Lots of Tilemap updates, moved the renderer out, added components and new tests.

This commit is contained in:
Richard Davey
2013-07-02 23:41:25 +01:00
parent c647792c12
commit c81cf0c882
34 changed files with 2395 additions and 1563 deletions
+11 -2
View File
@@ -53,7 +53,13 @@ TODO:
* See about optimising Advanced Physics a lot more, so it doesn't create lots of Vec2s everywhere.
* QuadTree.physics.checkHullIntersection
* Fix the Motion methods for the new physics system
* Moved findShapeByPoint etc from Space to Manager (or at least add a proxy to them)
* Move findShapeByPoint etc from Space to Manager (or at least add a proxy to them)
* Make onInput events created only if input component is started
* Add button mode linked to sprite frames
* Add visible toggle if tween property is alpha <> 01
* Camera.isHidden uses an array and length check, faster to swap for a single counter, also try to remove indexOf check
* Tilemap.render - move layers length to var
* Camera control method (touch/keyboard)
V1.0.0
@@ -126,7 +132,10 @@ V1.0.0
* Fixed issue in Tilemap.parseTiledJSON where it would accidentally think image and object layers were map data.
* Fixed bug in Group.bringToTop if the child didn't have a group property yet.
* Fixed bug in FrameData.checkFrameName where the first index of the _frameNames array would be skipped.
* Added isRunning boolean property to Phaser.Tween
* Moved 'facing' property from Sprite.body to Sprite.texture (may move to Sprite core)
* Added Sprite.events.onDragStart and onDragStop
* A tilemap can now be loaded without a tile sheet, should you just want to get the tile data from it and not render.
V0.9.6