New CSS3 Filters component and Net class.

This commit is contained in:
Richard Davey
2013-07-19 04:57:14 +01:00
parent 9827e7522f
commit 3c123293ba
27 changed files with 1670 additions and 27 deletions
+4 -4
View File
@@ -31,7 +31,6 @@ TODO:
* Investigate bug re: tilemap collision and animation frames
* Update tests that use arrow keys and include touch/mouse support (FlxControlHandler style)
* Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more
* Stage CSS3 transforms!!! Color tints, sepia, greyscale, all of those cool things :)
* Add JSON Texture Atlas object support.
* Pointer.getWorldX(camera) needs to take camera scale into consideration
* If stage.clear set to false and game pauses, when it unpauses you still see the pause arrow - resolve this
@@ -56,11 +55,10 @@ TODO:
* Tilemap.render - move layers length to var
* Camera control method (touch/keyboard)
* Tilemap.destroy needs doing
* Look at the input targetObject - it doesn't seem to get cleared down all the time, maybe just a priority/alpha issue (check vis/alpha?)
* Sprite.transform.bottomRight/Left doesn't seem to take origin into account
* When you toggle visible of a button that is over, it doesn't disable that 'over' state (should it? probably yes)
* Stage.opaqueBackground = 'rgb()' or null, alpha, blendMode, filters, mask, rotation+XYZ,scaleXYZ,visible
* Stage CSS3 Transforms?
* Ability to layer another DOM object and have it controlled by the game somehow. Can then do stacked canvas effects.
* Stage lost to mute
@@ -157,6 +155,8 @@ V1.0.0
* SoundManager will now automatically handle iOS touch unlocking.
* Added TilemapLayer.putTileWorldXY to place a tile based on pixel values, and putTile based on tile map coordinates.
* Dropped the StageScaleMode.setScreenSize iterations count from 40 down to 10 and document min body height to 2000px.
* Added Phaser.Net for browser and network specific functions, currently includes query string parsing and updating methods.
* Added a new CSS3 Filters component. Apply blur, grayscale, sepia, brightness, contrast, hue rotation, invert, opacity and saturate filters to the games stage.