Richard Davey
|
4de9d52769
|
Animation.setCurrentFrame will no longer try to call setOrigina or updateDisplayOrigin if the Game Object doesn't have the Origin component, preventing unknown function errors.
|
2020-01-27 14:48:50 +00:00 |
|
Richard Davey
|
ff65e69cd1
|
Changed copyright date to 2020
|
2020-01-15 12:07:09 +00:00 |
|
Richard Davey
|
a81c2ea132
|
When playing an Animation, if you were to play another, then pause it, then play another the internal _paused wouldn't get reset, preventing you from them pausing the animations from that point on. You can now play and pause animations at will. Fix #4835
|
2020-01-14 22:42:14 +00:00 |
|
Richard Davey
|
deca3c95a3
|
Calling Animation.setRepeat() wouldn't reset the repeatCounter properly, causing Sprite bound animation instances to fail to change their repeat rate. Fix #4553
|
2019-07-03 15:33:13 +01:00 |
|
Richard Davey
|
83e54cfb16
|
The Animation component will no longer start an animation on a Sprite if the animation doesn't exist. Previously it would throw an error saying "Unable to read the property getFirstTick of null".
|
2019-07-03 12:02:56 +01:00 |
|
Richard Davey
|
c91ed91ce3
|
License link update
|
2019-05-10 16:15:04 +01:00 |
|
Richard Davey
|
3456e19815
|
Updated jsdocs
|
2019-03-05 09:20:30 +00:00 |
|
Richard Davey
|
4f6f6ee72f
|
Lots of jsdoc and type fixes
|
2019-01-31 12:19:01 +00:00 |
|
Richard Davey
|
bc962c25dc
|
All listeners use the new Events
|
2019-01-18 13:41:43 +00:00 |
|
Richard Davey
|
aa341854c7
|
Happy New Year
|
2019-01-15 16:20:22 +00:00 |
|
Richard Davey
|
11ed074450
|
Refactoring how events are handled internally and in the docs
|
2019-01-15 14:37:24 +00:00 |
|
Richard Davey
|
1bf9be5e12
|
Animation.stop guard.
|
2018-12-13 13:03:54 +00:00 |
|
Richard Davey
|
da0d9802de
|
Fixed typo
|
2018-12-06 16:59:53 +00:00 |
|
Richard Davey
|
2fe4d536a9
|
Updated docs
|
2018-12-06 15:59:22 +00:00 |
|
Richard Davey
|
e6f5d0144e
|
Added Animation.chain method to queue an animation to start when the current one ends.
|
2018-12-06 15:57:52 +00:00 |
|
Richard Davey
|
cd80b27ea6
|
Updated jsdocs
|
2018-12-06 15:39:57 +00:00 |
|
Richard Davey
|
8fe2e30635
|
Removed update event
|
2018-12-06 15:34:15 +00:00 |
|
Richard Davey
|
9e78553a48
|
reverse no longer needs the argument. play and playReverse can now take an Animation instance as an argument, not just a key.
|
2018-12-06 15:28:32 +00:00 |
|
Richard Davey
|
202c6c9c1a
|
Added nextFrame and previousFrame to the Animation component
|
2018-11-16 14:34:09 +00:00 |
|
Richard Davey
|
4b1c762296
|
Updated @memberOf to @memberof
|
2018-10-10 10:49:13 +01:00 |
|
Richard Davey
|
a9063604dc
|
Replace @readOnly with @readonly
|
2018-10-09 13:40:00 +01:00 |
|
Richard Davey
|
3944e580cc
|
Fixed an error in the batchSprite methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames
|
2018-09-27 16:49:52 +01:00 |
|
Richard Davey
|
5ad4c8dc2b
|
All of the Animation Events now pass the Game Object as the final argument, this includes animationstart , animationrestart , animationrepeat , animationupdate and animationcomplete .
|
2018-09-27 15:55:16 +01:00 |
|
Richard Davey
|
0a4fc5b026
|
Calling setTimeScale on the Sprite's Animation component will now set the time scale value and keep it set until you change it again. Previously it would be reset to 1 when a new animation was loaded into the component, but this no longer happens - once the time scale is set it remains in effect, regardless of which animations are played on the Sprite.
|
2018-08-31 18:45:50 +01:00 |
|
khaleb
|
6b81bc78a3
|
added since 3.12.0 in new methods, fixed keywords-spacing issue, renamed 'revert' method to 'reverse'
|
2018-07-24 09:28:56 -03:00 |
|
Shukizu
|
8da8fbedd1
|
fix animations with yoyo mode (issue: #3837)
|
2018-07-22 14:57:07 -03:00 |
|
Shukizu
|
bb17c82bf9
|
Added 'playReverse' method, and extracted part of play method (issue #3837)
|
2018-07-22 12:42:59 -03:00 |
|
Shukizu
|
ebc9d8d96d
|
Add a 'revert' function that can revert the flow of a animation at any time (issue #3837)
|
2018-07-22 11:44:57 -03:00 |
|
Richard Davey
|
7aa46657c2
|
Tidying up jsdocs and changing float to number
|
2018-06-26 23:19:14 +01:00 |
|
Chris Andrew
|
4750e92be4
|
Fixed a method signature issue with the Animation component's 'remove' event handler.
This prevented removed animations from stopping correctly, when they were removed from the AnimationManager.
|
2018-06-01 14:37:15 +01:00 |
|
Chris Andrew
|
007ac01f10
|
Documented the Animation, Pipeline and ToJSON Game Object components.
|
2018-06-01 14:08:35 +01:00 |
|
Chris Andrew
|
cb6077f231
|
Documented most of the Animation component class and some of the Animation class.
|
2018-06-01 13:11:25 +01:00 |
|
Richard Davey
|
63dbd9fd12
|
The Animation Component setProgress method was setting the frame on the wrong object. Fix #3633
|
2018-04-30 12:37:50 +01:00 |
|
Richard Davey
|
b392dee5a9
|
More jsdoc fixes
|
2018-04-16 15:11:51 +01:00 |
|
Richard Davey
|
855f38c649
|
typo
|
2018-04-14 17:38:20 +01:00 |
|
Antriel
|
b52707f79d
|
Fix Animation component pause()
|
2018-04-13 09:58:33 +02:00 |
|
Sean Bohan
|
b6480a0db7
|
Fix animationcomplete event name typo
|
2018-04-11 04:51:34 +08:00 |
|
Richard Davey
|
70bedbdce0
|
Check if animation exists
|
2018-04-08 17:01:43 +01:00 |
|
Richard Davey
|
d1788d8a4c
|
Updated jsdocs
|
2018-04-07 15:58:08 +01:00 |
|
Richard Davey
|
777325c046
|
Removed callbacks, added events and added new stop methods
|
2018-04-07 12:36:35 +01:00 |
|
Richard Davey
|
9f9c7dea61
|
Added setProgress
|
2018-04-04 17:19:02 +01:00 |
|
Richard Davey
|
fa2320238e
|
More jsdocs fixes and staggerPlay fix
|
2018-04-04 16:27:33 +01:00 |
|
Richard Davey
|
e734e7ef6b
|
Extensive Animation API changes to use milliseconds, improve docs and access to properties
|
2018-04-04 16:13:45 +01:00 |
|
Richard Davey
|
552cfe3c5e
|
Animation Component overhaul
|
2018-04-04 14:44:09 +01:00 |
|
Richard Davey
|
51d29b818d
|
Animation.updateFrame will now call setSizeToFrame on the Game Object, which will adjust the Game Objects width and height properties to match the frame size. Fix #3473
|
2018-04-04 13:14:41 +01:00 |
|
orblazer
|
87633fdfad
|
Fix multiple types on GameObjects
|
2018-03-20 15:56:31 +01:00 |
|
orblazer
|
90def456f2
|
Update JSDoc on GameObjects
|
2018-03-19 12:54:31 +01:00 |
|
Richard Davey
|
cc0998660e
|
Updated jsdocs
|
2018-03-18 13:43:37 +00:00 |
|
Richard Davey
|
34e5a282d2
|
AnimationComponent.play now calls setSizeToFrame() and updateDisplayOrigin() on the parent Game Object in order to catch situations where you've started playing an animation on a Game Object that uses a different size to the previously set frame.
|
2018-02-27 01:09:09 +00:00 |
|
Richard Davey
|
86f00eeb52
|
eslint fixes
|
2018-02-16 18:17:51 +00:00 |
|