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DouDou-JavaScript
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phaser
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Commits on Jun 13, 2016
Remove hack to force WEBGL mode for testing.
pjbaron
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04980c8
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Commits on May 13, 2016
Temporary modification to force webgl renderer without needing to edit all the example files.
pjbaron
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Commits on Apr 23, 2016
Add a "shakeIntensity" property to Camera.
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drhayes
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Commits on Apr 20, 2016
Docs update.
photonstorm
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Commits on Apr 19, 2016
Stopped the Camera Shake effect from changing the World position, as it screws up Arcade Physics, Sprite deltas and some input handling. Instead moved the effect to be render applied only. On Canva…
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photonstorm
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Small tidy-up.
photonstorm
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Commits on Apr 14, 2016
You can now pass in your own Canvas element to Phaser and it will use that instead of creating one itself. To do so you must pass a Game Configuration object to Phaser when you instantiate it, and …
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photonstorm
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Commits on Apr 9, 2016
Camera.flash is a new function that makes the camera 'flash' over the top of your game. It works by filling the game with the solid fill color specified, and then fading it away to alpha 0 over the…
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photonstorm
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Camera.shake is a new function that creates a camera shake effect. You can specify the intensity, duration and direction of the effect. You can also set if it should shake the camera out of bounds …
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Camera shake working and documented.
photonstorm
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Camera shake support.
photonstorm
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Small fix.
photonstorm
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Camera has a new property: `lerp`. This is a Point object, that allows you to control the amount of horizontal and vertical smoothing to be applied to the camera when it tracks a Sprite. It works b…
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Commits on Apr 7, 2016
Lots of new Signals documentation.
photonstorm
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Commits on Apr 6, 2016
SoundManager.muteOnPause is a new boolean that allows you to control if the Sound system gets muted automatically when a Phaser game pauses, such as when it loses focus. You may need to set this to…
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Commits on Apr 5, 2016
Camera.position would return the view rectangles centerX/Y coordinates, instead of view.x/y (which is what Camera.x/y returns), so it has been updated to return view.x/y instead (thanks @kamparR #2…
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Group.getByName searches the Group for the first instance of a child with the `name` property matching the given argument. Should more than one child have the same name only the first instance is r…
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photonstorm
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Game.forceSingleUpdate is now `true` by default.
photonstorm
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Added jsdocs warning re: #2045
photonstorm
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PluginManager.destroy is now called by Game.destroy.
photonstorm
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Camera.follow now uses the Targets `world` property to seed the camera coordinates from, rather than its local position. This means Sprites that are members of offset Groups, or transformed display…
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photonstorm
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Commits on Apr 4, 2016
2015 - 2016.
photonstorm
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Commits on Mar 24, 2016
Ensure a parent container is a Group before removing from its hash.
rblopes
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Commits on Feb 26, 2016
The default state of the internal property `_boundDispatch` in Phaser.Signal is now `false`, which allows for use of boundDispatches (thanks @alvinlao #2346)
photonstorm
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Commits on Feb 25, 2016
Update World.js
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fillmoreb
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Commits on Feb 18, 2016
StateManager.destroy now sets `clearCache` and `clearWorld` internally before clearing the current state, as otherwise they would have been left untouched, such as from Game.destroy (thanks @i-dimi…
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photonstorm
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Groups now check for `child.parent` before calling `removeFromHash` (thanks @spayton #2323 #2338)
photonstorm
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Commits on Feb 9, 2016
Undo #1993
photonstorm
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The `z` property assigned to children of a Group now starts from zero instead of 1, this is an internal change mostly but if you relied on the `z` property for some reason then please be aware of t…
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photonstorm
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Commits on Feb 8, 2016
Moved the width / height floor into the ScaleManager (#2329)
photonstorm
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Commits on Feb 4, 2016
Merge pull request #1993 from nickryall/retina-fullscreen
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photonstorm
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Camera.checkBounds now takes the scale of the Camera into account (thanks @ForGorNorPor #2263)
photonstorm
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Docs update (#2166)
photonstorm
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Commits on Feb 3, 2016
JSDocs update.
photonstorm
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Group.add and Group.addAt would forget to remove the child from the hash of its previous Group if it had a physics body enabled, causing unbounded hash increase (thanks @strawlion @McIntozh #2232)
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photonstorm
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