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Headless mode not working #2464

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ForgeableSum opened this issue May 3, 2016 · 1 comment
Closed

Headless mode not working #2464

ForgeableSum opened this issue May 3, 2016 · 1 comment

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@ForgeableSum
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This Issue is about:

  • A bug in the API

I suspect headless mode may not be working in the latest version of Phaser. Someone else on the forum was experiencing the same problem:
http://www.html5gamedevs.com/topic/21425-headless-mode-multiplayer-game/#comment-121863

What I see when I run headless mode appears to be the same thing I see in canvas mode:

var game = new Phaser.Game('100','100',Phaser.HEADLESS,'game',null,true,false);

@photonstorm
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Thanks for submitting this issue. We have fixed this, and the fix has been pushed to the dev branch.

photonstorm added a commit that referenced this issue May 16, 2016
…der the output to the canvas. The canvas is still created (although not added to the DOM), as it's required internally, but no rendering now takes place on it (thanks @ForgeableSum #2464)
chao-xian added a commit to chao-xian/phaser that referenced this issue Jun 2, 2016
* upstream/master: (990 commits)
  Phaser 2.4.8 release.
  Update Documentation in Game.js
  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 mode (thaks @spayton phaserjs#2453)
  Sounds played using the Audio tag, set to loop, would get caught in an endless pause-play loop cycle (thanks @rroylance phaserjs#2473)
  Position in Body.reset phaserjs#2470
  Sounds played using the Audio tag, that were paused and then resumed again (either directly in code, or via a game pause event) would not resume from the point at which they paused (thanks @rroylance phaserjs#2473)
  If you set Game.renderType to `Phaser.HEADLESS` it will no longer render the output to the canvas. The canvas is still created (although not added to the DOM), as it's required internally, but no rendering now takes place on it (thanks @ForgeableSum phaserjs#2464)
  Arcade Physics Body has a new property `worldBounce`. This controls the elasticity of the Body specifically when colliding with the World bounds. By default this property is `null`, in which case Body.bounce is used instead. Set this property to a Phaser.Point object in order to enable a World bounds specific bounce value (thanks @VitaZheltyakov phaserjs#2465)
  Fixed a bug in Arcade Physics Body.preUpdate which would incorrectly apply the position of an offset Body (one which has had Body.setSize used on it) when combined with a Sprite with a non-zero anchor (thanks @SBCGames phaserjs#2470)
  Arcade Physics has had a new `world` argument added to the following functions: `distanceBetween`, `distanceToXY`, `distanceToPointer`, `angleBetween`, `angleToXY` and `angleToPointer`. The argument (which is false by default), when enabled will calculate the angles or distances based on the Game Objects `world` property, instead of its `x` and `y` properties. This allows it to work for objects that are placed in offset Groups, or are children of other display objects (thanks @Skeptron for the thread phaserjs#2463)
  TS defs fix phaserjs#2475
  Text.setStyle has a new argument `update` which will optionally automatically call `updateText` after setting the new style (thanks @staff0rd  phaserjs#2478)
  fix generateTexture return type
  BitmapData.copy, and by extension any method that uses it, including BitmapData.draw, drawGroup and drawFull, now all support drawing RenderTexture objects. These can either be passed directly, or be the textures of Sprites, such as from a call to generateTexture.
  Docs update.
  Removed, this has gone to its own branch.
  BitmapData.drawGroupProxy is now capable of iterating through Sprites that have children, and also now uses the world positions for drawing instead.
  Swap to use worldScale instead of worldTransform.
  Revert worldScale setter.
  Typo fix.
  ...
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