Commit graph

2408 commits

Author SHA1 Message Date
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
cdfc4ff45b Pixi.Sprite.renderCanvas and renderWebGL now has a new optional matrix parameter. You can use this to render the Sprite with an alternative transform matrix without actually adjusting the Sprite matrix at all. 2015-04-17 03:20:44 +01:00
photonstorm
1d8f88173d Phaser.Matrix.clone allows you to clone the Matrix to a new object, or copy its values into the given Matrix.
Phaser.Matrix.copyFrom and copyTo allow you to copy Matrix values from and to other Matrix  objects.

Phaser.Matrix.setTo allows you to set all properties of a Matrix in a single call.

The Phaser.Matrix constructor now allows you to optionally set all Matrix properties on instantiation.
2015-04-17 03:19:28 +01:00
photonstorm
eca360301c Bumping up the release to 2.4.0 due to the API changes in the State Manager. 2015-04-15 01:37:41 +01:00
photonstorm
333663731d Added the missing preRender function to the Phaser.State class template. 2015-04-15 01:37:18 +01:00
photonstorm
f2f8dcd061 Phaser.StateManager no longer calls preRender unless the State create method has finished. If the State doesn't have a create method then preRender runs immediately.
Phaser.StateManager.created is a new read-only boolean that tells you if the State has finished running its `create` method. If it doesn't have one it's always true.
2015-04-15 01:36:50 +01:00
photonstorm
b0e1b8facb jsdoc fixes. 2015-04-15 01:36:25 +01:00
photonstorm
9f493044d4 The StateManager would incorrectly call loadUpdate while the game was paused or if the State didn't have an update method defined even after the loader was completed.
The StateManager would incorrectly call `loadRender` while the game was paused or if the State didn't have an `render` method defined even after the loader was completed.
2015-04-14 15:34:32 +01:00
photonstorm
7b011fe0d3 Fix #1742 2015-04-14 09:31:04 +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
0ffa499bd0 Removed getJSON parse parameter. It's already parsed :) 2015-04-13 22:06:57 +01:00
photonstorm
1f4e54eec9 Removed duplicate methods from PIXI.Text such as wordWrap and updateText as Phaser overrides them, so it was wasting bytes. 2015-04-13 21:54:14 +01:00
photonstorm
e5f1f6f896 Cache.getPixiTexture will return a PIXI.Texture from the cache based on the given key. A PIXI Texture is created automatically for all images loaded and added to the cache.
Cache.getPixiBaseTexture will return a PIXI.BaseTexture from the cache based on the given key. A PIXI BaseTexture is created automatically for all images loaded and added to the cache.

Cache.getTexture has now been removed (it was deprecated several versions ago). Use Cache.getRenderTexture instead.

Cache.getJSON has a new optional parameter: `parse`. If `true` the method will pass the data through JSON.parse before returning it. The default is `false` to retain backwards compatibility.
2015-04-13 20:25:42 +01:00
photonstorm
a7db0e2c70 Group.hash is an array (previously available as Group._hash, but protected) into which you can add any of its children via Group.addToHash and Group.removeFromHash. Only children of the Group can be added to and removed from the hash. The hash is used automatically by Arcade Physics in order to perform non z-index based destructive sorting. However if you don't use Arcade Physics, or it isn't a physics enabled Group, then you can use the hash to perform your own sorting and filtering of Group children without touching their z-index (and therefore display draw order).
Group.physicsSortDirection is a new property allowing you to set a custom sort direction for Arcade Physics Sprites within the Group hash. Previously Arcade Physics used one single sort direction (defined on `Phaser.Physics.Arcade.sortDirection`) but this change allows you to specifically control how each and every Group is sorted, so you can now combine tall and wide Groups with narrow and thin in a single system.
2015-04-13 16:30:02 +01:00
photonstorm
432516fa0f Physics.Arcade.sort has a new property 'sortDirection'. If not specified it will use World.sortDirection. If the Group given as the first parameter has its physicsSortDirection property set that will override any other setting.
Physics.Arcade.sort now calls one of four functions: sortLeftRight, sortRightLeft, sortTopBottom and sortBottomTop. Each of which takes 2 Sprites as arguments.

Physics.Arcade.sort now doesn't bail out if the Group contains a mixture of physics and non-physics enabled objects, as the Group hash is now only ever populated with physics enabled objects. Also the sort comparison functions no longer return -1 if the bodies are invalid, but zero instead (#1721)
2015-04-13 16:29:34 +01:00
photonstorm
35bfe5fb2a Body.destroy now automatically calls Group.removeFromHash. 2015-04-13 16:27:43 +01:00
photonstorm
412338478c Added in all hooks required for MatterJS Physics (coming soon!) 2015-04-13 16:16:34 +01:00
photonstorm
eb506e2698 PIXI.Graphics in Canvas mode wouldn't respect the objects visible or alpha zero properties, rendering it regardless (thanks @TimvdEijnden #1720) 2015-04-13 14:19:44 +01:00
photonstorm
bb8b0d04fc Graphics.drawPolygon can now accept a Phaser.Polygon or PIXI.Polygon object, as well as a points array (#1712) 2015-04-13 13:00:52 +01:00
photonstorm
f155ad452c Tilemap.createFromObjects has been updated for Tiled 0.11 and can now look-up object layers based on id, uid or name. It will also now copy over Sprite scaling properties if set (thanks @mandarinx #1738) 2015-04-13 12:40:12 +01:00
Richard Davey
78e7be5c96 Merge pull request #1738 from mandarinx/patch-1
Looking up object layers based on id, uid or name
2015-04-13 12:35:24 +01:00
photonstorm
7b8a430aac TilemapLayer docs incorrectly reported it as extending Phaser.Image, but it doesn't share the same components so has been updated.
TilemapLayer was missing the Input component (thanks @uhe1231 #1700)
2015-04-13 12:23:30 +01:00
photonstorm
04cb3889a9 P2.getConstraints would return an array of null objects. It now returns the raw p2 constraint objects (thanks @valueerrorx #1726) 2015-04-13 12:12:18 +01:00
photonstorm
b41cf3bc8c AnimationManager.frameName setter wasn't checking if _frameData existed before accessing it (thanks @nesukun #1727) 2015-04-13 11:58:45 +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
8bca406889 Console update. 2015-04-13 11:58:44 +01:00
Richard Davey
0b3fc61ba7 Merge pull request #1723 from dgoemans/dev
Fix for Phaser with requirejs
2015-04-13 11:29:58 +01:00
Richard Davey
b1f294e445 Merge pull request #1722 from GGAlanSmithee/dev
Minor change to Tilemap class
2015-04-13 11:24:29 +01:00
Richard Davey
daea4e8087 Merge pull request #1728 from cuixiping/dev
Fix bug of Color.webToColor and Color.updateColor
2015-04-13 11:23:44 +01:00
Chad Engler
b89cdd5a0c check for existence of sprite on body destroy 2015-04-12 17:30:54 -07:00
Thomas Viktil
b406a61262 Looking up object layers based on id, uid or name
The description of the method stated that you could pass a string to look up an object layer based on its name, but the original code only looked for a gui property, regardless of type.

I'm using Tiled 0.11.0 on OSX, and my exported json-file doesn't contain a gui property on the object layers. Here's a snippet of my file:
```
{
    "layers":[
        {
         "draworder":"topdown",
         "height":0,
         "name":"Objects",
         "objects":[
                {
                 "height":48,
                 "id":1,
                 "name":"pier",
                 "properties":
                    {

                    },
                 "rotation":0,
                 "type":"",
                 "visible":true,
                 "width":64,
                 "x":208,
                 "y":240
                }],
         "opacity":1,
         "properties":
            {
             "type":"pier"
            },
         "type":"objectgroup",
         "visible":true,
         "width":0,
         "x":0,
         "y":0
        }]
    }]
}
```

The property in my file is called id and not uid. This might be due to changes in one of the later releases of Tiled. I kept the check for uid to avoid possibly breaking compatibility with older versions of Tiled.

I also added scaling of the sprite.

Feel free to make formatting changes, or rewrite the function to better fit the programming style of Phaser.
2015-04-11 22:16:17 +02:00
cuixiping
d0ec5e4060 Fix bug of Color.webToColor and Color.updateColor
Color.webToColor and Color.updateColor should update out.color and out.color32 property.
2015-04-09 12:14:20 +08:00
David Goemans
73bace335a Built a fix into p2.js v0.6.1 for using requirejs with phaser. This has also been put as a pull request to p2.js 2015-04-06 12:43:03 +02:00
Alan Smithee
d2e3a69525 Adds nonNull parameter to Tilemap.getTileWorldXY
Since Tilemap.getTile lets you specify wether to return null
or an empty tile when index is -1, the WorldXY equivalent
should offer the same possibility for a more unified interface.
2015-04-06 10:08:37 +00:00
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
hardalias
4bd7a40e84 Fixes neverending tween when duration set to zero
* Passing a value of zero as the value of duration causes the
 calculations performed in Tween#update to divide by zero when
 calculating the next step for the tween. This causes the tweened
 property value to be set to NaN having undesireable results and
 also, causes the tween to never end since the ending criteria are
 never met.
2015-04-01 15:01:05 +03:00
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
67039df214 jsdoc fixes. 2015-03-27 10:47:25 +00:00
photonstorm
49be59b0c9 Added missing resumed method to Phaser.State class template. 2015-03-26 10:54:32 +00:00
photonstorm
413c81e034 Preparing for 2.3.1 development. 2015-03-26 04:01:37 +00:00
photonstorm
8233b0a079 Phaser 2.3.0. 2015-03-26 02:37:31 +00:00
photonstorm
eb235197e9 Phaser 2.3 Release Candidate 3. 2015-03-25 16:17:53 +00:00
photonstorm
79ace60997 Added guard around the xhr onload try / catch block, so it doesn't incorrectly report errors as being from the Loader when they may have been throw by the create method. 2015-03-25 16:13:52 +00:00
photonstorm
c1366c2f4f Arc comment. 2015-03-25 16:13:21 +00:00
photonstorm
93dc67be71 Graphics.drawArc would fail to draw any subsequent arcs if you set beginFill on it after drawing the first arc.
Graphics.drawArc would only move to the center position of the first arc created and ignore any subsequent arcs.
Graphics.drawArc now correctly renders multiple arcs across both WebGL and Canvas. You no longer need to specifically call moveTo to move into the correct place to draw the arc.
Graphics.drawArc now bails out if the startAngle = the endAngle and/or the sweep is invalid *before* adjusting any points.
Graphics.drawArc now correctly handles the fill on the CanvasRenderer if the arc is a subsequent arc and no line style is set.
2015-03-25 13:00:08 +00:00
photonstorm
d45a7bae8e Fixed constructor. 2015-03-25 12:59:41 +00:00
photonstorm
e7400be625 Formatting updates. 2015-03-25 12:59:31 +00:00
photonstorm
b1cdb358bb Merging in fixes from Pixi 3. 2015-03-25 11:04:58 +00:00
photonstorm
17b2eafbf3 Split GraphicsData to its own file. 2015-03-25 11:04:48 +00:00
photonstorm
93ed950f89 Small geom tidy-up. 2015-03-25 11:04:31 +00:00
photonstorm
f4d55b7785 When an Emitter is destroyed via Emitter.destroy it now removes itself from the Phaser Particle Manager, freeing it up for garbage collection and stopping it from being processed. 2015-03-25 05:07:39 +00:00
photonstorm
aa13ec0165 Animation.play wouldn't correctly set the play state on the Game Objects AnimationManager causing the animation to fail to start (calling AnimationManager.play did work however), now they're both consistently working. 2015-03-25 03:59:36 +00:00
photonstorm
244372384e When an Animation completes playback and isn't set to loop it would change the currentFrame property to be the first frame in the set after the onComplete callback had fired. This meant if you set a Sprite to a new frame within an Animation onComplete callback then your change would have been overwritten by the animation itself. This is now no longer the case. 2015-03-24 23:17:13 +00:00
photonstorm
83adc51698 Fixed the FixedToCamera :) 2015-03-24 21:35:09 +00:00
photonstorm
c4b83a1394 Phaser 2.3 Release Candidate 1. 2015-03-24 16:05:52 +00:00
photonstorm
96e313e768 If you paused a Sound object that is using audio markers and then resumed it, it wouldn't correctly calculate the resume duration - causing the sound to sometimes play into the marker that followed it (thanks @AnderbergE #1669) 2015-03-24 14:43:35 +00:00
photonstorm
7e19f45350 When the Game first boots it will now call window.focus(). This allows keyboard events to work properly in IE when the game is running inside an iframe. You can stop this from happening by setting window.PhaserGlobal.stopFocus = true (thanks @webholics #1681) 2015-03-24 13:27:27 +00:00
photonstorm
ebdb6d028f The Physics Manager now has a new reset method which will reset the active physics systems. This is called automatically on a State swap (thanks @englercj #1691) 2015-03-24 10:21:12 +00:00
photonstorm
7aa4d0ad0d When a State is started and linked to Phaser it has a new property created on it: key, which is the string identifier used by the State. 2015-03-24 10:21:03 +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
7010883bc3 Tidying up. 2015-03-23 15:07:09 +00:00
photonstorm
77eaa7e707 Optimised World.collideHandler and added SORT_NONE option. 2015-03-23 15:05:57 +00:00
photonstorm
b07ce89236 sourceWidth / Height now only set from the texture if the object has a texture. 2015-03-23 15:05:39 +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
506ff8843e Fixed incorrect use of this.response which broke Binary files with callbacks. Should be all of them caught now - ProTracker example now works again as a result too. 2015-03-23 10:52:43 +00:00
photonstorm
35a9bdcfc9 Fixed loading of physics json data (old responseText reference) 2015-03-23 10:46:38 +00:00
photonstorm
ba052389a3 New version of p2.js merged for testing. 2015-03-23 10:11:49 +00:00
photonstorm
3f30a3d0d2 jsdocs updates. 2015-03-23 10:11:39 +00:00
photonstorm
ca752cc59c jsdoc updates. 2015-03-23 08:13:59 +00:00
photonstorm
a190823dad jsdoc fix. 2015-03-23 08:13:59 +00:00
photonstorm
4e3d189678 Updated Pixi version. 2015-03-23 08:13:59 +00:00
Richard Davey
ae72107de8 Merge pull request #1685 from pnstickne/wip-1679
Animation - guard around destroy
2015-03-23 07:53:59 +00:00
Richard Davey
a10a18277a Merge pull request #1686 from englercj/dev
Add debug drawing for p2 capsule shape
2015-03-23 07:47:30 +00:00
Chad Engler
f5af981da3 fix missing semicolon 2015-03-22 21:28:27 -07:00
Chad Engler
97410f8907 add debug drawing for p2 capsule shape 2015-03-22 19:45:18 -07:00
Paul
6225bb0e94 Animation - guard around destroy
- Allows sprites (and/or the animation) to be destroyed from within
  the onUpdate, onLoop, or onComplete events
2015-03-22 17:01:37 -07:00
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
photonstorm
b13acdb23b TilingSprite.destroy fixed if TilingSprite hasn't ever been rendered (#1663) 2015-03-19 01:39:39 +00:00
photonstorm
5a9b509b44 ArraySet.removeAll allows you to remove all members of an ArraySet and optionally call destroy on them as well.
GameObject.input.dragStartPoint now stores the coordinates the object was at when the drag started. This value is populated when the drag starts. It can be used to return an object to its pre-drag position, for example if it was dropped in an invalid place in-game.
2015-03-19 00:51:13 +00:00
breakosaur
bb600b4319 Fixed a few documentation typos. 2015-03-18 21:07:36 +00:00
Richard Davey
358e0a6675 Merge pull request #1674 from englercj/dev
Fix debug drawing for p2 physics bodies
2015-03-18 19:21:59 +00:00
photonstorm
165e5935c2 JSDoc fixes. 2015-03-18 19:14:58 +00:00
Chad Engler
0b3850cc0c Fix debug drawing for p2 physics bodies 2015-03-18 01:19:32 -07:00
Paul
dcc83ec793 Tilemap renderer - context save/restore
- Added context save/restore; the secondary issue when the canvas
  is copied from later, and if any alpha is applied
2015-03-16 22:05:46 -07:00
Paul
54dba67f50 Tilemap rendering sets initial state better
- #1666 - previous alpha state could bleed through.
  Now the initial alpha and composite modes are set explicitly.
2015-03-16 21:35:39 -07:00
Paul
cc5d1d02e5 Loader: loading from pack data
- Corrected logic where packs added via data would still try to be loaded.
  This makes the behavior correct per the documentation and v2.2
2015-03-15 20:26:37 -07:00
photonstorm
6cf982a4a0 Fixed to Destroy component if still in render loop. 2015-03-11 01:44:46 +00:00
photonstorm
ee61d95980 Tidying up the Pixi source.
Added DisplayObject.destroy to cleanly remove all references, callbacks and cached textures (fixes #1656)
2015-03-10 15:13:37 +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
fe9a9fcd63 More Pixi updates. 2015-03-05 19:26:53 +00:00
photonstorm
f4eff6359c Added isArray check. 2015-03-05 14:02:24 +00:00
photonstorm
364f3b3cb8 Formatting. 2015-03-05 14:02:04 +00:00
photonstorm
893d36f128 jsdoc fix. 2015-03-05 14:01:52 +00:00
photonstorm
d717c5c180 Removed final traces of _interactive properties and checks. Also added preUpdate catch. 2015-03-05 14:01:43 +00:00
photonstorm
ed3afed2ff Fixed spelling mistake. 2015-03-05 14:00:57 +00:00
photonstorm
0a45223cd4 Resuming a sound needs the onended handler adding back in again. 2015-03-04 00:32:33 +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
2483cd5df4 Various readonly Body properties flagged as 'readonly' in the jsdocs (#1643) 2015-02-26 23:32:14 +00:00
photonstorm
53b1562eb6 jshint fix 2015-02-26 23:12:26 +00:00
Richard Davey
c819f0b508 Merge pull request #1642 from zekoff/tileset-render-fix
Fix row/col count formula.
2015-02-26 21:28:21 +00:00
photonstorm
f99f182a6f Arcade Physics is now using a spacial pre-sort for all Sprite vs. Group and Group vs. Group collisions. You can define the direction the sort will prioritise via the new sortDirection property. By default it is set to Phaser.Physics.Arcade.LEFT_RIGHT. For example if you are making a horizontally scrolling game, where the player starts on the left and moves to the right, then this sort order will allow the physics system to quickly eliminate any object to the right of the players bounds. This cuts down on the sheer volume of actual collision checks needing to be made. In a densely populated level it can improve fps rate dramatically.
There are 3 other directions available (`RIGHT_LEFT`, `TOP_BOTTOM` and `BOTTOM_TOP`) and which one you need will depend on your game type. If you were making a vertically scrolling shoot-em-up then you'd pick `BOTTOM_TOP` so it sorts all objects above and can bail out quickly.

More importantly you can switch the `sortDirection` at run-time with no loss of performance. Just make sure you do it *before* running any collision checks. So if you had a large 8-way scrolling world you could set the `sortDirection` to match the direction the player was moving in and adjust it in real-time, getting the benefits as you go. My thanks to Aaron Lahman for inspiring this update.
2015-02-26 21:24:07 +00:00
photonstorm
74eeddf956 You can now set a resolution property in your Game Configuration object. This will be read when the Pixi renderer instance is created and used to set the resolution within that (#1621) 2015-02-26 10:52:30 +00:00
Michael Zekoff
510353f6fb Fix row/col count formula.
This fixes the rendering issue for tilesets with margin/spacing
as described in photonstorm/phaser#1641.
2015-02-26 04:34:41 +00:00
photonstorm
41396d5ad2 Merged all of the relevant Pixi 2.2.7 fixes in (#1621) 2015-02-25 17:04:48 +00:00
photonstorm
03a2db18cb Added extra protection in the case of mixed-type Groups.
Removed window vars and replaced with stats property.
Removed redundant if/else checks.
2015-02-25 06:06:40 +00:00
photonstorm
8aec760cd5 First pass at spacial sorting in World.collide. 2015-02-25 05:39:02 +00:00
photonstorm
321e11d0a5 A State swap now sets the Loader.reset hard parameter to true by default. This will null any Loader.preloadSprite that may have been set (#1636) 2015-02-25 05:18:49 +00:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
466a4d11bb Loader.preloadSprite had an extra guard added to ensure it didn't try to updateCrop a non-existent sprite (thanks @noidexe #1636) 2015-02-25 03:08:37 +00:00
photonstorm
dee13d52d8 jshint fix. 2015-02-25 02:50:57 +00:00
photonstorm
ae7a1fda05 Optimised preUpdate callbacks. 2015-02-25 02:49:50 +00:00
photonstorm
ee48675a28 Fixed trimmed TileSprites in Canvas (WebGL still broken, as it's broken in Pixi also) 2015-02-25 02:49:38 +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
3d399f1b14 Removed the final few private vars from computeVelocity 2015-02-25 00:04:53 +00:00
photonstorm
c9939f8691 Tilemap fix #1635 2015-02-24 22:57:59 +00:00
photonstorm
42b316473d jsdoc fix. 2015-02-23 13:58:57 +00:00
Paul
3e5c1532d8 Fixed jsdoc-abort bug with "||" in jsdoc type
- jsdoc aborts on x||y found in types..
2015-02-22 20:51:00 -08:00
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
a75e28d2b8 jshint fixes. 2015-02-22 20:08:44 +00:00
photonstorm
8b7085e20a RenderTexture guards. 2015-02-22 19:30:43 +00:00
photonstorm
e93ded324f Added missing class var. 2015-02-22 19:30:34 +00:00
photonstorm
5fd066c610 ArraySet.getByKey gets an item from the set based on the property strictly equaling the value given. 2015-02-22 19:30:23 +00:00
photonstorm
8d71e8a32c Animation.update skips ahead frames when the system is lagging, however it failed to set the animation to the final frame in the sequence if the animation skipped ahead too far (thanks @richpixel #1628) 2015-02-22 19:26:56 +00:00
photonstorm
ba08498e73 Fixed bug with the watch list not checking decode status by key properly. 2015-02-20 00:58:05 +00:00
photonstorm
bec18cb46c Removed redundant event call. 2015-02-19 15:27:59 +00:00
photonstorm
babd303a2a Manager stubs for new custom build process. 2015-02-19 05:01:12 +00:00
photonstorm
3d0bc682f0 Moved Events. 2015-02-19 05:00:55 +00:00
photonstorm
f613e5882e Allowed Keyboard and Gamepad to be optional. 2015-02-19 05:00:41 +00:00
photonstorm
a7bdce1806 Moved collideSpriteVsTilemapLayer to here. 2015-02-19 05:00:22 +00:00
photonstorm
eb732e1d90 Refactored ArcadePhysics.World to remove global property use and array length caches. 2015-02-19 04:59:55 +00:00
photonstorm
02ef1555c5 A TweenData wouldn't take into account the repeatDelay property when repeating the tween, but now does. A TweenData also has a new property yoyoDelay which controls the delay before the yoyo will start, allowing you to set both independently (thanks @DreadKnight #1469)
Tween.updateTweenData allows you to set a property to the given value across one or all of the current tweens. All of the Tween methods like Tween.delay and Tween.repeat have been updated to use this.

Tween.repeat has a new parameter `repeatDelay` which allows you to set the delay (in ms) before a tween will repeat itself.

Tween.yoyo has a new parameter `yoyoDelay` which allows you to set the delay (in ms) before a tween will start a yoyo.

Tween.interpolation has a new parameter `context` which allows you to define the context in which the interpolation function will run.
2015-02-19 00:51:32 +00:00
photonstorm
35b4926eb8 Undoing previous change - doesn't actually work at all! #1620 2015-02-18 23:32:12 +00:00
photonstorm
4699770520 Adjusted function order. 2015-02-18 23:15:54 +00:00
photonstorm
9effb4a946 Stage.visibilityChange now has a second parameter fromPhaser. This is set to true by the Stage._onChange callback. This should mean that when Phaser is listening for window.onblur and window.onfocus events it will only trigger the visibilityChange if that event was generated by Phaser itself. If it was generated by something else on the page or iframe it should now be ignored (thanks @austinhallock #1620) 2015-02-18 23:12:08 +00:00
photonstorm
88f10f7f89 Updated fixedToCamera docs to reflect non-nesting (#1596) 2015-02-18 22:58:48 +00:00
photonstorm
b0261e4a5f Group.cursorIndex is the index of the item the Group cursor points to. This replaces Group._cache[8]. 2015-02-18 22:54:19 +00:00
photonstorm
88ab104da4 BitmapText has a new maxWidth property that will attempt to wrap the text if it exceeds the width specified. 2015-02-18 22:36:12 +00:00
photonstorm
ba727555c8 Emitter.flow now works in a slightly different (and more useful!) way. You can now specify a quantity and a total. The quantity controls how many particles are emitted every time the flow frequency is met. The total controls how many particles will be emitted in total. You can set total to be -1 and it will carry on emitting at the given frequency forever (also fixes #1598 thanks @brianbunch) 2015-02-18 22:35:05 +00:00
photonstorm
9879fc6387 If you load an image and provide a key that was already in-use in the Cache, then the old image is now destroyed (via Cache.removeImage) and the new image takes its place. 2015-02-18 16:58:08 +00:00
photonstorm
72d1c13b6b Fixed jshint error. 2015-02-18 14:54:19 +00:00
photonstorm
58d37b51fe Fixed canvas destroy if undefined. 2015-02-18 14:54:11 +00:00
photonstorm
ef3cb1f31d Sound in Web Audio now uses AudioContext.onended to trigger when it will stop playing instead of using a time based value. This is only used if the sound doesn't loop and isn't an audio sprite, but will give a much more accurate Sound.onStop event. It also prevents short audio files from being cut off during playback (#1471) and accounts for time spent decoding. 2015-02-18 11:25:17 +00:00
photonstorm
eba1743404 jshint fixes. 2015-02-18 10:25:27 +00:00
photonstorm
f47fb7a7c7 jshint fixes. 2015-02-17 18:16:12 +00:00
photonstorm
819826ce08 Added Polygon.flatten and Polygon.toNumberArray.
Fixed Graphics.lineTo if no moveTo has been specified.
Fixed Graphics.drawShape if a mixed-type Polygon has been given.
2015-02-17 18:03:15 +00:00
photonstorm
97ebfce7a6 Fixed Matrix.apply. 2015-02-17 18:02:40 +00:00
photonstorm
f59d7e3430 Working through Graphics class updates. 2015-02-17 16:40:41 +00:00
photonstorm
8b2f5fc98b Added the missing Geom types. 2015-02-17 16:39:49 +00:00
photonstorm
11889cd6b5 Added the Graphics consts. 2015-02-17 16:39:40 +00:00
photonstorm
8f86f911af Formatting. 2015-02-17 16:39:29 +00:00
photonstorm
872048eb6c Commented-out all EventListener related code for testing. 2015-02-17 16:39:14 +00:00
photonstorm
7b9ae51f6f Removed duplicate polyfills. 2015-02-17 16:38:44 +00:00
photonstorm
41e2fbff55 TilemapLayer no longer extends Image, but is a GameObject of its own. 2015-02-17 16:38:27 +00:00
photonstorm
e100f2f528 Added in type properties. 2015-02-17 16:38:07 +00:00
photonstorm
f561659367 Removed sayHello (covered in Phaser banner) 2015-02-17 15:50:31 +00:00
photonstorm
5b8635d334 Removed all Stage interaction related code. 2015-02-17 15:50:12 +00:00
photonstorm
052b9a7e06 Separated the Tilemap specific code from World. 2015-02-17 15:49:53 +00:00
photonstorm
fa7fee99b6 Moved Matrix and RoundedRectangle into Phaser geom structure. 2015-02-17 15:49:30 +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
b2cfb29740 Moved all code that modified Pixi globals into its own file, so we can call it after the Phaser overrides are in place. 2015-02-17 15:48:33 +00:00
photonstorm
075347c1e8 jsdocs tidying. 2015-02-17 15:47:50 +00:00
photonstorm
8c786a2df5 Removing Pixi files no longer used in this build of Phaser. 2015-02-17 15:46:52 +00:00
photonstorm
17e2d22962 mixinPrototype can now clone objects that support it. 2015-02-17 15:45:37 +00:00
photonstorm
52f4a037a3 Added 'replace' parameter to mixinPrototype. 2015-02-17 06:01:25 +00:00
photonstorm
9fd5ae119b jsdocs update. 2015-02-17 06:01:09 +00:00
photonstorm
6a0a44d47e Small code update. 2015-02-17 06:00:55 +00:00
photonstorm
167bbde8d4 Game Objects all now using the new Components mixins. 2015-02-17 06:00:41 +00:00
photonstorm
4bb1adcf36 Typo fix. 2015-02-17 06:00:18 +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
f64f9c1d15 Added mixinPrototype. 2015-02-17 05:14:23 +00:00
photonstorm
57ff6f4176 Fixed applyInverse point cache bug. 2015-02-17 05:14:09 +00:00
photonstorm
1229c791b3 Added Body.dirty flag (reserved for future use) 2015-02-17 05:13:54 +00:00
photonstorm
0588f95f4c Body.phase renamed to Body.dirty. 2015-02-17 05:13:36 +00:00
photonstorm
86f05160b7 Removed array length vars and added strict equalities. 2015-02-17 05:13:12 +00:00
photonstorm
8483eac6aa Removing all use of _cache from all Game Objects. 2015-02-16 17:22:51 +00:00
photonstorm
9670c8aa86 InputHandler.enableDrag with a boundsRect set now takes into account the Sprites anchor when limiting the drag (thanks @unindented #1593)
InputHandler.enableDrag with a boundsSprite set now takes into account both the Sprites anchor and the boundsSprite anchor when limiting the drag.
2015-02-16 15:49:46 +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
01a23b7d91 Tween.to now correctly accepts arrays are destination values, which makes the Tween interpolate through each value specified in the array using the defined Tween.interpolation method (see new example, thanks @FridayMarch26th #1619)
Tween.interpolationFunction was using the incorrect context to invoke the function. This is now defined in `TweenData.interpolationFunctionContext` and defaults to `Phaser.Math`. If you provide your own interpolation function then please adjust the context accordingly (thanks @FridayMarch26th #1618)
2015-02-16 12:23:54 +00:00
photonstorm
ae198e9364 InputHandler was using the wrong property in checkBoundsSprite when fixedToCamera (thanks @yig #1613) 2015-02-14 19:10:06 +00:00
photonstorm
e9a77d95eb Deviations, oh the horror! 2015-02-12 09:44:53 +00:00
photonstorm
f60b2b7635 World.setBounds if called after you had already started P2 Physics would incorrectly create a new collision group for the wall objects. P2.World now remembers the settings you provide for each wall and the collision group, and re-applies these settings should the world dimensions ever change (thanks @nextht #1455) 2015-02-11 22:33:29 +00:00
photonstorm
b692d3b456 PIXI.TextureSilentFail is a boolean that defaults to false. If true then PIXI.Texture.setFrame will no longer throw an error if the texture dimensions are incorrect. Instead Texture.valid will be set to false (#1556) 2015-02-11 22:10:53 +00:00
photonstorm
daf8440247 Tile.properties is now unique to that specific Tile, and not a reference to the Tileset index bound properties object. Tile.properties can now be modified freely without impacting other tiles sharing the same id (#1254) 2015-02-11 21:40:37 +00:00
photonstorm
8892f46a83 PIXI.WebGLRenderer.destroy has been fixed to decrement the glContextId and remove it from the PIXI.instances global. Game.destroy now hooks into this. This now means that you can now delete and create your Phaser game over and over without it crashing WebGL after the 4th attempt (#1260) 2015-02-11 21:02:15 +00:00
photonstorm
b68c3071a6 Phaser.Ellipse.contains is now working again (thanks @spayton) 2015-02-11 18:51:35 +00:00
photonstorm
0e7820bde5 Group.forEach (and many other Group methods) now uses the children.length value directly instead of caching it, which both helps performance and stops the loop from breaking should you remove a Group child in the invoked callback. 2015-02-11 17:19:56 +00:00