Richard Davey
|
9af64d02ad
|
Updated log
|
2018-08-07 16:25:20 +01:00 |
|
Richard Davey
|
2d91d4a26b
|
You can now access the Game instance directly from a Scene using this.game
|
2018-08-07 11:19:20 +01:00 |
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Richard Davey
|
26cc84522d
|
The CanvasRenderer.BlitImage function has been removed, as has the associated blitImage property from the Canvas Renderer as they're no longer used.
|
2018-08-06 15:29:27 +01:00 |
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Richard Davey
|
fbb67ac201
|
The CanvasRenderer.DrawImage function has been removed, as has the associated drawImage property from the Canvas Renderer as they're no longer used.
|
2018-08-06 15:24:51 +01:00 |
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Richard Davey
|
702e738ffc
|
When a Static Tilemap Layer is generated in WebGL it will use the Cameras roundPixels value to clamp the tile coordinates.
|
2018-08-06 14:16:36 +01:00 |
|
Richard Davey
|
50821c29ac
|
Updated jsdocs
|
2018-08-06 13:45:56 +01:00 |
|
Richard Davey
|
86965c28e4
|
The Tilemap Culling function now uses the Tilemap tile dimensions for its bounds calculations, instead of the layer tile sizes, as they two don't have to match and it's the underlying grid size that takes precedence when calculating visible tiles. Fix #3893
|
2018-08-06 13:31:27 +01:00 |
|
Richard Davey
|
41c9f8b1e1
|
Docs update
|
2018-08-06 00:41:34 +01:00 |
|
Richard Davey
|
c2782d89ca
|
Updated log.
|
2018-08-03 19:31:02 +01:00 |
|
Richard Davey
|
c6cb0edf60
|
Updated log.
|
2018-08-03 19:17:17 +01:00 |
|
Richard Davey
|
ca68904953
|
The Canvas Renderer has a new batchSprite method that consolidates the process of drawing a texture-based Game Object to the canvas. It processes the alpha, blend mode and matrix calculations in a single function and now is used by nearly all Game Object canvas renderers.
|
2018-08-03 18:53:50 +01:00 |
|
Richard Davey
|
c98f5edc23
|
Added resetCropObject method to cut down on duplicate code.
|
2018-08-03 18:50:36 +01:00 |
|
Richard Davey
|
b65cf0647b
|
New Crop Game Object component.
|
2018-08-03 18:49:10 +01:00 |
|
Richard Davey
|
8c842f67de
|
Phaser.Utils.String.UUID will return an RFC4122 complaint UUID as a string. This is used internally to avoid cache key conflicts, but is exposed for your own use as well.
|
2018-08-03 18:47:27 +01:00 |
|
Richard Davey
|
fc0dc13930
|
Removed use of currentBlendMode and currentAlpha
|
2018-08-03 01:53:51 +01:00 |
|
Richard Davey
|
9f44896a3f
|
The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list.
|
2018-08-03 01:29:18 +01:00 |
|
Richard Davey
|
31421ee00a
|
The CullTiles updates from 3.11 didn't factor in the position of the Tilemap Layer to its bounds calculations, causing Static layers displayed out of the Camera viewport to never render in Canvas mode. The method has also been optimized further, with less divisions and less checks if culling is disabled.
|
2018-08-03 00:40:56 +01:00 |
|
Richard Davey
|
eff01adbc9
|
Added divide argument to the Snap methods.
|
2018-08-03 00:34:11 +01:00 |
|
Richard Davey
|
c4c8b9e6ea
|
Added copyToContext method
|
2018-08-02 17:23:52 +01:00 |
|
Richard Davey
|
2a66e01577
|
Added source property so we can purge TSs based on origin
|
2018-08-02 16:16:46 +01:00 |
|
Richard Davey
|
51163e6d4e
|
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.
|
2018-08-02 15:58:36 +01:00 |
|
Richard Davey
|
7566236d9b
|
Added isRenderTexture property.
|
2018-08-02 12:34:57 +01:00 |
|
Richard Davey
|
3efc800bf7
|
Use global string to cut down on size a little.
|
2018-08-02 12:33:48 +01:00 |
|
Richard Davey
|
7ebf5766e8
|
Added docs for blankTexture and setBlankTexture.
|
2018-08-01 13:23:03 +01:00 |
|
Richard Davey
|
73524df816
|
The Game boot event flow has changed slightly. The Game will now listen for a texturesready event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready event to ensure that it is the first thing to be activated, before any other system.
|
2018-08-01 13:18:28 +01:00 |
|
Richard Davey
|
030911cf60
|
Log update
|
2018-07-31 23:22:45 +01:00 |
|
Richard Davey
|
7313573161
|
The ParticleEmitterManager now has the Transform component. This means you can now set the position, rotation or scale of the Emitter Manager, and it will influence every Emitter it is rendering. The Managers transform is mixed with that of the Camera. This works in both Canvas and WebGL.
|
2018-07-31 23:21:07 +01:00 |
|
Richard Davey
|
c3cc4317dd
|
Particle.color has been removed as it's now calculated during rendering to allow for Camera alpha support.
|
2018-07-31 23:18:49 +01:00 |
|
Richard Davey
|
bc40830f00
|
Log update
|
2018-07-31 17:10:46 +01:00 |
|
Richard Davey
|
f26f78f0fe
|
Updated log
|
2018-07-31 11:53:02 +01:00 |
|
Richard Davey
|
fa2b78192c
|
The CameraManager was accidentally adding extra destroy event calls when a Scene was restarted, causing an Uncaught TypeError: Cannot read property 'events' of null when trying to destroy a game instance having swapped from a Scene to another, and back again. Fix #3878
|
2018-07-31 11:34:59 +01:00 |
|
Richard Davey
|
7e73024d83
|
Added new noReturn destroy boolean for when you absolutely want to nuke the site from orbit.
|
2018-07-31 10:29:11 +01:00 |
|
Richard Davey
|
3d23013b86
|
Body setSize changes to fix #3863 PR
|
2018-07-31 09:39:22 +01:00 |
|
Richard Davey
|
e799a0557a
|
Updated log
|
2018-07-31 09:31:13 +01:00 |
|
Richard Davey
|
a8b605f42d
|
Zone now calls updateDisplayOrigin in its constructor, causing the displayOriginX and displayOriginY values to now be correct if you create a Zone and then don't resize it. Fix #3865
|
2018-07-29 12:34:21 +01:00 |
|
Richard Davey
|
2889d68f93
|
Updated change log
|
2018-07-29 12:24:14 +01:00 |
|
Richard Davey
|
b30e4185b9
|
Updated log
|
2018-07-27 11:19:26 +01:00 |
|
Richard Davey
|
1abe90433f
|
Updated log and docs
|
2018-07-27 02:49:05 +01:00 |
|
Richard Davey
|
6163340f58
|
Updated log
|
2018-07-27 00:53:07 +01:00 |
|
Richard Davey
|
a3c4c60519
|
Log update.
|
2018-07-26 16:34:13 +01:00 |
|
Richard Davey
|
c65e7dc5fa
|
Updated log
|
2018-07-25 23:00:36 +01:00 |
|
Richard Davey
|
e2517486a1
|
Updated log
|
2018-07-23 15:52:55 +01:00 |
|
Richard Davey
|
9df7fbaa68
|
Adding an array of children to a Group would cause it to mistakenly think you were passing a config object. Fix #3854
|
2018-07-23 13:29:39 +01:00 |
|
Richard Davey
|
09bee35693
|
Updated log
|
2018-07-23 01:53:48 +01:00 |
|
Richard Davey
|
2c7280a2c0
|
Updated log
|
2018-07-23 01:39:37 +01:00 |
|
Richard Davey
|
2a008e6713
|
FileType.HTML is a new file type loader that will load an HTML snippet and store it in the new html cache. Access it via load.html (this method was previously used to load html to textures, please see load.htmlTexture for this feature now)
|
2018-07-19 13:21:51 +01:00 |
|
Richard Davey
|
ec5bd1912e
|
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.
|
2018-07-19 13:19:02 +01:00 |
|
Richard Davey
|
1d697b1371
|
Updated log
|
2018-07-19 00:42:37 +01:00 |
|
Richard Davey
|
ab35dfab95
|
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
|
2018-07-19 00:18:09 +01:00 |
|
Richard Davey
|
20f1b37256
|
eslint fix and log update
|
2018-07-18 15:06:56 +01:00 |
|
Richard Davey
|
b6a1033dbd
|
Fixed Camera FX for scaled camera sizes
|
2018-07-18 15:03:06 +01:00 |
|
Richard Davey
|
14ba51d928
|
Added Text.setResolution methods.
|
2018-07-18 14:45:10 +01:00 |
|
Richard Davey
|
1b9f5dc76d
|
Updated change log
|
2018-07-18 14:32:55 +01:00 |
|
Richard Davey
|
e29671282b
|
Updated change log
|
2018-07-17 22:44:28 +01:00 |
|
Richard Davey
|
73292c892a
|
Updated change log
|
2018-07-16 15:16:29 +01:00 |
|
Richard Davey
|
05e6f65d51
|
3.11 Release
|
2018-07-13 11:37:57 +01:00 |
|
Richard Davey
|
9a82bd33e5
|
Updated change log
|
2018-07-13 11:14:29 +01:00 |
|
Richard Davey
|
944ca91e85
|
Updated log
|
2018-07-13 08:30:57 +01:00 |
|
Richard Davey
|
b4ddd44105
|
Added cullCallback support - the final step in culling. Don't like ours? Roll your own!
|
2018-07-12 17:06:36 +01:00 |
|
Richard Davey
|
8981cf4a03
|
Swapped from vec2 to explicit values for cullPadding
|
2018-07-12 16:51:54 +01:00 |
|
Richard Davey
|
b03d3ff783
|
Added support for cull padding
|
2018-07-12 16:44:36 +01:00 |
|
Richard Davey
|
52f50028c3
|
Updated change log
|
2018-07-12 16:32:36 +01:00 |
|
Richard Davey
|
7ea53767cd
|
Updated change log
|
2018-07-12 16:13:00 +01:00 |
|
Richard Davey
|
049f59da70
|
Updated log and packages
|
2018-07-12 01:14:52 +01:00 |
|
Richard Davey
|
872788db1e
|
Updated info
|
2018-07-11 17:20:13 +01:00 |
|
Richard Davey
|
e588ccc321
|
Updated log
|
2018-07-11 16:25:03 +01:00 |
|
Richard Davey
|
82b15c8695
|
Removed drawEmitterManager and moved to emitter render function
|
2018-07-11 14:40:36 +01:00 |
|
Richard Davey
|
497fa1f2ff
|
Added copyFromArray method
|
2018-07-11 12:36:49 +01:00 |
|
Richard Davey
|
cced09bad6
|
Added Pointer.prevPosition and getInterpolatedPosition method
|
2018-07-11 12:34:00 +01:00 |
|
Richard Davey
|
14354fd151
|
Added deprecation warning
|
2018-07-10 17:18:08 +01:00 |
|
Richard Davey
|
9c9e9cecbb
|
Updated log and lint fixes
|
2018-07-10 16:49:53 +01:00 |
|
Richard Davey
|
f813c3a4e3
|
Updated log
|
2018-07-10 16:34:29 +01:00 |
|
Richard Davey
|
469f6b6880
|
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.
|
2018-07-10 14:01:14 +01:00 |
|
Richard Davey
|
4d5eb4755b
|
Updated log
|
2018-07-09 23:02:31 +01:00 |
|
Richard Davey
|
6560f51699
|
Added jsdocs and updated change log
|
2018-07-09 22:35:48 +01:00 |
|
Richard Davey
|
a3803a286f
|
Fixed origin addition post-scale
|
2018-07-09 16:17:52 +01:00 |
|
Richard Davey
|
91a48c30c4
|
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)
|
2018-07-09 16:06:36 +01:00 |
|
Richard Davey
|
17653fcf7d
|
BitmapMask.destroy will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771
|
2018-07-09 14:26:45 +01:00 |
|
Richard Davey
|
cd508ab3f1
|
The ScenePlugin will now queue all of the following ops with the Scene Manager: start , run , pause , resume , sleep , wake , switch and stop . This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame.
|
2018-07-09 14:08:55 +01:00 |
|
Richard Davey
|
84c7960a48
|
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
|
2018-07-09 13:42:33 +01:00 |
|
Richard Davey
|
ecd99869bd
|
Explained mask positioning better in docs. Fix #3770
|
2018-07-08 23:38:13 +01:00 |
|
Richard Davey
|
cb7510b2e5
|
Updated log
|
2018-07-08 23:19:33 +01:00 |
|
Richard Davey
|
8b13631107
|
Removed batchMesh and moved to the Mesh WebGL Renderer. Another one bites the dust.
|
2018-07-06 19:35:46 +01:00 |
|
Richard Davey
|
6aa1526ea9
|
Graphics.arc has a new optional argument overshoot . This is a small value that is added onto the end of the endAngle and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798
|
2018-07-06 17:15:46 +01:00 |
|
Richard Davey
|
a64d747c98
|
clearMask(true) would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809
|
2018-07-06 16:34:11 +01:00 |
|
Richard Davey
|
1931716da3
|
Exposed isTinted bool
|
2018-07-06 16:22:42 +01:00 |
|
Richard Davey
|
901a75d053
|
setCrop will accept numbers or a Rectangle object
|
2018-07-06 12:57:42 +01:00 |
|
Richard Davey
|
f195a09530
|
Rectangle.Intersection will take two Rectangle objects and return the area of intersection between them. If there is no intersection, an empty Rectangle is returned.
|
2018-07-05 23:54:51 +01:00 |
|
Richard Davey
|
f3a446797d
|
Added new TextureCrop component
|
2018-07-05 13:06:28 +01:00 |
|
Richard Davey
|
43fc988034
|
Moved crop UV handler to the Frame method. Cleaner and easier.
|
2018-07-04 15:18:08 +01:00 |
|
Richard Davey
|
ee8c1b403a
|
Fixed cropping with flipped images
|
2018-07-04 14:50:26 +01:00 |
|
Richard Davey
|
4b0ed8a0da
|
Merge branch 'master' of https://github.com/photonstorm/phaser
|
2018-07-03 00:14:28 +01:00 |
|
Richard Davey
|
c82c09914e
|
Updated UV values
|
2018-07-02 23:51:42 +01:00 |
|
Chris Andrew
|
3360825ec3
|
Fixed minor change log typos.
|
2018-07-02 23:10:16 +01:00 |
|
Richard Davey
|
a02d5ffdc8
|
Updated change log
|
2018-07-02 16:44:32 +01:00 |
|
Richard Davey
|
cf008e612c
|
Added e and f properties and multiplyWithOffset and copyFrom
|
2018-07-02 15:33:54 +01:00 |
|
Richard Davey
|
8a7ead03a8
|
Frame.glTexture is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Frame constructor.
|
2018-07-02 13:43:35 +01:00 |
|
Richard Davey
|
390ae5f683
|
Update
|
2018-07-02 13:32:20 +01:00 |
|
Richard Davey
|
fe61cfe2d1
|
You can now set the WebGL batch size in the Game Config via the property batchSize . The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
|
2018-07-02 12:33:46 +01:00 |
|
Richard Davey
|
b57d94ae33
|
Typo fixes
|
2018-06-29 01:07:14 +01:00 |
|