phaser/examples/wip
2014-03-02 11:31:26 +00:00
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book Fixed filters for new shader code. 2013-11-28 21:29:16 +00:00
filters Tidying up the wip folder and updating pixi. 2013-12-03 20:50:34 +00:00
misc Group now extends PIXI.DisplayObjectContainer, rather than owning a _container property, which makes life a whole lot easier re: nesting. 2014-02-06 02:31:36 +00:00
alpha-mask.js BitmapData.alphaMask will draw the given image onto a BitmapData using an image as an alpha mask. 2014-02-21 15:09:04 +00:00
anim-speed.js Animation.speed added. You can now change the animation speed on the fly, without re-starting the animation (feature request #458) 2014-02-28 04:32:12 +00:00
anim1.js Active animations now monitor if the game pauses, and resume normally when the game un-pauses (fixes #179) 2014-02-24 23:06:45 +00:00
animated tilesprite.js TileSprites are now much more tidy and can run from a frame in a texture. They can also be animated. New TileSprite.autoScroll function added. 2014-02-13 23:13:10 +00:00
astro balls.js StateManager fixes for when you change state in the create function. 2014-02-26 00:58:19 +00:00
atlas_trim_array.js Fixed issue with trimmed JSON Hash texture atlases not parsing correctly. 2014-02-17 19:58:45 +00:00
autoscroll.js Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale. 2014-02-25 14:46:48 +00:00
bitmaptext1.js Added the new BitmapFont class. This is for rendering retro style fixed-width bitmap fonts into an Image object. 2014-02-14 06:04:29 +00:00
bitmaptext2.js Added BitmapFont to the GameObjectFactory. 2014-02-14 06:16:36 +00:00
bitmaptext3.js BitmapFont fixes and updates and Cache support for it added. Working sweet now. 2014-02-14 16:38:06 +00:00
blendmodes.js BitmapData.alphaMask will draw the given image onto a BitmapData using an image as an alpha mask. 2014-02-21 15:09:04 +00:00
bmd.js Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it. 2014-02-28 03:55:06 +00:00
bounds.js Phaser.AnimationParser now sets the trimmed data directly for Pixi Texture frames. Tested across JSON Hash, JSON Data, Sprite Sheet and XML. 2014-02-07 00:57:41 +00:00
camera follow.js BitmapData.addTo removed and enhanced BitmapData.add so it can accept either a single Sprite/Image or an Array of them. 2014-02-13 14:19:41 +00:00
camera.js BitmapData.addTo removed and enhanced BitmapData.add so it can accept either a single Sprite/Image or an Array of them. 2014-02-13 14:19:41 +00:00
cannon.js debug#renderShapeConvex fixed, fix in p2 physics body creation #446 2014-02-19 15:43:05 +00:00
class update.js Fixed issue where Stage.update wasn't called. 2014-02-25 04:58:09 +00:00
cocoon.php Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it. 2014-02-28 03:55:06 +00:00
contact1.js Disabled World bounds by default. 2014-02-19 05:22:37 +00:00
contact2.js Fixed issues with the contacts and world bounds. New labs demo created. 2014-02-20 04:21:14 +00:00
crop.js Phaser.AnimationParser now sets the trimmed data directly for Pixi Texture frames. Tested across JSON Hash, JSON Data, Sprite Sheet and XML. 2014-02-07 00:57:41 +00:00
destroy state swap.js Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale. 2014-02-25 14:46:48 +00:00
destroy state.js Phaser.StageScaleMode has been renamed to ScaleManager and moved from the system folder to the core folder. It's still available under game.scale. 2014-02-25 14:46:48 +00:00
destroy.js Fixes #382 Error when using InputHandler#onInputUp & sprite destroys itself during the event. 2014-02-10 02:14:59 +00:00
fixed to cam.js StateManager fixes for when you change state in the create function. 2014-02-26 00:58:19 +00:00
focus mute.js The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now. 2014-02-27 17:00:14 +00:00
frame.js Added Image.frame and Image.frameName support in. 2014-02-07 06:52:49 +00:00
fullscreen.js Fullscreen mode now uses window.outerWidth/Height when using EXACT_FIT as the scale mode, which fixes input coordinate errors (fixes #232) 2014-02-25 21:16:56 +00:00
google webfont.js Events.onInputUp would be dispatched twice if the Sprite had drag enabled, now only dispatched once (thanks Overbryd, fixes #502) 2014-03-02 11:31:26 +00:00
graphics-mask.js Fixing up documentation, missing functions, examples and alpha masks. 2014-02-21 14:50:18 +00:00
graphics.js Removed input handler from Graphics as it's just meant to be used as a texture really, if you need input events you can apply Graphics to a Sprite. 2014-02-17 17:54:10 +00:00
grid-drag.js You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks. 2014-02-07 17:14:10 +00:00
grid.js You can now use the hitArea property on Sprites and Image objects. hitArea can be a geometry object (Rectangle, Circle, Polygon, Ellipse) and is used in pointerOver checks. 2014-02-07 17:14:10 +00:00
group destroy.js Buttons are now cleanly destroyed if part of a Group without leaving their InputHandler running. 2014-02-27 20:05:16 +00:00
group fixed to cam.js fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset. 2014-02-15 01:27:42 +00:00
group lifespan.js Groups now update their children across preUpdate, update and postUpdate. 2014-02-13 12:26:39 +00:00
group1.js Groups now update their children across preUpdate, update and postUpdate. 2014-02-13 12:26:39 +00:00
hitArea.js Updated the Gruntfile. Also: 2014-02-11 13:23:54 +00:00
image1.js Testing new Image object. 2014-02-06 19:34:05 +00:00
image2.js Sprite.crop() now takes a Phaser.Rectangle instead of explicit parameters. 2014-02-06 23:13:39 +00:00
image3.js More animation tests. 2014-02-07 04:12:23 +00:00
index-cocoon.html Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it. 2014-02-28 03:55:06 +00:00
index-cocoon.php Fixed issue where Phaser.Canvas.create would always make a screencanvas for CocoonJS, but that should only happen once. New parameter toggles it. 2014-02-28 03:55:06 +00:00
index-fs.php Fixed issue with CocoonJS detection in Device. 2014-02-28 03:09:04 +00:00
index-lib.php Updated to latest Pixi build (can do away with our own local patch now). 2014-02-28 18:55:07 +00:00
index.php Brand new Grunt task - creates each core library as its own file and a combined phaser.js. 2014-02-28 09:30:53 +00:00
index3.php Brand new Grunt task - creates each core library as its own file and a combined phaser.js. 2014-02-28 09:30:53 +00:00
indexNoPhysics.php The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now. 2014-02-27 17:00:14 +00:00
keyboard.js StateManager fixes for when you change state in the create function. 2014-02-26 00:58:19 +00:00
landscape-pointer.js Fixed issue with CocoonJS detection in Device. 2014-02-28 03:09:04 +00:00
loadPolygon.js Body.loadPolygon now parses all shapes that may exist in a JSON data file, and re-creates them all on the Body. Assumes shapes are CCW + Convex (tested working with Lime Exportor). Almost fixes #449 but Body rotation seems to screw orientation of shapes. 2014-02-28 05:46:02 +00:00
mouse.js Mouse callback tests. 2014-02-07 07:32:11 +00:00
mouse2.js Mouse callback tests. 2014-02-07 07:32:11 +00:00
no-scale.js Game no longer pauses if you've forced orientation and change it, also doesn't resize a NO_SCALE game. 2014-02-28 04:15:28 +00:00
p21.js Integrating p2.js. 2014-02-10 16:01:30 +00:00
p22.js PointProxy added to allow for easy setting of force and velocity. More p2 tests done. World update done. 2014-02-10 22:54:56 +00:00
p23.js PointProxy added to allow for easy setting of force and velocity. More p2 tests done. World update done. 2014-02-10 22:54:56 +00:00
p24.js New 'thrust' demo. Added Body.moveLeft, moveRight, moveUp, moveDown, rotateLeft, rotateRight and thrust methods. Also hooked up force and created an asteroids style example. 2014-02-11 01:52:10 +00:00
p25.js Fixed issue with physics world not being centered if you resized it. 2014-02-14 17:52:59 +00:00
p26.js Updated p2.js to latest build. Checked tests. Added Debug draw (needs rotation support). 2014-02-12 05:34:31 +00:00
p27.js Loader.physics now lets you load Lime + Corona JSON Physics data, which can be used with Body.loadPolygon and Body.loadData. 2014-02-14 23:51:49 +00:00
p28.js BitmapData.addTo removed and enhanced BitmapData.add so it can accept either a single Sprite/Image or an Array of them. 2014-02-13 14:19:41 +00:00
particle1.js New labs demo. Added moveForward and moveBackward to Body. 2014-02-18 04:49:03 +00:00
pixi1.js Integrating p2.js. 2014-02-10 16:01:30 +00:00
pixi2.js More Group fixes to the new format. Updated list of included Pixi files to remove un-needed ones. 2014-02-06 03:34:27 +00:00
platforms.js Fixed issues with the contacts and world bounds. New labs demo created. 2014-02-20 04:21:14 +00:00
priority.js Updated to Pixi 1.5 final. 2014-02-12 01:25:36 +00:00
rendertexture.js Game.add.renderTexture now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getTexture(key). 2014-02-07 06:25:28 +00:00
rnd.js RandomDataGenerator.integerInRange(min, max) now includes both min and max within its range (#501) 2014-03-02 11:21:30 +00:00
springs 1.js Working Springs demo. 2014-02-15 02:56:24 +00:00
spritebatch1.js BitmapText updated and bought in-line with the new Text class. Moved to use the new Bitmap Text XML loader which should work fine on CocoonJS now and also supports multiple bitmap fonts per cache. 2014-02-14 03:34:35 +00:00
spritebatch2.js Testing BitmapFont as a texture. 2014-02-14 12:07:04 +00:00
state parameters.js StateManager fixes for when you change state in the create function. 2014-02-26 00:58:19 +00:00
state smoothed.js Stage.smoothed was returning the opposite of its actual setting (#494) 2014-02-27 21:56:47 +00:00
tab swap.js Pausing the game will now mute audio and resuming will un-mute, unless it was muted via the game (fixes #439) 2014-02-25 03:12:12 +00:00
template.js Tidying up the wip folder and updating pixi. 2013-12-03 20:50:34 +00:00
text tilesprite.js You can now set the Stage.backgroundColor using either hex or numeric values. 2014-02-16 14:54:04 +00:00
text tween.js The grunt task now creates an optional version of Phaser without any Physics support built in. Quite a bit smaller now. 2014-02-27 17:00:14 +00:00
text.js Couple of new labs tests. 2014-02-14 17:08:25 +00:00
tilemap1.js StateManager fixes for when you change state in the create function. 2014-02-26 00:58:19 +00:00
tilemap2.js debug#renderShapeConvex fixed, fix in p2 physics body creation #446 2014-02-19 15:43:05 +00:00
tilemap3.js Updated docs - they now actually list the new body methods :) 2014-02-21 15:37:26 +00:00
tilesprite fixed to cam.js Added Spring class. Fixed reason why World wasn't pre and post updating (Stage didn't have an exists property). 2014-02-15 02:19:37 +00:00
tilesprite input.js TileSprites can now receive full Input events, dragging, etc and be positioned in-world and fixed to cameras (fixes #321) 2014-02-21 19:21:00 +00:00
tilesprite.js TileSprites are now much more tidy and can run from a frame in a texture. They can also be animated. New TileSprite.autoScroll function added. 2014-02-13 23:13:10 +00:00
timer1.js The Timer will no longer create negative ticks during game boot, no matter how small the Timer delay is (fixes #366) 2014-02-26 19:52:23 +00:00
timer2.js Phaser.Timer will no longer resume if it was previously paused and the game loses focus and then resumes (fixes #383) 2014-02-26 20:12:17 +00:00
tween swap.js Tweens now resume correctly if the game pauses (focus loss) while they are paused. 2014-02-26 23:27:22 +00:00
twokeys.js The Keyboard class has had a complete overhaul. Phaser.Key objects are created automatically, there are fixes against duration and keys reset properly on visibility loss. 2014-02-24 15:58:02 +00:00