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halgorithm
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phaser
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gameobjects
components
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Commits on Jan 9, 2018
Moved repository location
photonstorm
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Commits on Nov 22, 2016
Splitting the dev branch up into versions.
photonstorm
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Commits on Oct 12, 2016
Added the new Data Component.
photonstorm
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Commits on Oct 11, 2016
Hooking the Loader and Cache into the new Texture Manager.
photonstorm
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Commits on Oct 9, 2016
Refactored `GameObjects` to `GameObject`.
photonstorm
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Commits on Oct 7, 2016
Removed the matrix.
photonstorm
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Commits on Oct 3, 2016
First pass of the newly re-structured Canvas Renderer (still using old texture system though).
photonstorm
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Commits on Sep 29, 2016
Re-arranged methods and added parent.
photonstorm
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Start of the new Children component.
photonstorm
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Commits on Sep 19, 2016
First pass at adding rotated atlas frame support in to the Canvas renderer.
photonstorm
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Commits on Aug 25, 2016
Tidied up how crop destroys itself.
photonstorm
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Commits on Aug 18, 2016
A tinted Texture in Canvas mode wouldn't be updated properly if it was also cropped, beyond the initial crop. Now a cropped texture will re-tint itself every time the crop is updated, and has chang…
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Commits on Jul 13, 2016
Experimenting with new MainLoop + position interpolation. (reverted from commit e49d45e278ab7fbae9fd31a97f88911b4a0b28ee)
photonstorm
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Commits on Jul 12, 2016
Experimenting with new MainLoop + position interpolation.
photonstorm
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Commits on Jul 8, 2016
Huge docs update for all of the Game Object events.
photonstorm
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Groups now have the following properties, which are getters and setters: `centerX`, `centerY`, `left`, `right`, `top` and `bottom`. These calculate the bounds of the Group, based on all visible chi…
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photonstorm
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Commits on Jun 22, 2016
Updated docs.
photonstorm
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Commits on Jun 17, 2016
Phaser 2.4.9 release.
photonstorm
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Commits on Jun 16, 2016
Docs fix.
photonstorm
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Renamed alignTo to alignIn, and added the new method alignTo, to allow for Sprite to Sprite alignment. Updated all of the Bounds and TS defs.
photonstorm
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Added offsetX and offsetY arguments to Bounds.alignTo.
photonstorm
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All Game Objects with the Bounds component; which includes Sprites, Images, Text, BitmapText, TileSprites and anything that extend these, now have a new method `alignTo`. It allows you to align the…
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The Game Object Bounds component has been updated to include two new properties: `centerX` and `centerY`. This means you can, for example, now get the horizontal center of a Sprite by called `Sprit…
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Commits on Jun 15, 2016
The Game Object Bounds component has been updated so that it now provides setters for all of the properties, as well as getters. Previously `Sprite.left`, `Sprite.right`, `Sprite.top` and `Sprite.b…
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Commits on Jun 5, 2016
Fixed the data object not being created.
photonstorm
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a180882
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Commits on Jun 3, 2016
Game Objects including Sprite, Image, Particle, TilemapLayer, Text, BitmapText and TileSprite have a new property called `data`. This is an empty Object that Phaser will never touch internally, but…
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Commits on May 17, 2016
Sprites that had a tint on them, that then had their frame changed via either `Sprite.frame` or `Sprite.frameName` wouldn't re-tint the new frame, and would become stuck on the old frame in Canvas …
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Commits on May 4, 2016
Docs update.
photonstorm
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Commits on Apr 7, 2016
You can now pass a TilemapLayer as a Texture to a TileSprite. A limitation of this is that if you pass it to a TileSprite it will make a fill pattern from the TilemapLayer at that instant it's pass…
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Commits on Apr 6, 2016
jsdocs update #2384
photonstorm
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Commits on Apr 5, 2016
Passing a BitmapData to a TileSprite as a texture would fail if the BitmapData had not been previously added to the cache. It now uses the new frameData property (thanks @mzamateo @lucap86 #2380)
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Commits on Apr 4, 2016
2015 - 2016.
photonstorm
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The Destroy component will now call TweenManager.removeFrom, removing any active tweens from the TweenManager upon the Game Objects destructions (thanks @PokemonAshLovesMyTurkeyAndILikeYouTwo #2408)
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Commits on Mar 29, 2016
Added ability to kill a Game Object when it leaves camera bounds.
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Commits on Feb 3, 2016
GameObject.revive used to add the health amount given to the Game Object (via `heal`) instead of setting it as the new health amount. It now calls `setHealth` instead, giving it the exact amount (t…
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