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 )
...
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
Richard Davey
d027bf8ba7
BitmapData.generateTexture will take a snapshot of the BitmapDatas canvas at that moment in time and convert it into an Image, which is then stored in the Phaser image Cache based on the key given. You can then use the new texture for any future sprites or texture based objects.
2015-07-09 00:19:07 +01:00
Richard Davey
7253ac368d
jsdoc update.
2015-07-08 19:11:41 +01:00
Richard Davey
6e116a0816
TS defs updated for pendingDestroy.
2015-07-08 19:09:42 +01:00
Richard Davey
3590272c51
All Game Objects have a new boolean property called pendingDestroy
. If you set this to true
then the object will automatically destroy itself in the *next* logic update, rather than immediately. This is useful for cases when you wish to destroy an object from within one of its own callbacks, such as with buttons or other input events (thanks @alamboley #1748 )
2015-07-08 18:52:01 +01:00
photonstorm
1b5da312d0
RandomDataGenerator.weightedPick has been tweaked slightly to allow for a more even distribution of weights. It still favors the earlier array elements, but will accurately include 'distance' elements as well (thanks @gingerbeardman #1751 )
2015-07-08 17:20:36 +01:00
photonstorm
87ac0b8f50
jsdoc tweak.
2015-07-08 16:40:40 +01:00
photonstorm
64b1794d67
Rope.segments used the wrong vertices property, causing a runtime error.
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Debug.ropeSegments didn't take the scale of the Rope object into consideration, causing incorrect debug rendering.
2015-07-08 16:40:26 +01:00
photonstorm
47e1d16a6d
jshint fix.
2015-07-08 16:00:03 +01:00
photonstorm
b9dcf74726
If the device is detected as a Windows Phone the renderer is automatically set to use Canvas, even if WebGL or AUTO was requested (thanks @ramarro123 #1706 )
2015-07-08 15:25:52 +01:00
photonstorm
0f31358724
Device.windowsPhone should now correctly identify Windows Phone 8.1 devices, which also think they are iOS and Androids. If you find a device that gets around this check please send us its ua string! (thanks @jounii #1496 )
2015-07-08 15:22:32 +01:00
photonstorm
f48d038db3
Lots of jsdoc updates ( #1644 )
2015-07-08 15:10:41 +01:00
photonstorm
1281bc52d7
Setting the scaleMode property of a Game configuration object would cause a ScaleManager TypeError in the resize method. It now stores the scale mode locally and applies it after boot (thanks @Mickawesomesque #1534 )
2015-07-08 14:52:20 +01:00
photonstorm
3012e49937
Text.addColor would incorrectly color the text stroke if set (thanks @llevkin #1893
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Text.addStrokeColor works in the same way as `Text.addColor` but allows you to define a color stop for the stroke color instead of the fill color.
2015-07-08 12:52:39 +01:00
Richard Davey
86cac2085c
BitmapData.move(x, y) allows you to shift the contents of the BitmapData horizontally and vertically by the given amounts. The image wraps-around the edges of the BitmapData.
...
BitmapData.moveH(distance) allows you to horizontally shift the BitmapData with wrap-around the edges.
BitmapData.moveV(distance) allows you to vertically shift the BitmapData with wrap-around the edges.
2015-07-08 04:26:28 +01:00
Richard Davey
a7e18137d1
Text has a new style property: tabs. This allows you to specify a pixel value (or values) that allows you to space out text that contains tab characters within it. Text.tabs
can be either an integer, in which case all tabs share the same spacing, or an array of pixel values corresponding exactly to the number of tabs per line of text. This allows you to easily align columns of data in a single Text object.
2015-07-08 01:15:31 +01:00
Richard Davey
3066f60f11
parseList support added.
2015-07-08 00:03:03 +01:00
Richard Davey
2e447ec01d
Tidied up tab handling a little.
2015-07-07 23:41:37 +01:00
Richard Davey
ae08b9ac02
Text tab support working. Now to add varying tab sizing.
2015-07-07 23:31:44 +01:00
Richard Davey
b8cc4d9d53
Updated Text resolution handling.
2015-07-07 20:48:00 +01:00
photonstorm
a19479d948
jsdocs update.
2015-07-07 16:58:41 +01:00
photonstorm
157df30696
Pointer button handling has been given an overhaul. It has the following new boolean properties: leftButton
, rightButton
, middleButton
, backButton
, forwardButton
and eraserButton
. So you can now easily check which buttons are active and build right or middle click support into your games. The Pointer object normalises these properties for you, regardless if they came from a MouseEvent or PointerEvent (thanks @youssefdetovernickr for the idea #1848 )
2015-07-07 16:53:56 +01:00
photonstorm
9548fb9856
Final textBounds updates.
2015-07-07 15:16:23 +01:00
Richard Davey
3f7f9986b6
Merge pull request #1891 from clark-stevenson/dev
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Handful of updates. Fixes #1877 thanks @sanchopancho13
2015-07-07 11:25:01 +01:00
Clark Stevenson
86c8704cd4
Handful of updates. Fixes #1877 thanks @sanchopancho13
2015-07-07 08:48:20 +01:00
Richard Davey
92f2742a26
When reusing a Tween created with an array of properties the values would get exponentially added to the TweenData internal array each time the tween was re-run (thanks @SBCGames #1747 )
2015-07-07 04:21:55 +01:00
Richard Davey
6a9fd4de8d
Debug.currentAlpha wasn't being used to set the alpha of the Debug context at all (was always set to 1) but now updates the alpha of the Debug context before anything is rendered to it (thanks @wayfu #1888 )
2015-07-07 03:32:11 +01:00
Richard Davey
06658fa1e0
TilemapLayer.resize allows you to resize a TilemapLayer. It will update the internal canvas object and corresponding texture dimensions ( #1881 )
2015-07-07 03:27:28 +01:00
Richard Davey
8aaa8de985
Fixed issue with tilesets not updating correctly.
2015-07-07 02:38:14 +01:00
Richard Davey
a1f618f54f
Debugging tileset issue.
2015-07-07 02:18:53 +01:00
Richard Davey
f57d3c19e9
P2.Body.createGroupCallback incorrectly referenced the _groupCallbackContext
when deleting it (thanks @Langerz82 #1886 )
2015-07-07 01:24:26 +01:00
Richard Davey
9886232fff
Merge pull request #1890 from standardgaussian/issue1885
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Issue #1885 :
2015-07-07 01:21:25 +01:00
Standard Gaussian
a556dfdc69
Issue #1885 : P2.enableBody now checks if an anchor exists on target object before attempting to set its value
2015-07-05 22:39:15 +01:00