 BitmapData.alphaMask can now also take a Phaser.Sprite, Phaser.Image or BitmapData object as a source type.
BitmapData.alphaMask has 4 new optional parameters: x, y, x2 and y2 to control exactly where the source and mask images are drawn.
2014-05-24 03:15:13 +01:00
photonstorm
be66a694a8 jsdoc and jshint fixes. 2014-05-24 02:53:48 +01:00
photonstorm
f3ef3aed19 BitmapData.draw can now take a BitmapData object as a source type. 2014-05-24 02:43:59 +01:00
photonstorm
934f6a816c BitmapData.resize now properly updates the baseTexture and texture dimensions. 2014-05-24 02:02:49 +01:00
photonstorm
7b696dddfe BitmapData.extract has 4 new parameters: r2, g2, b2, a2 which let you re-color the extract pixels as they are drawn to the new BitmapData.
BitmapData.load will take a game object or string and resize the BitmapData to match it and then draw the pixels in.
2014-05-24 01:29:47 +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
2650e6c47e RetroFont.text would throw WebGL errors due to an issue with Pixi.RenderTexture. Fixed in Phaser and submitted code to Pixi.
RenderTexture.resize would throw WebGL errors due to an issue with Pixi.RenderTexture. Fixed in Phaser and submitted code to Pixi.
2014-05-15 15:32:59 +01:00
photonstorm
bdcc9fcbc4 Updated jsdocs re: Image/Sprite.crop (#820) 2014-05-14 02:18:18 +01:00
photonstorm
b2c68c1369 Graphics.drawTriangles will draw an array of vertices to the Graphics object (thanks @codevinsky, #795)
Polygon.area will calculate the area of the Polygon (thanks @codevinsky, #795)
2014-05-14 00:04:31 +01:00
photonstorm
5047606118 Button.onOverMouseOnly is a boolean that causes onOver events to fire only if the pointer was a mouse (i.e. stops onOver sounds triggering on touch) 2014-05-13 23:43:44 +01:00
Richard Davey
e3f834314e Merge pull request #795 from codevinsky/graphics-drawTriangles
Graphics.drawTriangles and Polygon.area
2014-05-13 23:43:16 +01:00
Samuel Batista
d5366972bc Typo fix 2014-05-10 02:15:16 -04:00
photonstorm
8b1e736418 BitmapData.rect provides a quick way to draw a Rectangle to a BitmapData. 2014-05-09 16:39:45 +01:00
Richard Davey
aac4ff2226 Merge pull request #808 from muclemente/dev
Added undefined check processPixelRGB
2014-05-07 23:48:28 +01:00
Richard Davey
570e8acabb Joystick updates. 2014-05-07 18:10:13 +01:00
Murilo Clemente
c882ebef2f Added undefined check processPixelRGB
Phaser.BitmapData#processPixelRGB:

I was getting an undefined error when phaser tried to call setPixel32
using “result.r”.
With this additional undefined check the problem stopped and I’m able
to run this method with all my needed images.
2014-05-06 22:43:35 -03:00
jdowell
f10c772ff3 Graphics.drawTriangles && Polygon.area
Demo:
http://phaser-triangles.herokuapp.com
2014-05-02 12:30:49 -05:00
photonstorm
fd9d454bc6 Documentation updates. 2014-05-01 02:38:12 +01:00
photonstorm
9fd4ac5950 Fixed and tested on IE9. 2014-04-29 15:38:33 +01:00
photonstorm
1d37cde66f Updated p2 to latest build and patched for Float32Array + UMD issues. 2014-04-29 02:34:16 +01:00
photonstorm
e85bbf8bc5 Text.updateText now sets the lineCap to round to avoid occassional font glitching issues in Chrome. 2014-04-28 15:17:47 +01:00
photonstorm
f12168a888 Fixed jshint error. 2014-04-28 13:48:23 +01:00
photonstorm
95fe57e4fe BitmapData.extract working :) 2014-04-28 05:33:52 +01:00
photonstorm
de9fc08e7d Color.updateColor - updates an existing color object to update the rgba property.
Color.HSVColorWheel will return an array with 360 color objects for each segment of an HSV color wheel, you can optionally set the saturation and value amounts.
Color.HSLColorWheel will return an array with 360 color objects for each segment of an HSL color wheel, you can optionally set the saturation and lightness amounts.
2014-04-28 04:19:26 +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
45aa486e27 Found better way of specifying region. 2014-04-25 04:13:59 +01:00
photonstorm
11ca2deaf6 Finally - fully working setHSL and shiftHSL. 2014-04-25 02:45:35 +01:00
photonstorm
6fb4ad06d7 Added in various new methods such as hslToRgb. 2014-04-25 02:45:35 +01:00
photonstorm
387ff4f0fa BitmapData.processPixelRGB lets you perform a custom callback on every pixel in the BitmapData. 2014-04-24 05:20:45 +01:00
photonstorm
c88fa2bd91 Loads of BitmapData updates. More details soon. 2014-04-24 03:49:49 +01:00
photonstorm
0f1e0a3d4e Updated the Device little / big endianess check. 2014-04-23 23:35:36 +01:00
photonstorm
0b1fb5a637 Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746)
InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
2014-04-22 01:43:22 +01:00
photonstorm
a582f21a02 Fixed jsdoc and started extractAlpha 2014-04-20 21:17:01 +01:00
photonstorm
eb23903174 Corrected initial particle scale. 2014-04-11 03:26:14 +01:00
photonstorm
78aa24f04b Emitter.setScale now allows you to scale the x and y axis of the particles independently. 2014-04-10 05:18:06 +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
8bb22551aa Added jsdocs to Particle and Emitter. Fixed p2 UMD. 2014-04-10 01:48:55 +01:00
photonstorm
95b0532f59 Emitter.setScale has a new 'rate' parameter which allows particles to change in scale over time, using any Easing value or timescale.
Emitter.setAlpha has a new 'rate' parameter which allows particles to change alpha over time, using any Easing value or timescale.
Emitter.bringToTop and Emitter.sendToBack are booleans that let you optionally set the display order of the Particle when emitted.
2014-04-10 01:36:05 +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
01eec6cef5 Keyboard.stop nulls the function references after removing the event listeners (thanks @bmceldowney, #691) 2014-04-07 12:29:26 +01:00
nickryall
76736a666e Rounded lineJoins for text stroke 2014-04-01 09:03:14 +13:00
nickryall
5f7d38e9fd Rounded lineJoins for text stroke 2014-04-01 09:00:35 +13:00
nickryall
772d9ca9f2 Renable input on Phaser.Image fix 2014-04-01 08:54:08 +13:00
nickryall
8400df1b33 Renable input on Phaser.Image fix 2014-03-31 21:29:35 +13:00
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
Richard Davey
06c953a293 Merge pull request #647 from xtian/grunt-jshint
Run jshint as part of build process and fix jshint errors
2014-03-26 15:46:35 +00:00
photonstorm
fc0e239719 ArcadePhysics.Body preUpdate has been modified to stop Sprites with non-1 scaling from gaining delta and moving off the screen (fix #644).
Lots of ArcadePhysics.World methods have been marked as private where they shouldn't be called directly (separateX, etc)
2014-03-26 10:48:30 +00:00
Christian Wesselhoeft
bdbf2783ad Fix jshint issues in src/gameobjects 2014-03-25 14:56:05 -07:00
Christian Wesselhoeft
61f18b675c Trim trailing whitespace. 2014-03-25 14:56:04 -07:00
photonstorm
21c0be4d02 BitmapDatas when used as Game Object textures in WebGL now update themselves properly.
Timer.ms now correctly reports the ms time even if the Timer has been paused (thanks Nambew, fix #624)
2014-03-21 18:37:54 +00:00
photonstorm
0fa54b0b24 TileSprites now emit outOfBounds and enterBounds events accordingly.
TileSprites working with physics bodies again.
2014-03-21 18:04:24 +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
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
photonstorm
96365a3a1f The StateManager is now responsible for clearing down input, timers, tweens, physics, camera and the World display list.
Removed the use of Int16Array from all Game Objects, swapped for standard Array. Phaser now runs on Android 2.x again (fix #590)
2014-03-19 12:05:19 +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
11fdd62436 World.destroy incorrectly clashed with the Group.destroy method it over-rode, renamed to World.shutdown and updated StateManager accordingly.
World.shutdown now removes all children iteratively, calling destroy on each one, ultimately performing a soft reset of the World.
Objects with a scale.x or y of 0 are no longer considered valid for input (fix #602)
InputHandler will set the browser pointer back to default if destroyed while over (fix #602)
Group.destroy has a new parameter: `soft`. A soft destruction won't remove the Group from its parent or null game references. Default is `false`.
InputHandler.validForInput is a new method that checks if the handler and its owner should be considered for Pointer input handling or not.
Group.replace will now return the old child, the one that was replaced in the Group.
2014-03-19 00:54:49 +00:00
photonstorm
4a407f12a1 Button.onInputUpHandler wouldn't set an upFrame for a frame ID of zero, made the check more strict. 2014-03-17 23:57:27 +00:00
photonstorm
e955145707 Added p2 kill and reset test + nearing completion on tilemap collision. 2014-03-13 21:14:18 +00:00
photonstorm
c8e63582a4 Lots of small tweaks to pass jshint. 2014-03-13 16:49:52 +00:00
photonstorm
dc434dd1ff Render Debug moved into Arcade class. 2014-03-13 15:41:56 +00:00
photonstorm
39add47ac3 enableBody added to Group constructor. Also: game.add.physicsGroup(Phaser.Physics.ARCADE) is a thing :) 2014-03-13 11:45:55 +00:00
photonstorm
8318a58f69 Fixed bug causing Text with empty or no given text to break. Added World.createSpring. 2014-03-13 09:43:00 +00:00
photonstorm
94448d2497 P2 postBroadphase example and handler done. Group.enableBodyDebug added. Sprites no longer remove bodies from the world if exists = false, instead they set safeDestroy to true, which removes the body on the next preUpdate, to avoid mid-step destruction issues. 2014-03-13 07:29:23 +00:00
photonstorm
84741f065f New P2 examples. And fixed Camera.atLimit value. 2014-03-12 16:33:53 +00:00
photonstorm
8683d41c76 New Text examples. 2014-03-11 20:21:07 +00:00
photonstorm
6bddf1a914 The main Game class has been modified so that the update methods no longer have any if/else checks in them. Now split into coreUpdate, etc.
Put QuadTree back into Debug class.
Debug class now clears down on WebGL.
Updated RetroFont.type.
Fixed QuadTree example.
2014-03-11 16:14:01 +00:00
photonstorm
6ef9e30753 Added z property to remaining game objects and updated TypeScript defs. 2014-03-10 23:16:49 +00:00
photonstorm
53797171a3 Fixed Group.sort. Added z-depth property to all core game objects. Fixed P2 const overwrite. 2014-03-10 23:01:10 +00:00
photonstorm
c73b4eaea0 json is now the default tilemap format when not defined (thanks RyanDansie, #528)
Updated docstrap
2014-03-10 00:50:06 +00:00