phaser/src
2013-12-18 00:44:04 +00:00
..
animation Updated IE11 check, forces IE11 to use Canvas renderer even in AUTO mode. 2013-12-13 14:04:14 +00:00
core ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks. 2013-12-17 16:48:03 +00:00
gameobjects ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks. 2013-12-17 16:48:03 +00:00
geom Fixed an issue where passing null as the Group parent wouldn't set it to game.world as it should have (thanks tito100). 2013-12-06 01:07:25 +00:00
input ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks. 2013-12-17 16:48:03 +00:00
loader Improved TilemapLayer rendering and debug rendering significantly. Cleared out some old assets and added a new map. 2013-12-18 00:44:04 +00:00
math The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00
net Fixed World.scale and Group.scale. 2013-12-03 02:13:57 +00:00
particles The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00
physics ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks. 2013-12-17 16:48:03 +00:00
pixi ArcadePhysics.overlap and collide now recognise TileSprites in the collision checks. 2013-12-17 16:48:03 +00:00
sound Updated IE11 check, forces IE11 to use Canvas renderer even in AUTO mode. 2013-12-13 14:04:14 +00:00
system TilemapLayers now render tiles correctly, with our without debugging overlay. Collision working well across single and index ranges. 2013-12-17 05:07:00 +00:00
tilemap Improved TilemapLayer rendering and debug rendering significantly. Cleared out some old assets and added a new map. 2013-12-18 00:44:04 +00:00
time The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00
tween The entire Phaser library has been updated to match the new JSHint configuration. 2013-11-25 04:40:04 +00:00
utils Tilemap collision fixed, regardless of rotation, number of overlapping tiles and speed (to a point anyway). Maps also don't crash if they are smaller than the render area. Layers can be positioned successfully anywhere in camera but collision isn't yet offset for this. 2013-12-06 04:34:27 +00:00
Intro.js Add new Grunt build 2013-10-23 16:58:48 +02:00
IntroDocs.js Preparing dev branch for 1.1.4 2013-11-29 19:40:28 +00:00
Phaser.js Preparing dev branch for 1.1.4 2013-11-29 19:40:28 +00:00
PixiPatch.js Switch method of using trimmed sprites to support scaling and rotation 2013-12-05 14:52:26 +11:00