Richard Davey
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09bd56bd8e
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Removed Game.isOver property
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2018-11-28 13:09:48 +00:00 |
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Richard Davey
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50a167a960
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Fixed issue with seamless delta reset and moved frame increment to below callback
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2018-11-23 16:19:44 +00:00 |
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Richard Davey
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19a0638fb3
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Added Game.getFrame and Game.getTime methods.
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2018-11-23 16:19:18 +00:00 |
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Richard Davey
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d6bee1bbd1
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Working through event debugging - don't pull this version unless you want logs everywhere!
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2018-11-22 17:18:31 +00:00 |
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Richard Davey
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8fca5ab575
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Added InputSmoothFactor config property.
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2018-11-19 15:30:21 +00:00 |
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Richard Davey
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f85a79c0d7
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There is a new boolean Game Config property called customEnvironment . If set to true it will skip the internal Feature checks when working out which type of renderer to create, allowing you to run Phaser under non-native web environments. If using this value, you _must_ set an explicit renderType of either CANVAS or WEBGL. It cannot be left as AUTO. Fix #4166
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2018-11-16 10:46:30 +00:00 |
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Richard Davey
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355bc2e1ee
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If not transparent, then set backgroundColor to the canvas itself.
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2018-11-13 15:05:59 +00:00 |
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Richard Davey
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16ef9df977
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Updated capture docs and values
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2018-11-13 15:05:35 +00:00 |
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Richard Davey
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696e3dc6b8
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Prevent non-modified keys only
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2018-11-12 23:01:30 +00:00 |
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Richard Davey
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5f92b05fd7
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Added game config keyboard capture flag for global preventDefault handling.
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2018-11-12 22:22:12 +00:00 |
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Richard Davey
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6634a439af
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:)
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2018-10-26 19:38:08 +01:00 |
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Richard Davey
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d3b573a615
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MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it.
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2018-10-24 14:08:49 +01:00 |
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Richard Davey
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0050f4686f
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Removed Spine Plugin from experimental flag
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2018-10-23 13:30:01 +01:00 |
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Richard Davey
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b73d0dd80c
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Added jsdocs
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2018-10-22 13:47:46 +01:00 |
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Richard Davey
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4c4421c47f
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Docjam merge
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2018-10-19 12:32:43 +01:00 |
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Richard Davey
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557955e057
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Merging Scale Manager and Spine Plugin back into master
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2018-10-18 14:59:27 +01:00 |
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Richard Davey
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ae9c3b6f56
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Tidying up for 3.15 release
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2018-10-16 15:10:49 +01:00 |
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Richard Davey
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861de841b0
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Commented out logs for beta build
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2018-10-16 11:45:01 +01:00 |
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Richard Davey
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3c5bf3eba7
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Merge pull request #4077 from samme/fix/webgl-game-context-null
Fix null game.context after WebGLRenderer init
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2018-10-12 18:28:04 +01:00 |
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Richard Davey
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f9b4419f08
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Uses Scale Manager sizes
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2018-10-11 17:01:38 +01:00 |
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Richard Davey
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99591f0d72
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Added new Scale Manager config properties
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2018-10-11 17:01:17 +01:00 |
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Richard Davey
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fc9b6f7504
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Adding preBoot step
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2018-10-10 13:53:49 +01:00 |
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Richard Davey
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4b1c762296
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Updated @memberOf to @memberof
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2018-10-10 10:49:13 +01:00 |
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Richard Davey
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3c4604127a
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Shorter error
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2018-10-10 10:46:47 +01:00 |
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Richard Davey
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953422a059
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Exposed Scale Manager via global reference
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2018-10-09 18:14:09 +01:00 |
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Richard Davey
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a9063604dc
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Replace @readOnly with @readonly
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2018-10-09 13:40:00 +01:00 |
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Richard Davey
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dea2ee89f0
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Moving out of experimental
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2018-10-08 17:03:00 +01:00 |
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Richard Davey
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51c5c9014f
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Moved to new location
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2018-10-08 15:23:56 +01:00 |
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Richard Davey
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51b36573aa
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Preparing for ScaleManager move
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2018-10-08 15:23:20 +01:00 |
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Richard Davey
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b7d520b8cc
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Merging in ScaleManager
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2018-10-08 15:23:10 +01:00 |
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Richard Davey
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143957d24a
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You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081
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2018-10-02 11:09:58 +01:00 |
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samme
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ced7c82c42
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Fix null game.context after WebGLRenderer init
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2018-09-30 12:45:26 -07:00 |
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samme
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eaec923245
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GameConfig docs
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2018-09-27 15:37:54 -07:00 |
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Richard Davey
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82ddc031c7
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Added new batch of jsdocs
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2018-09-27 15:29:32 +01:00 |
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Richard Davey
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89b9f42f3e
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Adding jsdocs
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2018-09-24 23:20:43 +01:00 |
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Richard Davey
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41956c4625
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Added FB plugin conditional
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2018-09-20 14:14:29 +01:00 |
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Richard Davey
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22e6c15de9
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Display use of FB plugin
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2018-09-20 14:14:09 +01:00 |
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Richard Davey
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d6ff9cfa5a
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FB Plugin moved to its own build file
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2018-09-20 11:50:09 +01:00 |
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Richard Davey
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c36a3b4057
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Hopefully fix annoying TS error
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2018-09-20 11:49:52 +01:00 |
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Richard Davey
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5fe6dbbe0c
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Added more jsdocs
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2018-09-13 08:09:44 +01:00 |
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Richard Davey
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252ebe74fb
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TS defs error
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2018-09-11 13:51:09 +01:00 |
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Richard Davey
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ef558fea3c
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Type definition fixes
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2018-09-07 17:19:19 +01:00 |
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Richard Davey
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a103b0e6a6
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Fixed FB Plugin paths to avoid build errors if plugin is enabled.
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2018-09-04 12:35:23 +01:00 |
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Richard Davey
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b317dc3d30
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Set autoResize to true for now. Fix #3928
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2018-08-31 18:19:25 +01:00 |
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Richard Davey
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7765496b19
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Moved FB plugin behind build flag
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2018-08-23 18:10:20 +01:00 |
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Richard Davey
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144cfaff8f
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Previously the Input Manager would create a Touch handler unless the Game Config had input.touch set to false (the default was true). If no such property is set, it no longer defaults to true and instead is set to whatever Device.input.touch returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two.
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2018-08-22 17:01:21 +01:00 |
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Eirik S Korsnes
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fe748e9dc7
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- wrote dot-notated config properties as seperate typedefs
- add some missing properties
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2018-08-12 12:19:48 +02:00 |
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Christian Freitag
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1909d73a0e
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- Added initial type definitions for plugins property within game object
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2018-08-07 21:38:28 +02:00 |
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Richard Davey
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8a9cfdf83b
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Added properties and methods to Scale Manager ready for integration
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2018-08-07 16:25:45 +01:00 |
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Richard Davey
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51163e6d4e
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If you set window.FORCE_WEBGL or window.FORCE_CANVAS in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time.
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2018-08-02 15:58:36 +01:00 |
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