Richard Davey
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50de14b132
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Merge pull request #3857 from khaleb85/master
Added reverse animation feature (issue: #3837)
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2018-07-24 13:41:10 +01:00 |
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khaleb
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6b81bc78a3
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added since 3.12.0 in new methods, fixed keywords-spacing issue, renamed 'revert' method to 'reverse'
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2018-07-24 09:28:56 -03:00 |
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Richard Davey
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9df7fbaa68
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Adding an array of children to a Group would cause it to mistakenly think you were passing a config object. Fix #3854
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2018-07-23 13:29:39 +01:00 |
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Richard Davey
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fc5eb2511c
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Particles using a blend mode wouldn't render correctly after the updates in 3.11. If the blend mode changes during the processing of an emitter manager it'll now correctly rebind the texture, stopping the particles from vanishing. Fix #3851
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2018-07-23 01:39:21 +01:00 |
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Shukizu
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8da8fbedd1
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fix animations with yoyo mode (issue: #3837)
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2018-07-22 14:57:07 -03:00 |
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Shukizu
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bb17c82bf9
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Added 'playReverse' method, and extracted part of play method (issue #3837)
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2018-07-22 12:42:59 -03:00 |
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Shukizu
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ebc9d8d96d
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Add a 'revert' function that can revert the flow of a animation at any time (issue #3837)
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2018-07-22 11:44:57 -03:00 |
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Richard Davey
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4f6790f450
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Trying not rotate. Speed was the same :)
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2018-07-20 17:50:01 +01:00 |
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Richard Davey
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c1a4fb0092
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typo
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2018-07-20 17:49:49 +01:00 |
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Richard Davey
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7b50a87c3e
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Added getChild methods
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2018-07-19 16:22:58 +01:00 |
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Richard Davey
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106e32a4f5
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Removed un-used imports
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2018-07-19 13:26:11 +01:00 |
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Richard Davey
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de4428ac52
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Added willRender override and start of event handling
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2018-07-19 13:22:13 +01:00 |
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Richard Davey
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ec5bd1912e
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GameObject.willRender now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases.
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2018-07-19 13:19:02 +01:00 |
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Richard Davey
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e2dbbcdbb0
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Inline and added create methods
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2018-07-19 00:42:28 +01:00 |
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Richard Davey
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ceb466748a
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Updated DOM Element to fix transforms
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2018-07-19 00:22:38 +01:00 |
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Richard Davey
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d6fb66789f
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Added getCSSMatrix
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2018-07-19 00:22:10 +01:00 |
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Richard Davey
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ab35dfab95
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The setCrop method stored its crop object on the prototype chain by mistake, causing all Images or Sprites that were cropped to display the same frame. The crop data has been moved to the Game Object instance, where it should be, fixing this issue
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2018-07-19 00:18:09 +01:00 |
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Richard Davey
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0ed4766fe3
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Added start of the new DOM Element Game Object
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2018-07-18 17:23:04 +01:00 |
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Richard Davey
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14ba51d928
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Added Text.setResolution methods.
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2018-07-18 14:45:10 +01:00 |
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Richard Davey
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94540e112e
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Text supports high dpi resolution for its internal canvas
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2018-07-17 22:44:12 +01:00 |
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Richard Davey
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c8b058c26a
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Renamed object to avoid TS defs conflict
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2018-07-16 10:28:28 +01:00 |
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Richard Davey
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66ee2ac973
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Bumped version
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2018-07-13 11:14:13 +01:00 |
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Richard Davey
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eee96cd2d3
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setPipeline returns the Game Object, not the pipeline, to be consistent.
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2018-07-13 11:14:08 +01:00 |
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Richard Davey
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aa9ba84766
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Merge pull request #3741 from TadejZupancic/patch-5
Zone inside a Container fix
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2018-07-13 08:30:13 +01:00 |
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Richard Davey
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13776e5116
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Fixed argument order.
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2018-07-11 16:54:48 +01:00 |
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Richard Davey
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51f94cd444
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2018-07-11 16:25:26 +01:00 |
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Richard Davey
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5ba80defb7
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Pass GO to setPipeline
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2018-07-11 16:23:44 +01:00 |
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Chris Andrew
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0858797599
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Minor documentation fix for BitmapText.getTextBounds().
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2018-07-11 14:50:23 +01:00 |
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Richard Davey
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82b15c8695
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Removed drawEmitterManager and moved to emitter render function
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2018-07-11 14:40:36 +01:00 |
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Richard Davey
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497fa1f2ff
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Added copyFromArray method
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2018-07-11 12:36:49 +01:00 |
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Richard Davey
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ef79edf1ff
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New pipeline function call
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2018-07-11 12:35:23 +01:00 |
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Richard Davey
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b7edbe755f
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Tidying up function
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2018-07-11 12:35:09 +01:00 |
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Richard Davey
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9c9e9cecbb
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Updated log and lint fixes
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2018-07-10 16:49:53 +01:00 |
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Richard Davey
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5fe74453fe
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Extends BitmapText, to save on lots of space
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2018-07-10 16:33:13 +01:00 |
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Richard Davey
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e145b6b7d3
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Fixed Dynamic Bitmap Text Rendering
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2018-07-10 16:33:01 +01:00 |
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Richard Davey
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469f6b6880
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TransformMatrix.multiply has a new optional argument out which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix.
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2018-07-10 14:01:14 +01:00 |
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Richard Davey
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434c8d1413
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Fixed issue with sprite matrix and camera scaling
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2018-07-10 13:59:49 +01:00 |
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Richard Davey
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6560f51699
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Added jsdocs and updated change log
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2018-07-09 22:35:48 +01:00 |
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Richard Davey
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39c05e4a96
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Added support for BitmapText alignment and internal dirty flag for calculation speed
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2018-07-09 21:57:51 +01:00 |
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Richard Davey
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f892d97475
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Removed indexCount
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2018-07-09 17:06:36 +01:00 |
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Richard Davey
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2d313ac927
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The start of adding multi-line alignment
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2018-07-09 17:06:20 +01:00 |
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Richard Davey
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f266acecc2
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Re-uses the bounds object, rather than re-creating constantly.
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2018-07-09 17:06:06 +01:00 |
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Richard Davey
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a16a7457bc
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Now stores the line data in the bounds object.
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2018-07-09 17:05:53 +01:00 |
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Richard Davey
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a3803a286f
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Fixed origin addition post-scale
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2018-07-09 16:17:52 +01:00 |
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Richard Davey
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91a48c30c4
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GetBitmapTextSize , which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish)
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2018-07-09 16:06:36 +01:00 |
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Richard Davey
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84c7960a48
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The Quad Game Object now has a new setFrame method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161
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2018-07-09 13:42:33 +01:00 |
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Richard Davey
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ecd99869bd
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Explained mask positioning better in docs. Fix #3770
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2018-07-08 23:38:13 +01:00 |
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Richard Davey
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9e84c9f082
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Fixed slice method
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2018-07-08 22:44:40 +01:00 |
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Richard Davey
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5c554f3f69
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Started moving dynamic bitmap text renderer to its own function
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2018-07-07 12:34:24 +01:00 |
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Richard Davey
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dd0490dd57
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Removed batchBitmapText, tidied up and moved to its own renderer
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2018-07-07 12:22:45 +01:00 |
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