Richard Davey
2d3b1ee383
Merge pull request #1911 from mthurlin/patch-1
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game.make.group() did not setup parent correctly
2015-07-16 15:40:10 +01:00
Richard Davey
fcaa6cec68
Merge pull request #1912 from Feenposhleen/feature/fixing-json-fonts
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Improving JSON BitmapText implementation
2015-07-16 15:37:09 +01:00
photonstorm
7271eb5e2d
Removed un-needed cache arguments and fixed jshint error.
2015-07-16 14:58:51 +01:00
Charlo
795a7c80a8
Improving JSON BitmapText implementation
2015-07-16 13:30:55 +02:00
Richard Davey
f552615982
Fixed RenderTexture in WebGL.
2015-07-16 02:27:07 +01:00
Richard Davey
9c588d94e8
PIXI.BitmapText has been removed as a global array, as it is no longer used.
2015-07-16 01:29:32 +01:00
Richard Davey
9314c5a767
LoaderParser.bitmapFont, xmlBitmapFont and jsonBitmapFont all now return the font data rather than write it to the now deprecated PIXI global font cache.
2015-07-16 01:17:03 +01:00
Richard Davey
3c7293ab57
Updated AnimationParser and fixed LoadTexture calls.
2015-07-16 01:02:59 +01:00
Richard Davey
bab50d7c88
* The Cache has been internally refactored considerably. Image data is now all stored in the same object, rather than being split across the PIXI global caches (such as PIXI.TextureCache and PIXI.BaseTextureCache), which are no longer used by Phaser.
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* Internally the Cache now uses a single _cache object, which is partitioned to store the various different object types. Before the cache used lots of private objects, one per data type, but it's now a lot cleaner and we've managed to cut out hundreds of lines of duplicate code in the process.
* Cache.getImage has a new argument which lets you return either just the HTML Image element or the entire image cache object, which includes the baseTexture and frame data.
* Cache.getImage will return a __default image if the key isn't given, or a __missing image if the key is given but not found in the cache. This means it will always return a valid image and no longer cause Phaser to throw runtime errors deeper down with invalid image objects.
2015-07-16 00:46:28 +01:00
Richard Davey
c6f89737cb
The Cache has been internally refactored considerably. Images are now no longer grouped in a single Images cache, but split based on their type. For example you can now load an image called 'fire' and a texture atlas called 'fire' at they are placed into unique caches, where-as before you had to be careful not to use the same keys for anything using an image.
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Internally the Cache now uses a single _cache object, which is partitioned to store the various different object types. Before the cache used lots of private objects, one per data type, but it's now a lot cleaner and we've managed to cut out hundreds of lines of duplicate code in the process.
2015-07-15 23:28:13 +01:00
Richard Davey
5e33a2ea92
TS defs updates for the Cache changes.
2015-07-15 23:22:51 +01:00
Richard Davey
6921b30d94
The Loader can now load external fragment shaders (.frag files)
2015-07-15 23:22:25 +01:00
Richard Davey
1c9fb614a4
PIXI._CompileShader can now take an array or a string for the fragment src.
2015-07-15 23:20:39 +01:00
Richard Davey
1f66cdbcb5
Lots of jsdoc updates and small fixes.
2015-07-15 21:52:19 +01:00
photonstorm
f52b553eaf
Loads more Cache optimisations and tweaks.
2015-07-15 17:06:29 +01:00
photonstorm
81b553d8ee
Ok let's start removing these 'typeof' checks.
2015-07-15 16:33:26 +01:00
photonstorm
d663d290c2
hasFrameData added and some LoadTexture updates.
2015-07-15 16:33:01 +01:00
photonstorm
8dd3e06747
Loads of Cache optimisations and updates.
2015-07-15 15:00:21 +01:00
Markus Thurlin
d360384f4a
game.make.group() did not setup parent correctly
2015-07-15 14:30:28 +02:00
photonstorm
f41f806b99
Fixed issue with looped animations skipping last frame (or getting stuck on a single frame in 2 frame anims)
2015-07-14 13:47:25 +01:00
photonstorm
a0d57544c7
P2 updates finished.
2015-07-13 14:48:33 +01:00
photonstorm
956fa493a6
The P2.Body.onBeginContact arguments have changed. It now sends 5 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A, the p2 Shape from Body B and the contact equations array. Note that the Phaser.P2.Body may be null if you collide with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.
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The P2.Body.onEndContact arguments have changed. It now sends 4 arguments: The Phaser.P2.Body, the p2.Body, the p2 Shape from Body A and the p2 Shape from Body B. Note that the Phaser.P2.Body may be null if this is the end of a contact with a 'native' p2 body (such as the world bounds). However the p2.Body argument will always be populated.
Upgraded to p2.js 0.7.0
2015-07-13 11:44:04 +01:00
Richard Davey
502dd548fb
Loader.path is a string and if set it is placed before any _relative_ file path given to the Loader. For example: load.path = "images/sprites/";
followed by load.image("ball", "ball.png");
and load.image("tree", "level1/oaktree.png");
would load the ball
file from images/sprites/ball.png
and the tree from images/sprites/level1/oaktree.png
. The path is added before the filename but *after* the Loader.baseURL
. The path _must_ end with a "/". Set it to nothing to disable the path.
2015-07-12 23:43:35 +01:00
Richard Davey
8b165b9225
Reduce booleans.
2015-07-12 16:19:23 +01:00
Richard Davey
44c650f6e7
PIXI.DisplayObject.updateTransform now nulls the _currentBounds property (thanks @gaufqwi #1906 )
2015-07-12 12:01:38 +01:00
Richard Davey
41d702b485
Pointer.isUp and isDown are now set in the updateButtons method based on the state of ANY button on the device, jsdocs also updated to reflect this ( #1902 )
2015-07-12 11:56:25 +01:00
Richard Davey
b0a8d3d78c
Mouse.button and MSPointer.button properties removed and jsdocs expanded to explain the correct path to now take ( #1903 )
2015-07-12 11:47:20 +01:00
Richard Davey
4dec046c40
Added pendingDestroy to Groups.
2015-07-12 11:33:30 +01:00
Standard Gaussian
b8710d7066
Removed unused local variables in Ninja.AABB.reportCollisionVsBody
2015-07-11 21:28:15 +01:00
Standard Gaussian
e7356e003f
Implemented Ninja AABB vs AABB collisions
2015-07-11 21:04:16 +01:00
standardgaussian
35f55c031a
Merge pull request #2 from photonstorm/dev
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Dev
2015-07-11 15:51:47 -04:00
photonstorm
6e84207331
Readme update.
2015-07-10 17:35:13 +01:00
photonstorm
f4b017cb02
Phaser 2.4 Release Candidate 1.
2015-07-10 17:27:31 +01:00
photonstorm
c9aacc7679
Added Phaser.Create in, fixes build task ( #1897 )
2015-07-10 17:27:01 +01:00
Richard Davey
1850e287bd
Merge pull request #1899 from spayton/updev
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Removed use of deprecated signals (enterLandscape & enterPortrait)
2015-07-10 17:09:35 +01:00
photonstorm
d3525950a2
Group.addMultiple if given a Group.children array as the first parameter would fail as the original group length was decreased out of line with the children being added. Group.addMultiple now checks if the children argument is a Phaser.Group instance, and if so it uses Group.moveAll instead on it (thanks @AnderbergE #1898 )
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Group.moveAll allows you to move all of the children of a Group into another Group.
2015-07-10 17:05:54 +01:00
spayton
37e0efefe3
Removed use of deprecated signals (enterLandscape & enterPortrait)
2015-07-10 14:42:17 +01:00
Richard Davey
8e92c13412
Canvas.setSmoothingEnabled only applies the value of the property exists, which avoids the Chrome webkit prefix deprecation warnings.
2015-07-10 04:02:21 +01:00
standardgaussian
011ef94a48
Merge pull request #1 from photonstorm/dev
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Pull from latest dev
2015-07-09 18:45:08 -04:00
Richard Davey
f65bca1026
All Signals now have the ability to carry extra custom arguments with them, which are passed on to the callback you define after any internal arguments. For example a Phaser.Key has an onDown signal. When dispatched onDown sends a reference to the Key as the first and only argument. But you can now set the callback like this: fireKey.onDown.add(shoot, this, 0, 'lazer', 64)
. So when the onDown signal is dispatched internally the callback (shoot
in this case) will receive 3 arguments: the Key reference that is raised internally and the string 'lazer' and value 64, which were the custom arguments provided when setting-up the callback.
2015-07-09 21:15:00 +01:00
Richard Davey
03e2f1a2b5
On trackpads Pointer.updateButtons now checks for the ctrlKey being pressed and sets rightButton to true as a result.
2015-07-09 19:26:00 +01:00
photonstorm
45f06bd01c
Fixed #1866
2015-07-09 16:41:53 +01:00
photonstorm
5f611f83cb
Fixed small texture bug.
2015-07-09 15:51:24 +01:00
photonstorm
918e00b868
Added Phaser.Keyboard.COMMA and Phaser.Keyboard.PERIOD to the consts list.
2015-07-09 14:31:18 +01:00
photonstorm
8cf300fc11
Added Japanese Machine palette.
2015-07-09 14:29:18 +01:00
photonstorm
89c87bc9db
Updated addKeys to take an object instead of 2 arrays - it's just cleaner and reads easier in code.
2015-07-09 14:28:58 +01:00
photonstorm
630886da28
Reverting Windows Phone WebGL - Canvas force #1706
2015-07-09 11:51:27 +01:00
photonstorm
5ad3698703
BitmapData.clear has 4 new optional parameters: x, y, width and height, that define the area to be cleared. If left undefined it works exactly the same as before and clears the entire canvas.
2015-07-09 11:44:21 +01:00
Richard Davey
0dc8757781
Updates.
2015-07-09 01:30:03 +01:00
Richard Davey
6a8e6a7954
Adding in Phaser.Create.
2015-07-09 00:19:21 +01:00