Added the new Button game object and various other input and tilemap fixes.

This commit is contained in:
Richard Davey
2013-07-12 03:28:46 +01:00
parent c81cf0c882
commit dcce99ec60
42 changed files with 1898 additions and 363 deletions
+12 -6
View File
@@ -30,12 +30,9 @@ TODO:
* Game.Time should monitor pause duration
* Investigate bug re: tilemap collision and animation frames
* Update tests that use arrow keys and include touch/mouse support (FlxControlHandler style)
* If the Camera is larger than the Stage size then the rotation offset isn't correct
* Texture Repeat doesn't scroll, because it's part of the camera not the world, need to think about this more
* Bug: Sprite x/y gets shifted if dynamic from the original value
* Stage CSS3 transforms!!! Color tints, sepia, greyscale, all of those cool things :)
* Add JSON Texture Atlas object support.
* Swap to using time based motion (like the tweens) rather than delta timer - it just doesn't work well on slow phones
* 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
* Add clip support + shape options to Texture Component.
@@ -54,13 +51,12 @@ TODO:
* QuadTree.physics.checkHullIntersection
* Fix the Motion methods for the new physics system
* 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)
* 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?)
V1.0.0
@@ -136,6 +132,16 @@ V1.0.0
* 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.
* Added new Sprite.events: onAnimationStart, onAnimationComplete, onAnimationLoop
* Added in support for the Input component PriorityID value and refactored Input.Pointer to respect it. Rollovers are perfect now :)
* Added 2 new State functions: loadRender and loadUpdate, are called the same as render and update but only during the load process
* Fixed Input.stopDrag so it fires an onInputUp event as well from the sprite.
* Added support for a preRender state - very useful for certain types of special effects.
* Cameras are now limited so they can never be larger than the Game.Stage size.
* Added a new Button Game Object for easily creating in-game UI and menu systems.
* Fixed bug where Sprite.alpha wasn't properly reflecting Sprite.texture.alpha.
* Fixed bug where the hand cursor would be reset on input up, even if the mouse was still over the sprite.
* Fixed bug where pressing down then moving out of the sprite area wouldn't properly reset the input state next time you moved over the sprite.
V0.9.6