phaser/examples/wip
2014-02-15 02:19:37 +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
anim1.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
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
autoscroll.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
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
bmd.js Updated Rectangle to use prototype based getters and setters (re: iOS speed discussion on the forum). 2014-02-07 02:31:29 +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
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.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 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
frame.js Added Image.frame and Image.frameName support in. 2014-02-07 06:52:49 +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 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.php 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
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
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
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
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
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
template.js Tidying up the wip folder and updating pixi. 2013-12-03 20:50:34 +00:00
text.js Couple of new labs tests. 2014-02-14 17:08:25 +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.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