Richard Davey
2037cf468b
More clarity. #3622
2018-04-27 12:42:37 +01:00
Richard Davey
ce7d67297f
Moving from 3.4.1 to 3.5.0 so we can release new camera fx and scene transitions
2018-04-15 12:44:47 +01:00
Richard Davey
59bc9dd0d9
Added GameObject.ignoreDestroy
2018-04-13 17:20:46 +01:00
Richard Davey
6b2307594a
Scene plugin flow overhaul
...
Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
2018-04-13 17:12:17 +01:00
Richard Davey
c57112414a
eslint override
2018-04-12 02:18:01 +01:00
Richard Davey
9c0c037d79
Added getIndexList method.
2018-04-12 02:11:17 +01:00
Richard Davey
68ef6f8630
Removed parentContainer reference
2018-04-10 15:21:04 +01:00
Evan Cobb
4270660c31
adding documentation to some files with only one [description] tag
2018-04-08 14:13:02 -05:00
Richard Davey
183896f8ff
Added parentContainer
property
2018-04-05 14:56:43 +01:00
Richard Davey
747f09af86
jsdoc fixes
2018-03-28 15:04:09 +01:00
Richard Davey
8e7944a1b4
Updated EventEmitter reference
2018-03-21 14:09:58 +00:00
orblazer
7fba122321
Fix "any" types
2018-03-20 17:15:49 +01:00
Richard Davey
cb5b12e9d3
The GameObject destroy
event is now emitted at the start of the destroy process, before things like the body or input managers have been removed, so you're able to use the event handler to extract any information you require from the GameObject before it's actually disposed of. Previously, the event was dispatched at the very end of the process.
2018-03-20 01:05:53 +00:00
orblazer
b4a30b8e43
Add callbacks on GameObjects
2018-03-19 22:27:16 +01:00
orblazer
bf630f7d57
Fix types in JSDocs
2018-03-19 19:49:14 +01:00
Richard Davey
a712dea197
eslint fix
2018-03-05 22:25:55 +00:00
Hua
baeca90ae8
Add destroy event
...
Add destroy event of gameobject, also add a checking to prevent re-enter this destroy function.
2018-03-02 10:50:20 +08:00
Richard Davey
acc4922027
Fixes to the InputPlugin re: drop zones and addition of setInteractive argument.
2018-03-01 02:46:17 +00:00
Richard Davey
d72c7d501a
Destroying a Game Object will now call destroy on its physics body.
2018-02-14 19:33:13 +00:00
Richard Davey
d1f5f8a82b
Added jsdocs
2018-02-12 16:01:21 +00:00
Richard Davey
38b6d2834b
Added jsdocs
2018-02-10 17:11:36 +00:00
Richard Davey
40689d1e35
Updated jsdocs.
2018-02-07 15:27:21 +00:00
Richard Davey
950a125d71
Added jsdocs
2018-02-01 00:04:45 +00:00
Richard Davey
d8b2b6e340
jsdoc tweaks
2018-01-31 16:53:48 +00:00
Richard Davey
2a86400a28
Added in jsdocs
2018-01-31 13:54:44 +00:00
Richard Davey
4ec30b8db8
Recoded the Data component
...
Added is back in as DataManager, which Game Objects can have an instance of. Plus exposed as DataManagerPlugin available to Scenes. Removed callback based system and implemented events and fixed the destroy method.
2018-01-30 00:55:27 +00:00
Richard Davey
50318435b6
Commented out physics destroy call.
2018-01-25 23:19:37 +00:00
Richard Davey
d1cd5cbc1d
Tidied up destroy
2018-01-17 00:29:23 +00:00
Richard Davey
ad49a01271
Fixed rogue input reference and hitTest signature
2018-01-16 23:50:01 +00:00
Richard Davey
c625b8735b
Updated to using Event Emitter for all key managers and game objects. Events are now dispatched directly using arguments instead of Event objects, all managers updated to emit directly.
2018-01-12 17:09:21 +00:00
Richard Davey
718859b02e
Moved the depth sorting functions into the DisplayList class, as it's really the one responsible for it, not System.
2018-01-11 13:59:06 +00:00
Richard Davey
d8f1ba03e9
Moved repository location
2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f
Splitting the dev branch up into versions.
2016-11-22 01:36:56 +00:00
Richard Davey
48f90fec34
Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object.
2016-11-08 01:50:57 +00:00
Richard Davey
2b850ad4e8
Setting the anchor dirties the Transform.
2016-10-27 15:14:09 +01:00
photonstorm
fb3bb4b32f
Refactored into new Base Game Object class, that Image and Sprite (and everything else) will now extend. Much more versatile, and a lot less code duplication.
2016-10-19 11:54:00 +01:00
photonstorm
3020e3b8cf
Updating core objects.
2016-10-14 08:59:24 +01:00
Richard Davey
3ac8c4fcc5
Tidied up the Children component.
2016-10-09 23:39:27 +01:00