Commit Graph
18 Commits
Author SHA1 Message Date
photonstorm a1b502fc06 Stage.smoothed allows you to set if sprites will be smoothed when rendered. Set to false if you're using pixel art in your game. Default is true. Works in Canvas and WebGL. Setting the game anti-aliased parameter now works properly too.
Sprite.smoothed and Image.smoothed allows you to set per-Sprite smoothing, perfect if you just want to keep a few sprites smoothed (or not).
Fixes #381.
2014-02-25 04:41:57 +00:00
photonstorm a61d030256 Display Objects now clean-up their children properly on destroy. 2014-02-21 13:25:08 +00:00
photonstorm efd760479d Sprite and Image now remove any masks that may have been set when they are destroyed. 2014-02-21 12:18:23 +00:00
photonstorm e5e643b103 fixedToCamera now works across all display objects. When enabled it will fix at its current x/y coordinate, but can be changed via cameraOffset.
fixedToCamrea now works for Groups as well :) You can fix a Group to the camera and it will influence its children.
Also fixed the issue with World.preUpdate/postUpdate not being called and various small documentation issues.
2014-02-15 01:27:42 +00:00
photonstorm 3e99391cbf Updated all Game Objects so they all have preUpdate, update and postUpdate functions (even if empty). Updated World so when it iterates through them all it no longer checks if those functions are present before calling them. Was wasting a lot of time doing that before. 2014-02-14 01:09:52 +00:00
photonstorm 35e4c03bad 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
photonstorm 43d9fc4f52 Fixed issue where loadTexture would sometimes incorrectly try to apply the texture update twice. Also fixed bug in Math.angleBetween. 2014-02-11 04:08:32 +00:00
photonstorm bf13c7b569 Updated Sprite to use the new smaller, leaner code. Farewell insane cache objects and multiple point processing! 2014-02-07 18:44:58 +00:00
photonstorm bc3a3fd43d 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
photonstorm 890e52008a Mouse callback tests. 2014-02-07 07:32:11 +00:00
photonstorm 9b9baa83a9 Added Image.frame and Image.frameName support in. 2014-02-07 06:52:49 +00:00
photonstorm d583b364bd 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).
Game.add.bitmapData now has the addToCache parameter. If set the texture will be stored in Game.Cache and can be retrieved with Cache.getBitmapData(key).
2014-02-07 06:25:28 +00:00
photonstorm 773b4d5ed1 More animation tests. 2014-02-07 04:12:23 +00:00
photonstorm ddc255382d Updated Rectangle to use prototype based getters and setters (re: iOS speed discussion on the forum). 2014-02-07 02:31:29 +00:00
photonstorm 3cae06d1ad 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
photonstorm 6cabb03a82 Sprite.crop() now takes a Phaser.Rectangle instead of explicit parameters.
Phaser.Image is a brand new display object perfect for logos, backgrounds, etc. You can scale, rotate, tint and blend and Image, but it has no animation, physics body or input events.
Previously if you used Sprite.crop() it would crop all Sprites using the same base image. It now takes a local copy of the texture data and crops just that.
2014-02-06 23:13:39 +00:00
photonstorm 4b7fc8d506 Change to boot order to try and resolve short-TTL timers. 2014-02-06 22:42:35 +00:00
photonstorm 3748811d11 Testing new Image object. 2014-02-06 19:34:05 +00:00