mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 21:53:59 +00:00
v3.80 Release
This commit is contained in:
parent
66ab05f89b
commit
a4aa78bf80
12 changed files with 16988 additions and 16698 deletions
84
dist/phaser-arcade-physics.js
vendored
84
dist/phaser-arcade-physics.js
vendored
|
@ -68780,7 +68780,8 @@ var UUID = __webpack_require__(45650);
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* atlas or sprite sheet.
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*
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* The Plane Game Object also has the Animation component, allowing you to play animations
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* across the Plane just as you would with a Sprite.
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* across the Plane just as you would with a Sprite. The animation frame size must be fixed
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* as the first frame will be the size of the entire animation, for example use a `SpriteSheet`.
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*
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* Note that the Plane object is WebGL only and does not have a Canvas counterpart.
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*
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@ -84997,6 +84998,7 @@ var VideoRender = __webpack_require__(10247);
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*
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.ComputedSize
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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@ -85005,7 +85007,6 @@ var VideoRender = __webpack_require__(10247);
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.PostPipeline
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Size
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* @extends Phaser.GameObjects.Components.TextureCrop
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* @extends Phaser.GameObjects.Components.Tint
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* @extends Phaser.GameObjects.Components.Transform
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@ -85023,6 +85024,7 @@ var Video = new Class({
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Mixins: [
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Components.Alpha,
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Components.BlendMode,
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Components.ComputedSize,
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Components.Depth,
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Components.Flip,
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Components.GetBounds,
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@ -85031,7 +85033,6 @@ var Video = new Class({
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Components.Pipeline,
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Components.PostPipeline,
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Components.ScrollFactor,
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Components.Size,
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Components.TextureCrop,
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Components.Tint,
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Components.Transform,
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@ -86380,19 +86381,53 @@ var Video = new Class({
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*/
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metadataHandler: function (event)
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{
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var video = this.video;
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this.emit(Events.VIDEO_METADATA, this, event);
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},
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/**
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* Sets the size of this Game Object to be that of the given Frame.
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*
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* This will not change the size that the Game Object is rendered in-game.
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* For that you need to either set the scale of the Game Object (`setScale`) or call the
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* `setDisplaySize` method, which is the same thing as changing the scale but allows you
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* to do so by giving pixel values.
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*
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* If you have enabled this Game Object for input, changing the size will _not_ change the
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* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
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*
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* @method Phaser.GameObjects.Video#setSizeToFrame
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* @since 3.0.0
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*
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* @param {Phaser.Textures.Frame|boolean} [frame] - The frame to base the size of this Game Object on.
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*
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* @return {this} This Game Object instance.
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*/
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setSizeToFrame: function (frame)
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{
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if (!frame) { frame = this.frame; }
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this.width = frame.realWidth;
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this.height = frame.realHeight;
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if (this.scaleX !== 1)
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{
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this.scaleX = this.displayWidth / video.videoWidth;
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this.scaleX = this.displayWidth / this.width;
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}
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if (this.scaleY !== 1)
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{
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this.scaleY = this.displayHeight / video.videoHeight;
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this.scaleY = this.displayHeight / this.height;
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}
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this.emit(Events.VIDEO_METADATA, this, event);
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var input = this.input;
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if (input && !input.customHitArea)
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{
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input.hitArea.width = this.width;
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input.hitArea.height = this.height;
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}
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return this;
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},
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/**
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@ -163439,17 +163474,38 @@ var WebGLRenderer = new Class({
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* @param {HTMLVideoElement} srcVideo - The Video to update the WebGL Texture with.
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* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} dstTexture - The destination WebGLTextureWrapper to update.
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* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
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* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT`?
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*
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* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The updated WebGLTextureWrapper. This is the same wrapper object as `dstTexture`.
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*/
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updateVideoTexture: function (srcVideo, dstTexture, flipY)
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updateVideoTexture: function (srcVideo, dstTexture, flipY, noRepeat)
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{
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if (flipY === undefined) { flipY = false; }
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if (noRepeat === undefined) { noRepeat = false; }
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var gl = this.gl;
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var minFilter = gl.NEAREST;
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var magFilter = gl.NEAREST;
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var width = srcVideo.videoWidth;
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var height = srcVideo.videoHeight;
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dstTexture.update(srcVideo, width, height, flipY);
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var wrapping = gl.CLAMP_TO_EDGE;
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var pow = IsSizePowerOfTwo(width, height);
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if (!noRepeat && pow)
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{
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wrapping = gl.REPEAT;
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}
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if (this.config.antialias)
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{
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minFilter = (pow && this.mipmapFilter) ? this.mipmapFilter : gl.LINEAR;
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magFilter = gl.LINEAR;
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}
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dstTexture.update(srcVideo, width, height, flipY, wrapping, wrapping, minFilter, magFilter);
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return dstTexture;
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},
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@ -174541,11 +174597,11 @@ var WebGLTextureWrapper = new Class({
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* @param {HTMLCanvasElement|HTMLVideoElement} source - The source to update the WebGLTexture with.
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* @param {number} width - The new width of the WebGLTexture.
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* @param {number} height - The new height of the WebGLTexture.
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* @param {boolean} [flipY] - Should the WebGLTexture set `UNPACK_MULTIPLY_FLIP_Y`?
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* @param {number} [wrapS] - The new wrapping mode for the WebGLTexture.
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* @param {number} [wrapT] - The new wrapping mode for the WebGLTexture.
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* @param {number} [minFilter] - The new minification filter for the WebGLTexture.
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* @param {number} [magFilter] - The new magnification filter for the WebGLTexture.
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* @param {boolean} flipY - Should the WebGLTexture set `UNPACK_MULTIPLY_FLIP_Y`?
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* @param {number} wrapS - The new wrapping mode for the WebGLTexture.
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* @param {number} wrapT - The new wrapping mode for the WebGLTexture.
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* @param {number} minFilter - The new minification filter for the WebGLTexture.
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* @param {number} magFilter - The new magnification filter for the WebGLTexture.
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*/
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update: function (source, width, height, flipY, wrapS, wrapT, minFilter, magFilter)
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{
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2
dist/phaser-arcade-physics.min.js
vendored
2
dist/phaser-arcade-physics.min.js
vendored
File diff suppressed because one or more lines are too long
84
dist/phaser-facebook-instant-games.js
vendored
84
dist/phaser-facebook-instant-games.js
vendored
|
@ -71591,7 +71591,8 @@ var UUID = __webpack_require__(45650);
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* atlas or sprite sheet.
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*
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* The Plane Game Object also has the Animation component, allowing you to play animations
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* across the Plane just as you would with a Sprite.
|
||||
* across the Plane just as you would with a Sprite. The animation frame size must be fixed
|
||||
* as the first frame will be the size of the entire animation, for example use a `SpriteSheet`.
|
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*
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* Note that the Plane object is WebGL only and does not have a Canvas counterpart.
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*
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|
@ -87812,6 +87813,7 @@ var VideoRender = __webpack_require__(10247);
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*
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.ComputedSize
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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@ -87820,7 +87822,6 @@ var VideoRender = __webpack_require__(10247);
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.PostPipeline
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Size
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* @extends Phaser.GameObjects.Components.TextureCrop
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* @extends Phaser.GameObjects.Components.Tint
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* @extends Phaser.GameObjects.Components.Transform
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@ -87838,6 +87839,7 @@ var Video = new Class({
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Mixins: [
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Components.Alpha,
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Components.BlendMode,
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Components.ComputedSize,
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Components.Depth,
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Components.Flip,
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Components.GetBounds,
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@ -87846,7 +87848,6 @@ var Video = new Class({
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Components.Pipeline,
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Components.PostPipeline,
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Components.ScrollFactor,
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Components.Size,
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Components.TextureCrop,
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Components.Tint,
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Components.Transform,
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@ -89195,19 +89196,53 @@ var Video = new Class({
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*/
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metadataHandler: function (event)
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{
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var video = this.video;
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this.emit(Events.VIDEO_METADATA, this, event);
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},
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/**
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* Sets the size of this Game Object to be that of the given Frame.
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*
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* This will not change the size that the Game Object is rendered in-game.
|
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* For that you need to either set the scale of the Game Object (`setScale`) or call the
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* `setDisplaySize` method, which is the same thing as changing the scale but allows you
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* to do so by giving pixel values.
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*
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* If you have enabled this Game Object for input, changing the size will _not_ change the
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* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
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*
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* @method Phaser.GameObjects.Video#setSizeToFrame
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* @since 3.0.0
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*
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* @param {Phaser.Textures.Frame|boolean} [frame] - The frame to base the size of this Game Object on.
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*
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* @return {this} This Game Object instance.
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*/
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setSizeToFrame: function (frame)
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{
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if (!frame) { frame = this.frame; }
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this.width = frame.realWidth;
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this.height = frame.realHeight;
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if (this.scaleX !== 1)
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{
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this.scaleX = this.displayWidth / video.videoWidth;
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this.scaleX = this.displayWidth / this.width;
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}
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if (this.scaleY !== 1)
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{
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this.scaleY = this.displayHeight / video.videoHeight;
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this.scaleY = this.displayHeight / this.height;
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}
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this.emit(Events.VIDEO_METADATA, this, event);
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var input = this.input;
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if (input && !input.customHitArea)
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{
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input.hitArea.width = this.width;
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input.hitArea.height = this.height;
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}
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return this;
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},
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/**
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|
@ -184314,17 +184349,38 @@ var WebGLRenderer = new Class({
|
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* @param {HTMLVideoElement} srcVideo - The Video to update the WebGL Texture with.
|
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* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} dstTexture - The destination WebGLTextureWrapper to update.
|
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* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
|
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* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT`?
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*
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* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The updated WebGLTextureWrapper. This is the same wrapper object as `dstTexture`.
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*/
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updateVideoTexture: function (srcVideo, dstTexture, flipY)
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updateVideoTexture: function (srcVideo, dstTexture, flipY, noRepeat)
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{
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if (flipY === undefined) { flipY = false; }
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if (noRepeat === undefined) { noRepeat = false; }
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var gl = this.gl;
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var minFilter = gl.NEAREST;
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var magFilter = gl.NEAREST;
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var width = srcVideo.videoWidth;
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var height = srcVideo.videoHeight;
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dstTexture.update(srcVideo, width, height, flipY);
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var wrapping = gl.CLAMP_TO_EDGE;
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var pow = IsSizePowerOfTwo(width, height);
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if (!noRepeat && pow)
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{
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wrapping = gl.REPEAT;
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}
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if (this.config.antialias)
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{
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minFilter = (pow && this.mipmapFilter) ? this.mipmapFilter : gl.LINEAR;
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magFilter = gl.LINEAR;
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}
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dstTexture.update(srcVideo, width, height, flipY, wrapping, wrapping, minFilter, magFilter);
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return dstTexture;
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},
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|
@ -195416,11 +195472,11 @@ var WebGLTextureWrapper = new Class({
|
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* @param {HTMLCanvasElement|HTMLVideoElement} source - The source to update the WebGLTexture with.
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* @param {number} width - The new width of the WebGLTexture.
|
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* @param {number} height - The new height of the WebGLTexture.
|
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* @param {boolean} [flipY] - Should the WebGLTexture set `UNPACK_MULTIPLY_FLIP_Y`?
|
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* @param {number} [wrapS] - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} [wrapT] - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} [minFilter] - The new minification filter for the WebGLTexture.
|
||||
* @param {number} [magFilter] - The new magnification filter for the WebGLTexture.
|
||||
* @param {boolean} flipY - Should the WebGLTexture set `UNPACK_MULTIPLY_FLIP_Y`?
|
||||
* @param {number} wrapS - The new wrapping mode for the WebGLTexture.
|
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* @param {number} wrapT - The new wrapping mode for the WebGLTexture.
|
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* @param {number} minFilter - The new minification filter for the WebGLTexture.
|
||||
* @param {number} magFilter - The new magnification filter for the WebGLTexture.
|
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*/
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update: function (source, width, height, flipY, wrapS, wrapT, minFilter, magFilter)
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{
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|
|
2
dist/phaser-facebook-instant-games.min.js
vendored
2
dist/phaser-facebook-instant-games.min.js
vendored
File diff suppressed because one or more lines are too long
84
dist/phaser-ie9.js
vendored
84
dist/phaser-ie9.js
vendored
|
@ -68780,7 +68780,8 @@ var UUID = __webpack_require__(45650);
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* atlas or sprite sheet.
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*
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* The Plane Game Object also has the Animation component, allowing you to play animations
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* across the Plane just as you would with a Sprite.
|
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* across the Plane just as you would with a Sprite. The animation frame size must be fixed
|
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* as the first frame will be the size of the entire animation, for example use a `SpriteSheet`.
|
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*
|
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* Note that the Plane object is WebGL only and does not have a Canvas counterpart.
|
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*
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|
@ -84997,6 +84998,7 @@ var VideoRender = __webpack_require__(10247);
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*
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.ComputedSize
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||||
* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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|
@ -85005,7 +85007,6 @@ var VideoRender = __webpack_require__(10247);
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.PostPipeline
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||||
* @extends Phaser.GameObjects.Components.ScrollFactor
|
||||
* @extends Phaser.GameObjects.Components.Size
|
||||
* @extends Phaser.GameObjects.Components.TextureCrop
|
||||
* @extends Phaser.GameObjects.Components.Tint
|
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* @extends Phaser.GameObjects.Components.Transform
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|
@ -85023,6 +85024,7 @@ var Video = new Class({
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|||
Mixins: [
|
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Components.Alpha,
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||||
Components.BlendMode,
|
||||
Components.ComputedSize,
|
||||
Components.Depth,
|
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Components.Flip,
|
||||
Components.GetBounds,
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||||
|
@ -85031,7 +85033,6 @@ var Video = new Class({
|
|||
Components.Pipeline,
|
||||
Components.PostPipeline,
|
||||
Components.ScrollFactor,
|
||||
Components.Size,
|
||||
Components.TextureCrop,
|
||||
Components.Tint,
|
||||
Components.Transform,
|
||||
|
@ -86380,19 +86381,53 @@ var Video = new Class({
|
|||
*/
|
||||
metadataHandler: function (event)
|
||||
{
|
||||
var video = this.video;
|
||||
this.emit(Events.VIDEO_METADATA, this, event);
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets the size of this Game Object to be that of the given Frame.
|
||||
*
|
||||
* This will not change the size that the Game Object is rendered in-game.
|
||||
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
||||
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
||||
* to do so by giving pixel values.
|
||||
*
|
||||
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
||||
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
||||
*
|
||||
* @method Phaser.GameObjects.Video#setSizeToFrame
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.Textures.Frame|boolean} [frame] - The frame to base the size of this Game Object on.
|
||||
*
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setSizeToFrame: function (frame)
|
||||
{
|
||||
if (!frame) { frame = this.frame; }
|
||||
|
||||
this.width = frame.realWidth;
|
||||
this.height = frame.realHeight;
|
||||
|
||||
if (this.scaleX !== 1)
|
||||
{
|
||||
this.scaleX = this.displayWidth / video.videoWidth;
|
||||
this.scaleX = this.displayWidth / this.width;
|
||||
}
|
||||
|
||||
if (this.scaleY !== 1)
|
||||
{
|
||||
this.scaleY = this.displayHeight / video.videoHeight;
|
||||
this.scaleY = this.displayHeight / this.height;
|
||||
}
|
||||
|
||||
this.emit(Events.VIDEO_METADATA, this, event);
|
||||
var input = this.input;
|
||||
|
||||
if (input && !input.customHitArea)
|
||||
{
|
||||
input.hitArea.width = this.width;
|
||||
input.hitArea.height = this.height;
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -181934,17 +181969,38 @@ var WebGLRenderer = new Class({
|
|||
* @param {HTMLVideoElement} srcVideo - The Video to update the WebGL Texture with.
|
||||
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} dstTexture - The destination WebGLTextureWrapper to update.
|
||||
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
|
||||
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT`?
|
||||
*
|
||||
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The updated WebGLTextureWrapper. This is the same wrapper object as `dstTexture`.
|
||||
*/
|
||||
updateVideoTexture: function (srcVideo, dstTexture, flipY)
|
||||
updateVideoTexture: function (srcVideo, dstTexture, flipY, noRepeat)
|
||||
{
|
||||
if (flipY === undefined) { flipY = false; }
|
||||
if (noRepeat === undefined) { noRepeat = false; }
|
||||
|
||||
var gl = this.gl;
|
||||
var minFilter = gl.NEAREST;
|
||||
var magFilter = gl.NEAREST;
|
||||
|
||||
var width = srcVideo.videoWidth;
|
||||
var height = srcVideo.videoHeight;
|
||||
|
||||
dstTexture.update(srcVideo, width, height, flipY);
|
||||
var wrapping = gl.CLAMP_TO_EDGE;
|
||||
|
||||
var pow = IsSizePowerOfTwo(width, height);
|
||||
|
||||
if (!noRepeat && pow)
|
||||
{
|
||||
wrapping = gl.REPEAT;
|
||||
}
|
||||
|
||||
if (this.config.antialias)
|
||||
{
|
||||
minFilter = (pow && this.mipmapFilter) ? this.mipmapFilter : gl.LINEAR;
|
||||
magFilter = gl.LINEAR;
|
||||
}
|
||||
|
||||
dstTexture.update(srcVideo, width, height, flipY, wrapping, wrapping, minFilter, magFilter);
|
||||
|
||||
return dstTexture;
|
||||
},
|
||||
|
@ -193036,11 +193092,11 @@ var WebGLTextureWrapper = new Class({
|
|||
* @param {HTMLCanvasElement|HTMLVideoElement} source - The source to update the WebGLTexture with.
|
||||
* @param {number} width - The new width of the WebGLTexture.
|
||||
* @param {number} height - The new height of the WebGLTexture.
|
||||
* @param {boolean} [flipY] - Should the WebGLTexture set `UNPACK_MULTIPLY_FLIP_Y`?
|
||||
* @param {number} [wrapS] - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} [wrapT] - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} [minFilter] - The new minification filter for the WebGLTexture.
|
||||
* @param {number} [magFilter] - The new magnification filter for the WebGLTexture.
|
||||
* @param {boolean} flipY - Should the WebGLTexture set `UNPACK_MULTIPLY_FLIP_Y`?
|
||||
* @param {number} wrapS - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} wrapT - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} minFilter - The new minification filter for the WebGLTexture.
|
||||
* @param {number} magFilter - The new magnification filter for the WebGLTexture.
|
||||
*/
|
||||
update: function (source, width, height, flipY, wrapS, wrapT, minFilter, magFilter)
|
||||
{
|
||||
|
|
2
dist/phaser-ie9.min.js
vendored
2
dist/phaser-ie9.min.js
vendored
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84
dist/phaser.esm.js
vendored
84
dist/phaser.esm.js
vendored
|
@ -68768,7 +68768,8 @@ var UUID = __webpack_require__(45650);
|
|||
* atlas or sprite sheet.
|
||||
*
|
||||
* The Plane Game Object also has the Animation component, allowing you to play animations
|
||||
* across the Plane just as you would with a Sprite.
|
||||
* across the Plane just as you would with a Sprite. The animation frame size must be fixed
|
||||
* as the first frame will be the size of the entire animation, for example use a `SpriteSheet`.
|
||||
*
|
||||
* Note that the Plane object is WebGL only and does not have a Canvas counterpart.
|
||||
*
|
||||
|
@ -84985,6 +84986,7 @@ var VideoRender = __webpack_require__(10247);
|
|||
*
|
||||
* @extends Phaser.GameObjects.Components.Alpha
|
||||
* @extends Phaser.GameObjects.Components.BlendMode
|
||||
* @extends Phaser.GameObjects.Components.ComputedSize
|
||||
* @extends Phaser.GameObjects.Components.Depth
|
||||
* @extends Phaser.GameObjects.Components.Flip
|
||||
* @extends Phaser.GameObjects.Components.GetBounds
|
||||
|
@ -84993,7 +84995,6 @@ var VideoRender = __webpack_require__(10247);
|
|||
* @extends Phaser.GameObjects.Components.Pipeline
|
||||
* @extends Phaser.GameObjects.Components.PostPipeline
|
||||
* @extends Phaser.GameObjects.Components.ScrollFactor
|
||||
* @extends Phaser.GameObjects.Components.Size
|
||||
* @extends Phaser.GameObjects.Components.TextureCrop
|
||||
* @extends Phaser.GameObjects.Components.Tint
|
||||
* @extends Phaser.GameObjects.Components.Transform
|
||||
|
@ -85011,6 +85012,7 @@ var Video = new Class({
|
|||
Mixins: [
|
||||
Components.Alpha,
|
||||
Components.BlendMode,
|
||||
Components.ComputedSize,
|
||||
Components.Depth,
|
||||
Components.Flip,
|
||||
Components.GetBounds,
|
||||
|
@ -85019,7 +85021,6 @@ var Video = new Class({
|
|||
Components.Pipeline,
|
||||
Components.PostPipeline,
|
||||
Components.ScrollFactor,
|
||||
Components.Size,
|
||||
Components.TextureCrop,
|
||||
Components.Tint,
|
||||
Components.Transform,
|
||||
|
@ -86368,19 +86369,53 @@ var Video = new Class({
|
|||
*/
|
||||
metadataHandler: function (event)
|
||||
{
|
||||
var video = this.video;
|
||||
this.emit(Events.VIDEO_METADATA, this, event);
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets the size of this Game Object to be that of the given Frame.
|
||||
*
|
||||
* This will not change the size that the Game Object is rendered in-game.
|
||||
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
||||
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
||||
* to do so by giving pixel values.
|
||||
*
|
||||
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
||||
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
||||
*
|
||||
* @method Phaser.GameObjects.Video#setSizeToFrame
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.Textures.Frame|boolean} [frame] - The frame to base the size of this Game Object on.
|
||||
*
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setSizeToFrame: function (frame)
|
||||
{
|
||||
if (!frame) { frame = this.frame; }
|
||||
|
||||
this.width = frame.realWidth;
|
||||
this.height = frame.realHeight;
|
||||
|
||||
if (this.scaleX !== 1)
|
||||
{
|
||||
this.scaleX = this.displayWidth / video.videoWidth;
|
||||
this.scaleX = this.displayWidth / this.width;
|
||||
}
|
||||
|
||||
if (this.scaleY !== 1)
|
||||
{
|
||||
this.scaleY = this.displayHeight / video.videoHeight;
|
||||
this.scaleY = this.displayHeight / this.height;
|
||||
}
|
||||
|
||||
this.emit(Events.VIDEO_METADATA, this, event);
|
||||
var input = this.input;
|
||||
|
||||
if (input && !input.customHitArea)
|
||||
{
|
||||
input.hitArea.width = this.width;
|
||||
input.hitArea.height = this.height;
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -181384,17 +181419,38 @@ var WebGLRenderer = new Class({
|
|||
* @param {HTMLVideoElement} srcVideo - The Video to update the WebGL Texture with.
|
||||
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} dstTexture - The destination WebGLTextureWrapper to update.
|
||||
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
|
||||
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT`?
|
||||
*
|
||||
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The updated WebGLTextureWrapper. This is the same wrapper object as `dstTexture`.
|
||||
*/
|
||||
updateVideoTexture: function (srcVideo, dstTexture, flipY)
|
||||
updateVideoTexture: function (srcVideo, dstTexture, flipY, noRepeat)
|
||||
{
|
||||
if (flipY === undefined) { flipY = false; }
|
||||
if (noRepeat === undefined) { noRepeat = false; }
|
||||
|
||||
var gl = this.gl;
|
||||
var minFilter = gl.NEAREST;
|
||||
var magFilter = gl.NEAREST;
|
||||
|
||||
var width = srcVideo.videoWidth;
|
||||
var height = srcVideo.videoHeight;
|
||||
|
||||
dstTexture.update(srcVideo, width, height, flipY);
|
||||
var wrapping = gl.CLAMP_TO_EDGE;
|
||||
|
||||
var pow = IsSizePowerOfTwo(width, height);
|
||||
|
||||
if (!noRepeat && pow)
|
||||
{
|
||||
wrapping = gl.REPEAT;
|
||||
}
|
||||
|
||||
if (this.config.antialias)
|
||||
{
|
||||
minFilter = (pow && this.mipmapFilter) ? this.mipmapFilter : gl.LINEAR;
|
||||
magFilter = gl.LINEAR;
|
||||
}
|
||||
|
||||
dstTexture.update(srcVideo, width, height, flipY, wrapping, wrapping, minFilter, magFilter);
|
||||
|
||||
return dstTexture;
|
||||
},
|
||||
|
@ -192486,11 +192542,11 @@ var WebGLTextureWrapper = new Class({
|
|||
* @param {HTMLCanvasElement|HTMLVideoElement} source - The source to update the WebGLTexture with.
|
||||
* @param {number} width - The new width of the WebGLTexture.
|
||||
* @param {number} height - The new height of the WebGLTexture.
|
||||
* @param {boolean} [flipY] - Should the WebGLTexture set `UNPACK_MULTIPLY_FLIP_Y`?
|
||||
* @param {number} [wrapS] - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} [wrapT] - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} [minFilter] - The new minification filter for the WebGLTexture.
|
||||
* @param {number} [magFilter] - The new magnification filter for the WebGLTexture.
|
||||
* @param {boolean} flipY - Should the WebGLTexture set `UNPACK_MULTIPLY_FLIP_Y`?
|
||||
* @param {number} wrapS - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} wrapT - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} minFilter - The new minification filter for the WebGLTexture.
|
||||
* @param {number} magFilter - The new magnification filter for the WebGLTexture.
|
||||
*/
|
||||
update: function (source, width, height, flipY, wrapS, wrapT, minFilter, magFilter)
|
||||
{
|
||||
|
|
2
dist/phaser.esm.min.js
vendored
2
dist/phaser.esm.min.js
vendored
File diff suppressed because one or more lines are too long
84
dist/phaser.js
vendored
84
dist/phaser.js
vendored
|
@ -68780,7 +68780,8 @@ var UUID = __webpack_require__(45650);
|
|||
* atlas or sprite sheet.
|
||||
*
|
||||
* The Plane Game Object also has the Animation component, allowing you to play animations
|
||||
* across the Plane just as you would with a Sprite.
|
||||
* across the Plane just as you would with a Sprite. The animation frame size must be fixed
|
||||
* as the first frame will be the size of the entire animation, for example use a `SpriteSheet`.
|
||||
*
|
||||
* Note that the Plane object is WebGL only and does not have a Canvas counterpart.
|
||||
*
|
||||
|
@ -84997,6 +84998,7 @@ var VideoRender = __webpack_require__(10247);
|
|||
*
|
||||
* @extends Phaser.GameObjects.Components.Alpha
|
||||
* @extends Phaser.GameObjects.Components.BlendMode
|
||||
* @extends Phaser.GameObjects.Components.ComputedSize
|
||||
* @extends Phaser.GameObjects.Components.Depth
|
||||
* @extends Phaser.GameObjects.Components.Flip
|
||||
* @extends Phaser.GameObjects.Components.GetBounds
|
||||
|
@ -85005,7 +85007,6 @@ var VideoRender = __webpack_require__(10247);
|
|||
* @extends Phaser.GameObjects.Components.Pipeline
|
||||
* @extends Phaser.GameObjects.Components.PostPipeline
|
||||
* @extends Phaser.GameObjects.Components.ScrollFactor
|
||||
* @extends Phaser.GameObjects.Components.Size
|
||||
* @extends Phaser.GameObjects.Components.TextureCrop
|
||||
* @extends Phaser.GameObjects.Components.Tint
|
||||
* @extends Phaser.GameObjects.Components.Transform
|
||||
|
@ -85023,6 +85024,7 @@ var Video = new Class({
|
|||
Mixins: [
|
||||
Components.Alpha,
|
||||
Components.BlendMode,
|
||||
Components.ComputedSize,
|
||||
Components.Depth,
|
||||
Components.Flip,
|
||||
Components.GetBounds,
|
||||
|
@ -85031,7 +85033,6 @@ var Video = new Class({
|
|||
Components.Pipeline,
|
||||
Components.PostPipeline,
|
||||
Components.ScrollFactor,
|
||||
Components.Size,
|
||||
Components.TextureCrop,
|
||||
Components.Tint,
|
||||
Components.Transform,
|
||||
|
@ -86380,19 +86381,53 @@ var Video = new Class({
|
|||
*/
|
||||
metadataHandler: function (event)
|
||||
{
|
||||
var video = this.video;
|
||||
this.emit(Events.VIDEO_METADATA, this, event);
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets the size of this Game Object to be that of the given Frame.
|
||||
*
|
||||
* This will not change the size that the Game Object is rendered in-game.
|
||||
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
||||
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
||||
* to do so by giving pixel values.
|
||||
*
|
||||
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
||||
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
||||
*
|
||||
* @method Phaser.GameObjects.Video#setSizeToFrame
|
||||
* @since 3.0.0
|
||||
*
|
||||
* @param {Phaser.Textures.Frame|boolean} [frame] - The frame to base the size of this Game Object on.
|
||||
*
|
||||
* @return {this} This Game Object instance.
|
||||
*/
|
||||
setSizeToFrame: function (frame)
|
||||
{
|
||||
if (!frame) { frame = this.frame; }
|
||||
|
||||
this.width = frame.realWidth;
|
||||
this.height = frame.realHeight;
|
||||
|
||||
if (this.scaleX !== 1)
|
||||
{
|
||||
this.scaleX = this.displayWidth / video.videoWidth;
|
||||
this.scaleX = this.displayWidth / this.width;
|
||||
}
|
||||
|
||||
if (this.scaleY !== 1)
|
||||
{
|
||||
this.scaleY = this.displayHeight / video.videoHeight;
|
||||
this.scaleY = this.displayHeight / this.height;
|
||||
}
|
||||
|
||||
this.emit(Events.VIDEO_METADATA, this, event);
|
||||
var input = this.input;
|
||||
|
||||
if (input && !input.customHitArea)
|
||||
{
|
||||
input.hitArea.width = this.width;
|
||||
input.hitArea.height = this.height;
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -181492,17 +181527,38 @@ var WebGLRenderer = new Class({
|
|||
* @param {HTMLVideoElement} srcVideo - The Video to update the WebGL Texture with.
|
||||
* @param {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} dstTexture - The destination WebGLTextureWrapper to update.
|
||||
* @param {boolean} [flipY=false] - Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`?
|
||||
* @param {boolean} [noRepeat=false] - Should this canvas be allowed to set `REPEAT`?
|
||||
*
|
||||
* @return {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} The updated WebGLTextureWrapper. This is the same wrapper object as `dstTexture`.
|
||||
*/
|
||||
updateVideoTexture: function (srcVideo, dstTexture, flipY)
|
||||
updateVideoTexture: function (srcVideo, dstTexture, flipY, noRepeat)
|
||||
{
|
||||
if (flipY === undefined) { flipY = false; }
|
||||
if (noRepeat === undefined) { noRepeat = false; }
|
||||
|
||||
var gl = this.gl;
|
||||
var minFilter = gl.NEAREST;
|
||||
var magFilter = gl.NEAREST;
|
||||
|
||||
var width = srcVideo.videoWidth;
|
||||
var height = srcVideo.videoHeight;
|
||||
|
||||
dstTexture.update(srcVideo, width, height, flipY);
|
||||
var wrapping = gl.CLAMP_TO_EDGE;
|
||||
|
||||
var pow = IsSizePowerOfTwo(width, height);
|
||||
|
||||
if (!noRepeat && pow)
|
||||
{
|
||||
wrapping = gl.REPEAT;
|
||||
}
|
||||
|
||||
if (this.config.antialias)
|
||||
{
|
||||
minFilter = (pow && this.mipmapFilter) ? this.mipmapFilter : gl.LINEAR;
|
||||
magFilter = gl.LINEAR;
|
||||
}
|
||||
|
||||
dstTexture.update(srcVideo, width, height, flipY, wrapping, wrapping, minFilter, magFilter);
|
||||
|
||||
return dstTexture;
|
||||
},
|
||||
|
@ -192594,11 +192650,11 @@ var WebGLTextureWrapper = new Class({
|
|||
* @param {HTMLCanvasElement|HTMLVideoElement} source - The source to update the WebGLTexture with.
|
||||
* @param {number} width - The new width of the WebGLTexture.
|
||||
* @param {number} height - The new height of the WebGLTexture.
|
||||
* @param {boolean} [flipY] - Should the WebGLTexture set `UNPACK_MULTIPLY_FLIP_Y`?
|
||||
* @param {number} [wrapS] - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} [wrapT] - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} [minFilter] - The new minification filter for the WebGLTexture.
|
||||
* @param {number} [magFilter] - The new magnification filter for the WebGLTexture.
|
||||
* @param {boolean} flipY - Should the WebGLTexture set `UNPACK_MULTIPLY_FLIP_Y`?
|
||||
* @param {number} wrapS - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} wrapT - The new wrapping mode for the WebGLTexture.
|
||||
* @param {number} minFilter - The new minification filter for the WebGLTexture.
|
||||
* @param {number} magFilter - The new magnification filter for the WebGLTexture.
|
||||
*/
|
||||
update: function (source, width, height, flipY, wrapS, wrapT, minFilter, magFilter)
|
||||
{
|
||||
|
|
2
dist/phaser.min.js
vendored
2
dist/phaser.min.js
vendored
File diff suppressed because one or more lines are too long
158
types/phaser.d.ts
vendored
158
types/phaser.d.ts
vendored
|
@ -32472,7 +32472,8 @@ declare namespace Phaser {
|
|||
* atlas or sprite sheet.
|
||||
*
|
||||
* The Plane Game Object also has the Animation component, allowing you to play animations
|
||||
* across the Plane just as you would with a Sprite.
|
||||
* across the Plane just as you would with a Sprite. The animation frame size must be fixed
|
||||
* as the first frame will be the size of the entire animation, for example use a `SpriteSheet`.
|
||||
*
|
||||
* Note that the Plane object is WebGL only and does not have a Canvas counterpart.
|
||||
*
|
||||
|
@ -52711,7 +52712,7 @@ declare namespace Phaser {
|
|||
* https://developer.mozilla.org/en-US/docs/Web/API/HTMLVideoElement
|
||||
* https://developer.mozilla.org/en-US/docs/Web/Media/Formats
|
||||
*/
|
||||
class Video extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.PostPipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.Size, Phaser.GameObjects.Components.TextureCrop, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
|
||||
class Video extends Phaser.GameObjects.GameObject implements Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.Components.BlendMode, Phaser.GameObjects.Components.ComputedSize, Phaser.GameObjects.Components.Depth, Phaser.GameObjects.Components.Flip, Phaser.GameObjects.Components.GetBounds, Phaser.GameObjects.Components.Mask, Phaser.GameObjects.Components.Origin, Phaser.GameObjects.Components.Pipeline, Phaser.GameObjects.Components.PostPipeline, Phaser.GameObjects.Components.ScrollFactor, Phaser.GameObjects.Components.TextureCrop, Phaser.GameObjects.Components.Tint, Phaser.GameObjects.Components.Transform, Phaser.GameObjects.Components.Visible {
|
||||
/**
|
||||
*
|
||||
* @param scene The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
|
||||
|
@ -53134,6 +53135,20 @@ declare namespace Phaser {
|
|||
*/
|
||||
metadataHandler(event: Event): void;
|
||||
|
||||
/**
|
||||
* Sets the size of this Game Object to be that of the given Frame.
|
||||
*
|
||||
* This will not change the size that the Game Object is rendered in-game.
|
||||
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
||||
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
||||
* to do so by giving pixel values.
|
||||
*
|
||||
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
||||
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
||||
* @param frame The frame to base the size of this Game Object on.
|
||||
*/
|
||||
setSizeToFrame(frame?: Phaser.Textures.Frame | boolean): this;
|
||||
|
||||
/**
|
||||
* This internal method is called automatically if the video stalls, for whatever reason.
|
||||
* @param event The error Event.
|
||||
|
@ -53479,6 +53494,66 @@ declare namespace Phaser {
|
|||
*/
|
||||
setBlendMode(value: string | Phaser.BlendModes | number): this;
|
||||
|
||||
/**
|
||||
* The native (un-scaled) width of this Game Object.
|
||||
*
|
||||
* Changing this value will not change the size that the Game Object is rendered in-game.
|
||||
* For that you need to either set the scale of the Game Object (`setScale`) or use
|
||||
* the `displayWidth` property.
|
||||
*/
|
||||
width: number;
|
||||
|
||||
/**
|
||||
* The native (un-scaled) height of this Game Object.
|
||||
*
|
||||
* Changing this value will not change the size that the Game Object is rendered in-game.
|
||||
* For that you need to either set the scale of the Game Object (`setScale`) or use
|
||||
* the `displayHeight` property.
|
||||
*/
|
||||
height: number;
|
||||
|
||||
/**
|
||||
* The displayed width of this Game Object.
|
||||
*
|
||||
* This value takes into account the scale factor.
|
||||
*
|
||||
* Setting this value will adjust the Game Object's scale property.
|
||||
*/
|
||||
displayWidth: number;
|
||||
|
||||
/**
|
||||
* The displayed height of this Game Object.
|
||||
*
|
||||
* This value takes into account the scale factor.
|
||||
*
|
||||
* Setting this value will adjust the Game Object's scale property.
|
||||
*/
|
||||
displayHeight: number;
|
||||
|
||||
/**
|
||||
* Sets the internal size of this Game Object, as used for frame or physics body creation.
|
||||
*
|
||||
* This will not change the size that the Game Object is rendered in-game.
|
||||
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
||||
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
||||
* to do so by giving pixel values.
|
||||
*
|
||||
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
||||
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
||||
* @param width The width of this Game Object.
|
||||
* @param height The height of this Game Object.
|
||||
*/
|
||||
setSize(width: number, height: number): this;
|
||||
|
||||
/**
|
||||
* Sets the display size of this Game Object.
|
||||
*
|
||||
* Calling this will adjust the scale.
|
||||
* @param width The width of this Game Object.
|
||||
* @param height The height of this Game Object.
|
||||
*/
|
||||
setDisplaySize(width: number, height: number): this;
|
||||
|
||||
/**
|
||||
* The depth of this Game Object within the Scene. Ensure this value is only ever set to a number data-type.
|
||||
*
|
||||
|
@ -54038,80 +54113,6 @@ declare namespace Phaser {
|
|||
*/
|
||||
setScrollFactor(x: number, y?: number): this;
|
||||
|
||||
/**
|
||||
* The native (un-scaled) width of this Game Object.
|
||||
*
|
||||
* Changing this value will not change the size that the Game Object is rendered in-game.
|
||||
* For that you need to either set the scale of the Game Object (`setScale`) or use
|
||||
* the `displayWidth` property.
|
||||
*/
|
||||
width: number;
|
||||
|
||||
/**
|
||||
* The native (un-scaled) height of this Game Object.
|
||||
*
|
||||
* Changing this value will not change the size that the Game Object is rendered in-game.
|
||||
* For that you need to either set the scale of the Game Object (`setScale`) or use
|
||||
* the `displayHeight` property.
|
||||
*/
|
||||
height: number;
|
||||
|
||||
/**
|
||||
* The displayed width of this Game Object.
|
||||
*
|
||||
* This value takes into account the scale factor.
|
||||
*
|
||||
* Setting this value will adjust the Game Object's scale property.
|
||||
*/
|
||||
displayWidth: number;
|
||||
|
||||
/**
|
||||
* The displayed height of this Game Object.
|
||||
*
|
||||
* This value takes into account the scale factor.
|
||||
*
|
||||
* Setting this value will adjust the Game Object's scale property.
|
||||
*/
|
||||
displayHeight: number;
|
||||
|
||||
/**
|
||||
* Sets the size of this Game Object to be that of the given Frame.
|
||||
*
|
||||
* This will not change the size that the Game Object is rendered in-game.
|
||||
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
||||
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
||||
* to do so by giving pixel values.
|
||||
*
|
||||
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
||||
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
||||
* @param frame The frame to base the size of this Game Object on.
|
||||
*/
|
||||
setSizeToFrame(frame?: Phaser.Textures.Frame | boolean): this;
|
||||
|
||||
/**
|
||||
* Sets the internal size of this Game Object, as used for frame or physics body creation.
|
||||
*
|
||||
* This will not change the size that the Game Object is rendered in-game.
|
||||
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
||||
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
||||
* to do so by giving pixel values.
|
||||
*
|
||||
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
||||
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
||||
* @param width The width of this Game Object.
|
||||
* @param height The height of this Game Object.
|
||||
*/
|
||||
setSize(width: number, height: number): this;
|
||||
|
||||
/**
|
||||
* Sets the display size of this Game Object.
|
||||
*
|
||||
* Calling this will adjust the scale.
|
||||
* @param width The width of this Game Object.
|
||||
* @param height The height of this Game Object.
|
||||
*/
|
||||
setDisplaySize(width: number, height: number): this;
|
||||
|
||||
/**
|
||||
* The Texture this Game Object is using to render with.
|
||||
*/
|
||||
|
@ -95495,8 +95496,9 @@ declare namespace Phaser {
|
|||
* @param srcVideo The Video to update the WebGL Texture with.
|
||||
* @param dstTexture The destination WebGLTextureWrapper to update.
|
||||
* @param flipY Should the WebGL Texture set `UNPACK_MULTIPLY_FLIP_Y`? Default false.
|
||||
* @param noRepeat Should this canvas be allowed to set `REPEAT`? Default false.
|
||||
*/
|
||||
updateVideoTexture(srcVideo: HTMLVideoElement, dstTexture: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper, flipY?: boolean): Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper;
|
||||
updateVideoTexture(srcVideo: HTMLVideoElement, dstTexture: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper, flipY?: boolean, noRepeat?: boolean): Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper;
|
||||
|
||||
/**
|
||||
* Create a WebGLTexture from a Uint8Array.
|
||||
|
@ -99074,7 +99076,7 @@ declare namespace Phaser {
|
|||
* @param minFilter The new minification filter for the WebGLTexture.
|
||||
* @param magFilter The new magnification filter for the WebGLTexture.
|
||||
*/
|
||||
update(source: HTMLCanvasElement | HTMLVideoElement, width: number, height: number, flipY?: boolean, wrapS?: number, wrapT?: number, minFilter?: number, magFilter?: number): void;
|
||||
update(source: HTMLCanvasElement | HTMLVideoElement, width: number, height: number, flipY: boolean, wrapS: number, wrapT: number, minFilter: number, magFilter: number): void;
|
||||
|
||||
/**
|
||||
* The `__SPECTOR_Metadata` property of the `WebGLTexture`,
|
||||
|
|
33098
types/phaser.json
33098
types/phaser.json
File diff suppressed because it is too large
Load diff
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Reference in a new issue