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GameObjectFactory.js
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Commits on Nov 30, 2014
Documentation - consistency updates
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Documentation - general
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Commits on Oct 10, 2014
Was able to figure out what the Array was made of through an example.
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Figured out that it's supposed to be an array of some sort from the pixi source.
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Corrected the docs for Rope somewhat.
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Commits on Sep 23, 2014
Point.parse updated to allow either/or x/y setting and default values.
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AudioSprite support is now built into the Loader and SoundManager. AudioSprites are like sprite sheets, only they consist of a selection of audio files and markers in a json configuration. You can …
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jshint cleanup
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Phaser.AudioSprite
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Commits on Sep 3, 2014
BitmapData.copy no longer creates any temporary variables. It also accurately copies over Sprite/Image values before drawing them.
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Commits on Jul 15, 2014
added: Rope debug, segments, updateAnimation
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Initial Rope Commit
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Commits on Jul 14, 2014
docs typo
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GameObjectFactory.spriteBatch now lets you specify `null` as a parameter for the parent and automatically adds the batch to `game.world` as a result. Also fixed jsdocs issues (@petarov #1000)
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Commits on Jul 8, 2014
Added more detail to the Tween docs.
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Commits on Jul 7, 2014
Fixed typo
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Added game.add.plugin, a shotcut for game.plugins.add
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Commits on Mar 25, 2014
Trim trailing whitespace.
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Commits on Mar 13, 2014
Lots of small tweaks to pass jshint.
photonstorm
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enableBody added to Group constructor. Also: game.add.physicsGroup(Phaser.Physics.ARCADE) is a thing :)
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Commits on Mar 3, 2014
Renamed Phaser.BitmapFont to Phaser.RetroFont because I believe it will cause confusion otherwise. Also tidied up the asset fonts folder.
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You can now load in CSV Tilemaps again and they get created properly (fixes #391)
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Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
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Commits on Feb 21, 2014
Fixing up documentation, missing functions, examples and alpha masks.
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Updated version of p2
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Commits on Feb 14, 2014
BitmapFont fixes and updates and Cache support for it added. Working sweet now.
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BitmapFont moved to extending RenderTexture instead of BitmapData. Now applied as a texture to a Sprite/Image.
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Added BitmapFont to the GameObjectFactory.
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BitmapText updated and bought in-line with the new Text class. Moved to use the new Bitmap Text XML loader which should work fine on CocoonJS now and also supports multiple bitmap fonts per cache.
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SpriteBatch converted. It's an extended Group and Batch merged and works amazingly :) Ported over the maggots demo to test and wow!
photonstorm
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Commits on Feb 13, 2014
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.
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Commits on Feb 12, 2014
Physics World events added.
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Commits on Feb 7, 2014
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.
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Mouse callback tests.
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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).
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